So the crit a cola,bonk atomic punch,mad milk and flying guillotine are banned.What scout secondaries am I supposed to use now?I don't know if it's just me,but I hate all of the scouts pistols.For my Hit and run playstyle I often use the crit a cola or bonk atomic punch in pubs.The pistols just don't deal enough damage for my playstyle.I had a strange Pistol once,and I got 10 kills with it for one month often I would kill them with my scattergun or melee(Three Rune Blade).So I am now forced to choose between three almost no damage pistols with an exception of the winger(which I am most likely choosing for damage).
Pixelcraft7575So the crit a cola,bonk atomic punch,mad milk and flying guillotine are banned.What scout secondaries am I supposed to use now?I don't know if it's just me,but I hate all of the scouts pistols.For my Hit and run playstyle I often use the crit a cola or bonk atomic punch in pubs.The pistols just don't deal enough damage for my playstyle.I had a strange Pistol once,and I got 10 kills with it for one month often I would kill them with my scattergun or melee(Three Rune Blade).So I am now forced to choose between three almost no damage pistols with an exception of the winger(which I am most likely choosing for damage).
lmao
lmao
I know it was a post a week ago and it's a different format but the Vita-saw was also thoroughly tested in Highlander and resulted in slowing the game down because you reach the point where both Medics are uber v uber more often which is when the game is at its slowest since both teams just play passive working for picks. It's one of the few unlocks banned in HL for being too strong, which is sayin' something.
Pixelcraft7575So the crit a cola,bonk atomic punch,mad milk and flying guillotine are banned.What scout secondaries am I supposed to use now?I don't know if it's just me,but I hate all of the scouts pistols.For my Hit and run playstyle I often use the crit a cola or bonk atomic punch in pubs.The pistols just don't deal enough damage for my playstyle.I had a strange Pistol once,and I got 10 kills with it for one month often I would kill them with my scattergun or melee(Three Rune Blade).So I am now forced to choose between three almost no damage pistols with an exception of the winger(which I am most likely choosing for damage).
You do realize this has nothing to do with pubs, right?
You do realize this has nothing to do with pubs, right?
nearly all of the unfun or broken weapons got tested in the Valve's Game showmatch, just watch that if you want to see why a particular stupid weapon is banned
Enterimnearly all of the unfun or broken weapons got tested in the Valve's Game showmatch, just watch that if you want to see why a particular stupid weapon is banned
The players also didn't take those matches super serious or try their hardest to win because there was no reason to. If you actually want players to try and abuse the broken weapons to the maximum they have to have a reason to want to
The players also didn't take those matches super serious or try their hardest to win because there was no reason to. If you actually want players to try and abuse the broken weapons to the maximum they have to have a reason to want to
DarkNecridI know it was a post a week ago and it's a different format but the Vita-saw was also thoroughly tested in Highlander and resulted in slowing the game down because you reach the point where both Medics are uber v uber more often which is when the game is at its slowest since both teams just play passive working for picks. It's one of the few unlocks banned in HL for being too strong, which is sayin' something.
I would like to see what would happen if medigun healed slower when it has 100% uber, to see what it changes. I would have some fun watching that
I would like to see what would happen if medigun healed slower when it has 100% uber, to see what it changes. I would have some fun watching that
TwiggyDarkNecridI know it was a post a week ago and it's a different format but the Vita-saw was also thoroughly tested in Highlander and resulted in slowing the game down because you reach the point where both Medics are uber v uber more often which is when the game is at its slowest since both teams just play passive working for picks. It's one of the few unlocks banned in HL for being too strong, which is sayin' something.
I would like to see what would happen if medigun healed slower when it has 100% uber, to see what it changes. I would have some fun watching that
It would literally just make the game even slower than it already is
I would like to see what would happen if medigun healed slower when it has 100% uber, to see what it changes. I would have some fun watching that[/quote]
It would literally just make the game even slower than it already is
if yr gonna change the medigun base stats, making it the kritzkrieg, reducing Uber times, or making it build faster are probably better options than making it heal slower
Uber being too good and taking just long enough to get that it slows the game down is medic's biggest problem, not heals
Uber being too good and taking [i]just[/i] long enough to get that it slows the game down is medic's biggest problem, not heals
What if uber only built while healing hurt players, and actually slowly drained while not healing and/or giving overheals? Would be even more effective at encouraging fights if self-damage didn't count towards uber.
