HandcuffedI don't play CS:GO, but it doesn't seem too dissimilar to a team spending a lot of money early on the AWP or whatever it's called, right? Medics and teams will need to be positioned correctly when they have significant uber. Period. Or maybe teams will run Vacc or Kritz more often just because getting those ubers is quicker. Sounds fun.
Now, granted, I think 30 seconds to pick up the gun is a bit much... Maybe 10 seconds? So dropping the medic via sniper doesn't allow your team to push twice in a row? Or having some sort of dropoff where the uber % in the dropped gun decreases the longer it's on the ground...
picking up an awp doesnt automatically win you the round. In fact, most of the best players would rather have a rifle than an AWP most of the time
[quote=Handcuffed]I don't play CS:GO, but it doesn't seem too dissimilar to a team spending a lot of money early on the AWP or whatever it's called, right? Medics and teams will need to be positioned correctly when they have significant uber. Period. Or maybe teams will run Vacc or Kritz more often just because getting those ubers is quicker. Sounds fun.
Now, granted, I think 30 seconds to pick up the gun is a bit much... Maybe 10 seconds? So dropping the medic via sniper doesn't allow your team to push twice in a row? Or having some sort of dropoff where the uber % in the dropped gun decreases the longer it's on the ground...[/quote]
picking up an awp doesnt automatically win you the round. In fact, most of the best players would rather have a rifle than an AWP most of the time
I am actually shocked by the charge retention on dropped mediguns. It adds meta, and that is interesting and always worth a look and a discussion; but let's not forget the quickfix added meta too. It just wasn't a good one. I guess the thinking here is the only time to test this is now. Before playoffs, before i55, the time is ripe to make this judgement in the post tf2 beta era. It seems it has to ship to see how it plays. Hopefully it is much better than it sounds, and if not, hopefully they aren't too attached to the idea.
If only dropped weapons still moved. Would be great fun watching teams fight physics wars trying to keep uber's from the other.
I am actually shocked by the charge retention on dropped mediguns. It adds meta, and that is interesting and always worth a look and a discussion; but let's not forget the quickfix added meta too. It just wasn't a good one. I guess the thinking here is the only time to test this is now. Before playoffs, before i55, the time is ripe to make this judgement in the post tf2 beta era. It seems it has to ship to see how it plays. Hopefully it is much better than it sounds, and if not, hopefully they aren't too attached to the idea.
If only dropped weapons still moved. Would be great fun watching teams fight physics wars trying to keep uber's from the other.
i would have popped the uber at i52 against iM with these changes...
i would have popped the uber at i52 against iM with these changes...
SideshowIt just makes milking the uber or holding during a force a really bad move. One wrong step and your team has lost the round, not just a cp or two.
You can argue that this raises the skill ceiling but in actuality all it does is make medics more likely to bitch pop. Makes roamers' lives easier, makes medic less fun and interesting, and makes countering a sniper much harder.
just played a couple games with this
the only bad thing is dying at last respawning and taking your own medigun the despawn timer on weapons should be reduced to 10-15 seconds would also reduce the major clutter going on
the situation you explained is nearly the same thing weather you can pick up the enemy uber or not
Red uber exchanges into mid blu medic drops along with the blu medics death at least 1 other player dies
Red blobs their medic and cleans up the desperate players left with the choice of running and hiding or saccing in both dont work if red pays attention
Red caps mid and second and has uber advantage to push last
now if you can pickup the enemy uber
Red uber exchanges into mid blu medic drops along with the blu medics death at least 1 other player dies
Red medic picks up medigun while being blobbed by his players lets say he gets it safely (the roamer doesn't camp the medigun or jump where he knows Blu medic died as Red medic goes to pick it up)
Red team takes mid and second and already has uber to push into last
its the same thing the only difference being that if you have to wait a build its boring and 1 team can setup with heavy engi pyro sniper and lame you out and then not be able to pushout anyway because they have a million offclasses and then you sit at last for 10 minutes instead of just winning because 1 team made a mistake and playing a mid fight
also about medic being less fun and interesting how is that even possible an entire new feature was added that they get to account for uber advantages are no longer just counting and comparing the enemy percent with your percent you gotta think about where mediguns were dropped and if they coulda picked them up
more ubers more fighting more fun
sorry for no punctuation I died before reaching grade 8 and never learned
[quote=Sideshow]It just makes milking the uber or holding during a force a really bad move. One wrong step and your team has lost the round, not just a cp or two.
