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Two Citys Day 2
1
#1
1 Frags +

http://www.teamfortress.com/twocities/rottenburg/

http://www.teamfortress.com/twocities/rottenburg/
2
#2
-12 Frags +

Hopefully these are just mvm stuff and not comp. If these were implemented in comp, it will be the end.

Hopefully these are just mvm stuff and not comp. If these were implemented in comp, it will be the end.
3
#3
3 Frags +

At least medic won't be useless now.

At least medic won't be useless now.
4
#4
12 Frags +
GeknaiirHopefully these are just mvm stuff and not comp. If these were implemented in comp, it will be the end.

Calm down, we have a whitelist for a reason

[quote=Geknaiir]Hopefully these are just mvm stuff and not comp. If these were implemented in comp, it will be the end.[/quote]

Calm down, we have a whitelist for a reason
5
#5
10 Frags +

Also, if they found a way to balance that shield (a tall order sure) it could be really cool. Say a medigun that activates either a shield on 75% charge or a smaller duration uber at 100%. Maybe that's a terrible idea, just popped it off my the top of my head. The point is, I don't think that shield would be terrible for comp, if it meant you could protect more of your team at once, but were vulnerable to flank and couldn't have a team-mate push ahead of you, that could be a cool mechanic for teams to play with...

Also, if they found a way to balance that shield (a tall order sure) it could be really cool. Say a medigun that activates either a shield on 75% charge or a smaller duration uber at 100%. Maybe that's a terrible idea, just popped it off my the top of my head. The point is, I don't think that shield would be terrible for comp, if it meant you could protect more of your team at once, but were vulnerable to flank and couldn't have a team-mate push ahead of you, that could be a cool mechanic for teams to play with...
6
#6
0 Frags +
thrasherGeknaiirHopefully these are just mvm stuff and not comp. If these were implemented in comp, it will be the end.
Calm down, we have a whitelist for a reason

I was referring to the soldier's "rocket specialist" upgrade. It is an upgrade and I don't think there is a new rocket launcher so I just assumed it would be a buff to the rocket launcher.

My bad :(

[quote=thrasher][quote=Geknaiir]Hopefully these are just mvm stuff and not comp. If these were implemented in comp, it will be the end.[/quote]

Calm down, we have a whitelist for a reason[/quote]
I was referring to the soldier's "rocket specialist" upgrade. It is an upgrade and I don't think there is a new rocket launcher so I just assumed it would be a buff to the rocket launcher.

My bad :(
7
#7
-7 Frags +
BLoodSireAlso, if they found a way to balance that shield (a tall order sure) it could be really cool. Say a medigun that activates either a shield on 75% charge or a smaller duration uber at 100%. Maybe that's a terrible idea, just popped it off my the top of my head. The point is, I don't think that shield would be terrible for comp, if it meant you could protect more of your team at once, but were vulnerable to flank and couldn't have a team-mate push ahead of you, that could be a cool mechanic for teams to play with...

I posted this in another forum but I'll post the idea here as well.

I wish they would make that medigun shield thing an actual weapon in the game. It would be so much more interesting than the Quick Fix, here's how IMO it should work.

  • Builds 20% faster than normal Ubercharge.
  • Shield lasts for 8 seconds, just as long as uber.
  • Players who touch the shield take 50 damage and get sent flying back to the force of something like 1-2 sticky bombs.
  • Wherever the medic is pointing is where the shield will be deployed and stay deployed in that direction. Medic can walk around and his shield will stay with him, but it will not change orientation. This means that players can get behind the medic and shoot him since the shield is only facing in one direction.
  • Debatable: Shield reflects rockets and stickybombs.

Also, something else I saw. Could this be Medic's wife?

http://puu.sh/5ps6J.jpg

[quote=BLoodSire]Also, if they found a way to balance that shield (a tall order sure) it could be really cool. Say a medigun that activates either a shield on 75% charge or a smaller duration uber at 100%. Maybe that's a terrible idea, just popped it off my the top of my head. The point is, I don't think that shield would be terrible for comp, if it meant you could protect more of your team at once, but were vulnerable to flank and couldn't have a team-mate push ahead of you, that could be a cool mechanic for teams to play with...[/quote]

I posted this in another forum but I'll post the idea here as well.

I wish they would make that medigun shield thing an actual weapon in the game. It would be so much more interesting than the Quick Fix, here's how IMO it should work.