no seriously, the issue is that no team wants to risk using an uber while risking being unable to pop the other team's uber, so the solution is to make uber something you have to pop
I've now spent 20 minutes thinking about attribute changes that no one will agree with and I've decided this is ideal:
1. While not healing, ubercharge drains at a rate of 1%/sec. I think that's max, slower might be better.
2. Uber does not charge while giving overheals.
3. After a certain time period of giving overheals, uber will start to drain. I'm thinking at least 10 seconds.
4. Self damage does not count as uber heals. Keeps teams from settling into the exact same stalemates as always except with one player who's just shooting himself in the face constantly
So now teams can still slow down here and there, which I think is important for both players for thinking things through and commentators so they can maybe say some interesting things, but the no-risk eternal turtle hold dies since at least one player needs to get close enough to consistently take damage from enemies and risk getting caught out.
does anyone feel like actually telling me why this is a bad idea
no seriously, the issue is that no team wants to risk using an uber while risking being unable to pop the other team's uber, so the solution is to make uber something you have to pop
I've now spent 20 minutes thinking about attribute changes that no one will agree with and I've decided this is ideal:
1. While not healing, ubercharge drains at a rate of 1%/sec. I think that's max, slower might be better.
2. Uber does not charge while giving overheals.
3. After a certain time period of giving overheals, uber will start to drain. I'm thinking at least 10 seconds.
4. Self damage does not count as uber heals. Keeps teams from settling into the exact same stalemates as always except with one player who's just shooting himself in the face constantly
So now teams can still slow down here and there, which I think is important for both players for thinking things through and commentators so they can maybe say some interesting things, but the no-risk eternal turtle hold dies since at least one player needs to get close enough to consistently take damage from enemies and risk getting caught out.
does anyone feel like actually telling me why this is a bad idea
TwiggyDarkNecridI know it was a post a week ago and it's a different format but the Vita-saw was also thoroughly tested in Highlander and resulted in slowing the game down because you reach the point where both Medics are uber v uber more often which is when the game is at its slowest since both teams just play passive working for picks. It's one of the few unlocks banned in HL for being too strong, which is sayin' something.
I would like to see what would happen if medigun healed slower when it has 100% uber, to see what it changes. I would have some fun watching that
the only time that would pressure you to push though is when you have uber ad and uber, in which you're gonna push anyway. apart from niche cases where you're more likely to contest when you're a number of players down the only thing i can see that doing is making it harder to peek chokes and heal back up from spam (which slows the game down)
I would like to see what would happen if medigun healed slower when it has 100% uber, to see what it changes. I would have some fun watching that[/quote]
the only time that would pressure you to push though is when you have uber ad and uber, in which you're gonna push anyway. apart from niche cases where you're more likely to contest when you're a number of players down the only thing i can see that doing is making it harder to peek chokes and heal back up from spam (which slows the game down)
I'm not saying it's better, just that this concept hasn't been done before. If testing it makes us learn something then good.
I thought with less heals, pushing on damage would get much easier. Say you hit some good spam at a choke, you know have a more significant HP advantage to keep on spamming OR to trade uber knowing enemies will be weaker than you in the next fight.
I'm aware this is a shit idea, but if a gameplay change has to be made to this game, it's to give players a good reason to pop ubers in stalemates. How? No idea. I don't think that reducing build time would be good, because the game would reach this stalemate situation faster (cf ESEA quickfix season)
I thought with less heals, pushing on damage would get much easier. Say you hit some good spam at a choke, you know have a more significant HP advantage to keep on spamming OR to trade uber knowing enemies will be weaker than you in the next fight.
I'm aware this is a shit idea, but if a gameplay change has to be made to this game, it's to give players a good reason to pop ubers in stalemates. How? No idea. I don't think that reducing build time would be good, because the game would reach this stalemate situation faster (cf ESEA quickfix season)
Significant damage should trigger a push (or at least a sac) through choke in the current meta, changing the heal rate isn't going to incentivize it further if a team wouldn't do it currently.
If you want to fix stalemates you need to make the burden of pushing on the team with less points capped rather than the team with more points capped.
If you want to fix stalemates you need to make the burden of pushing on the team with less points capped rather than the team with more points capped.