You can argue that this raises the skill ceiling but in actuality all it does is make medics more likely to bitch pop. Makes roamers' lives easier, makes medic less fun and interesting, and makes countering a sniper much harder.[/quote]
just played a couple games with this
the only bad thing is dying at last respawning and taking your own medigun the despawn timer on weapons should be reduced to 10-15 seconds would also reduce the major clutter going on
the situation you explained is nearly the same thing weather you can pick up the enemy uber or not
Red uber exchanges into mid blu medic drops along with the blu medics death at least 1 other player dies
Red blobs their medic and cleans up the desperate players left with the choice of running and hiding or saccing in both dont work if red pays attention
Red caps mid and second and has uber advantage to push last
now if you can pickup the enemy uber
Red uber exchanges into mid blu medic drops along with the blu medics death at least 1 other player dies
Red medic picks up medigun while being blobbed by his players lets say he gets it safely (the roamer doesn't camp the medigun or jump where he knows Blu medic died as Red medic goes to pick it up)
Red team takes mid and second and already has uber to push into last
its the same thing the only difference being that if you have to wait a build its boring and 1 team can setup with heavy engi pyro sniper and lame you out and then not be able to pushout anyway because they have a million offclasses and then you sit at last for 10 minutes instead of just winning because 1 team made a mistake and playing a mid fight
also about medic being less fun and interesting how is that even possible an entire new feature was added that they get to account for uber advantages are no longer just counting and comparing the enemy percent with your percent you gotta think about where mediguns were dropped and if they coulda picked them up
more ubers more fighting more fun
sorry for no punctuation I died before reaching grade 8 and never learned
medic is already a boring enough class. punishing them for holding an uber, which is one of the few things that makes medic interesting, is stupid
medic is already a boring enough class. punishing them for holding an uber, which is one of the few things that makes medic interesting, is stupid
harbleumedic is already a boring enough class... punishing them for holding an uber, which is one of the few things that makes medic interesting, is stupid
0 skill ceiling.
Now the most important skill a medic can have is counting ubers.
rip
[quote=harbleu]medic is already a boring enough class... punishing them for holding an uber, which is one of the few things that makes medic interesting, is stupid[/quote]
0 skill ceiling.
Now the most important skill a medic can have is counting ubers.
rip
dropping an uber was already enough of a punishment for not popping it. now giving the enemy team the chance to use it against you is crazy.
dropping an uber was already enough of a punishment for not popping it. now giving the enemy team the chance to use it against you is crazy.
if they don't want to revert this, they might even just make the dropped medigun movable, so that you can at least try and avoid the enemy medic taking it, maybe you can even move it back to ur spawn so that the medic can get it back when he spawns
if they don't want to revert this, they might even just make the dropped medigun movable, so that you can at least try and avoid the enemy medic taking it, maybe you can even move it back to ur spawn so that the medic can get it back when he spawns
CheesyMacgyverreasons and good points
I think something that you missed out of that 2nd part though is that you can actually push with uber into last before they even spawn - building ubers is something that paces 6v6 at the moment and spawns etc are all designed around that. Cap time also does it, but now ubers are not a pacing mechanic at all, only capping is. Perhaps we should give it a day or two to see how it plays out, but I feel like all these counter arguments are "it's not so bad". There's no real positive to this update as far as I can see, other than it's easier to snowball. I count that as a bad point but you could argue it's a positive I guess.