[LIST]
[*]Builds 20% faster than normal Ubercharge.
[*]Shield lasts for 8 seconds, just as long as uber.
[*]Players who touch the shield take 50 damage and get sent flying back to the force of something like 1-2 sticky bombs.
[*]Wherever the medic is pointing is where the shield will be deployed and stay deployed in that direction. Medic can walk around and his shield will stay with him, but it will not change orientation. This means that players can get behind the medic and shoot him since the shield is only facing in one direction.
[*][B]Debatable[/B]: Shield reflects rockets and stickybombs.
[/LIST]

Also, something else I saw. Could this be Medic's wife?
[img]http://puu.sh/5ps6J.jpg[/img]
8
#8
-4 Frags +

If you could only look around slightly when you deploy the shield uber it would be cool. kinda like with the targe n charge

If you could only look around slightly when you deploy the shield uber it would be cool. kinda like with the targe n charge
9
#9
-1 Frags +

y is it always the soldier who gets new stuff :(

y is it always the soldier who gets new stuff :(
10
#10
2 Frags +

It live!

It live!
11
#11
7 Frags +

good luck, esea client.

good luck, esea client.
12
#12
0 Frags +

Crusader’s Crossbow
Updated damage over distance: bolts now do a maximum of 75 damage (+variance) at max distance

Crusader’s Crossbow
Updated damage over distance: bolts now do a maximum of 75 damage (+variance) at max distance
13
#13
4 Frags +

Weapons
Baby Face’s Blaster
Speed penalty changed to -10% (From -35%)
Boost is now only partially lost on air jumps instead of all jumps

Reduced Clip Size to 4
Removed 40% more accurate attribute

Removed Damage Penalty attribute
Speed at max boost is same as before (520)
Amputator
Added -20% damage penalty
Added +3 health per second when Weapon is Active bonus
Crusader’s Crossbow
Updated damage over distance: bolts now do a maximum of 75 damage (+variance) at max distance
Liberty Launcher
Added 25% reduced self damage from rocket jumps

Weapons
[b]Baby Face’s Blaster[/b]
[color=green]Speed penalty changed to -10% (From -35%)
Boost is now only partially lost on air jumps instead of all jumps[/color]
[color=red]Reduced Clip Size to 4
Removed 40% more accurate attribute[/color]
[color=green]Removed Damage Penalty attribute[/color]
Speed at max boost is same as before (520)
[b]Amputator[/b]
[color=red]Added -20% damage penalty[/color]
[color=green]Added +3 health per second when Weapon is Active bonus[/color]
[b]Crusader’s Crossbow[/b]
[color=green]Updated damage over distance: bolts now do a maximum of 75 damage (+variance) at max distance[/color]
[b]Liberty Launcher[/b]
[color=green]Added 25% reduced self damage from rocket jumps[/color]
14
#14
0 Frags +
Ninja_SteaveWeapons
Baby Face’s Blaster
Speed penalty changed to -10% (From -35%)
Boost is now only partially lost on air jumps instead of all jumps

Reduced Clip Size to 4
Removed 40% more accurate attribute

Removed Damage Penalty attribute
Speed at max boost is same as before (520)
Amputator
Added -20% damage penalty
Added +3 health per second when Weapon is Active bonus
Crusader’s Crossbow
Updated damage over distance: bolts now do a maximum of 75 damage (+variance) at max distance
Liberty Launcher
Added 25% reduced self damage from rocket jumps

To clarify, this is the only stuff that is in general gameplay. The medic shield and rocket specialist are for ONLY mvm.

[quote=Ninja_Steave]Weapons
[b]Baby Face’s Blaster[/b]
[color=green]Speed penalty changed to -10% (From -35%)
Boost is now only partially lost on air jumps instead of all jumps[/color]
[color=red]Reduced Clip Size to 4
Removed 40% more accurate attribute[/color]
[color=green]Removed Damage Penalty attribute[/color]
Speed at max boost is same as before (520)
[b]Amputator[/b]
[color=red]Added -20% damage penalty[/color]
[color=green]Added +3 health per second when Weapon is Active bonus[/color]
[b]Crusader’s Crossbow[/b]
[color=green]Updated damage over distance: bolts now do a maximum of 75 damage (+variance) at max distance[/color]
[b]Liberty Launcher[/b]
[color=green]Added 25% reduced self damage from rocket jumps[/color][/quote]

To clarify, this is the only stuff that is in general gameplay. The medic shield and rocket specialist are for ONLY mvm.
15
#15
0 Frags +

just FYI amputator can bring medic from 1 health to full in just under 20 seconds, or just over 10 if using the taunt as well.

just FYI amputator can bring medic from 1 health to full in just under 20 seconds, or just over 10 if using the taunt as well.
16
#16
0 Frags +

yay my hud is broke

yay my hud is broke
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