[quote=CheesyMacgyver]reasons and good points[/quote]
I think something that you missed out of that 2nd part though is that you can actually push with uber into last before they even spawn - building ubers is something that paces 6v6 at the moment and spawns etc are all designed around that. Cap time also does it, but now ubers are not a pacing mechanic at all, only capping is. Perhaps we should give it a day or two to see how it plays out, but I feel like all these counter arguments are "it's not so bad". There's no real positive to this update as far as I can see, other than it's easier to snowball. I count that as a bad point but you could argue it's a positive I guess.
It would be pretty cool if weapons could still be knocked around. Let's say a medic drops but the roamer is still alive while the enemy medic is alive, the soldier could either go after the med or knock the medigun with uber away so that the med can't get it within the despawn timer.
It would be pretty cool if weapons could still be knocked around. Let's say a medic drops but the roamer is still alive while the enemy medic is alive, the soldier could either go after the med or knock the medigun with uber away so that the med can't get it within the despawn timer.
If weapons stay up as long as they do now, this change is pretty bad in some cases, and only marginally speeds up the game in others. I think it'll add some really silly situations into the game, depending on how long weapons stay up and how it works in general:
If my team wins mid, can I "juggle" the enemy team's medigun to their 2 while my team caps, so my team can have a full uber for pushing last, and a second +60%~ uber to pick up later if the push goes bad and I have to leave? This would depend on how fast someone can juggle and how small the map is
If a team off-uber pushes and trades with maybe one player left alive total, can a medic run back and pick it up before it expires?
These are just two situations off the top of my head, I'm sure there are many more. I can see a lot more kritz being used now.
However, I think this change brings up more important issues. I don't think people are really looking at the big picture. The competitive community (both 6's and HL) needs to be prepared for a lot of dramatic shifts. Valve is going to start balancing TF2 and it absolutely will impact the core gameplay that our community is based on, for better or worse. Their balance changes are aimed at their own Valve matchmaking format (whatever that may be), and the community needs to start preparing for how to handle that.
If weapons stay up as long as they do now, this change is pretty bad in some cases, and only marginally speeds up the game in others. I think it'll add some really silly situations into the game, depending on how long weapons stay up and how it works in general:
If my team wins mid, can I "juggle" the enemy team's medigun to their 2 while my team caps, so my team can have a full uber for pushing last, and a second +60%~ uber to pick up later if the push goes bad and I have to leave? This would depend on how fast someone can juggle and how small the map is
If a team off-uber pushes and trades with maybe one player left alive total, can a medic run back and pick it up before it expires?
These are just two situations off the top of my head, I'm sure there are many more. I can see a lot more kritz being used now.
However, I think this change brings up more important issues. I don't think people are really looking at the big picture. The competitive community (both 6's and HL) needs to be prepared for a lot of dramatic shifts. Valve is going to start balancing TF2 and it absolutely will impact the core gameplay that our community is based on, for better or worse. Their balance changes are aimed at their own Valve matchmaking format (whatever that may be), and the community needs to start preparing for how to handle that.
plinkoAnyone else crashing constantly? Anytime I connect I crash during map loading unless the server doesn't have item connection. Then, as soon as items come back I crash again. . .
It did that as I completed a contract, then crashed repeatedly until I turned in the contract, let it crash again, and got the skin. Back to normal after that.
[quote=plinko]Anyone else crashing constantly? Anytime I connect I crash during map loading unless the server doesn't have item connection. Then, as soon as items come back I crash again. . .[/quote]
It did that as I completed a contract, then crashed repeatedly until I turned in the contract, let it crash again, and got the skin. Back to normal after that.
u could prevent juggling and still keep the uber 'stealing' mechanic by adding a finite # of times each dropped weapon can be swapped to
after like 3 times being swapped for a weapon just despawns when you swap to another weapon or something
u could prevent juggling and still keep the uber 'stealing' mechanic by adding a finite # of times each dropped weapon can be swapped to
after like 3 times being swapped for a weapon just despawns when you swap to another weapon or something
Knuckles_harbleumedic is already a boring enough class... punishing them for holding an uber, which is one of the few things that makes medic interesting, is stupid
0 skill ceiling.
Now the most important skill a medic can have is counting ubers.
rip
if anything, this imo would add skill to medic. knowing how to position yourself and, in the worst case, how to surf rockets/escape becomes hugely important. bigger than before. and being competent and calm enough to suicide rather than get killed (if popping is not possible) will be another skill.
[quote=Knuckles_][quote=harbleu]medic is already a boring enough class... punishing them for holding an uber, which is one of the few things that makes medic interesting, is stupid[/quote]
0 skill ceiling.
Now the most important skill a medic can have is counting ubers.
rip[/quote]
if anything, this imo would add skill to medic. knowing how to position yourself and, in the worst case, how to surf rockets/escape becomes hugely important. bigger than before. and being competent and calm enough to suicide rather than get killed (if popping is not possible) will be another skill.
game crashes when i join servers now
game crashes when i join servers now
Random late-night/early-morning thought - while I personally think it's certainly worth giving the medigun change a little time window to play itself out and see how it goes, what would people think of something like mediguns always dropping with 0% uber, except in the event of a non-suicide uber drop in which case the medigun drops with a flat predetermined percentage of, say, 20% or 25% or so?
My logic here is that it would remove this potential for ridiculous winner's advantage snowballing and juggling nonsense but still give a small advantage as reward for dropping the med like Valve seem to be intending (as I absolutely agree personally that getting a full uber for dropping the med is by far too significant of a reward) which adds some potential extra momentum to getting a med drop but doesn't just give basically guaranteed round wins
EDIT: Extra note, this would also hopefully mitigate the problem of constant pussy-popping instead of milking; while no medic is going to take the risk of giving the enemy a free full uber on top of the one they already have because it simply is never worth the risk, giving them 20% or 25% might quite often be worth the risk of milking.
Random late-night/early-morning thought - while I personally think it's certainly worth giving the medigun change a little time window to play itself out and see how it goes, what would people think of something like mediguns always dropping with 0% uber, except in the event of a non-suicide uber drop in which case the medigun drops with a flat predetermined percentage of, say, 20% or 25% or so?
My logic here is that it would remove this potential for ridiculous winner's advantage snowballing and juggling nonsense but still give a small advantage as reward for dropping the med like Valve seem to be intending (as I absolutely agree personally that getting a full uber for dropping the med is by far too significant of a reward) which adds some potential extra momentum to getting a med drop but doesn't just give basically guaranteed round wins
EDIT: Extra note, this would also hopefully mitigate the problem of constant pussy-popping instead of milking; while no medic is going to take the risk of giving the enemy a free full uber on top of the one they already have because it simply is never worth the risk, giving them 20% or 25% might quite often be worth the risk of milking.
This update motivated me to practice ctaps because getting that much distance on each jump was crazy fun
This update motivated me to practice ctaps because getting that much distance on each jump was crazy fun
I'm also crashing when I get to "Retrieving server info"
EDIT: Turned in my contracts and it works fine now. Crashed a few more times while submitting the contracts but after that it's ok
I'm also crashing when I get to "Retrieving server info"
EDIT: Turned in my contracts and it works fine now. Crashed a few more times while submitting the contracts but after that it's ok
PhunkThis update motivated me to practice ctaps because getting that much distance on each jump was crazy fun
unfortunately you still won't be able to get that much speed and distance at such a low angle :(
[quote=Phunk]This update motivated me to practice ctaps because getting that much distance on each jump was crazy fun[/quote]
unfortunately you still won't be able to get that much speed and distance at such a low angle :(
collwru could prevent juggling and still keep the uber 'stealing' mechanic by adding a finite # of times each dropped weapon can be swapped to
after like 3 times being swapped for a weapon just despawns when you swap to another weapon or something
Or make a swapped weapon be put down in exactly the same place as the weapon it replaced so they can't be juggled up the map.
[quote=collwr]u could prevent juggling and still keep the uber 'stealing' mechanic by adding a finite # of times each dropped weapon can be swapped to
after like 3 times being swapped for a weapon just despawns when you swap to another weapon or something[/quote]
Or make a swapped weapon be put down in exactly the same place as the weapon it replaced so they can't be juggled up the map.
Yes, turning in the contract fixes the constant crashes (well it makes you crash one more time, after that it works).
Yes, turning in the contract fixes the constant crashes (well it makes you crash one more time, after that it works).
[img]http://i.imgur.com/mUkomzh.png[/img]
When you pick up someone else's (or your own previous) air strike, it will still have as many rockets as it used to have before the guy died. But as soon as you've shot them, you can't reload past the first 4 until you get the kills yourself.
When you pick up someone else's (or your own previous) air strike, it will still have as many rockets as it used to have before the guy died. But as soon as you've shot them, you can't reload past the first 4 until you get the kills yourself.
CheesyMacgyverSideshowIt just makes milking the uber or holding during a force a really bad move. One wrong step and your team has lost the round, not just a cp or two.
You can argue that this raises the skill ceiling but in actuality all it does is make medics more likely to bitch pop. Makes roamers' lives easier, makes medic less fun and interesting, and makes countering a sniper much harder.
just played a couple games with this
the only bad thing is dying at last respawning and taking your own medigun the despawn timer on weapons should be reduced to 10-15 seconds would also reduce the major clutter going on
the situation you explained is nearly the same thing weather you can pick up the enemy uber or not
Red uber exchanges into mid blu medic drops along with the blu medics death at least 1 other player dies
Red blobs their medic and cleans up the desperate players left with the choice of running and hiding or saccing in both dont work if red pays attention
Red caps mid and second and has uber advantage to push last
now if you can pickup the enemy uber
Red uber exchanges into mid blu medic drops along with the blu medics death at least 1 other player dies
Red medic picks up medigun while being blobbed by his players lets say he gets it safely (the roamer doesn't camp the medigun or jump where he knows Blu medic died as Red medic goes to pick it up)
Red team takes mid and second and already has uber to push into last
its the same thing the only difference being that if you have to wait a build its boring and 1 team can setup with heavy engi pyro sniper and lame you out and then not be able to pushout anyway because they have a million offclasses and then you sit at last for 10 minutes instead of just winning because 1 team made a mistake and playing a mid fight
also about medic being less fun and interesting how is that even possible an entire new feature was added that they get to account for uber advantages are no longer just counting and comparing the enemy percent with your percent you gotta think about where mediguns were dropped and if they coulda picked them up
more ubers more fighting more fun
sorry for no punctuation I died before reaching grade 8 and never learned
it's not "nearly the same" at all. an entire building process during which the other team can prepare for the incoming uber push isn't something that can be overlooked as a small deviation from the way medic works now. it leaves nearly no time to set up and gives you basically no chance to defend. in fact, if you drop the medic, the other team is more or less forced to divebomb your medic that picked up their medic's full uber medigun, which results only in a pop, but drops even more players so you can basically take 2 and last while they're respawning
i'm not necessarily saying this change is bad, but it definitely changes absolutely everything. the game is even more-so based on uber than it was before. and now i can easily see medics being conditioned into forcing due to even 10 damage. because why not? you really can't risk it with milking anymore.
[quote=CheesyMacgyver][quote=Sideshow]It just makes milking the uber or holding during a force a really bad move. One wrong step and your team has lost the round, not just a cp or two.
You can argue that this raises the skill ceiling but in actuality all it does is make medics more likely to bitch pop. Makes roamers' lives easier, makes medic less fun and interesting, and makes countering a sniper much harder.[/quote]
just played a couple games with this
the only bad thing is dying at last respawning and taking your own medigun the despawn timer on weapons should be reduced to 10-15 seconds would also reduce the major clutter going on
the situation you explained is nearly the same thing weather you can pick up the enemy uber or not
Red uber exchanges into mid blu medic drops along with the blu medics death at least 1 other player dies
Red blobs their medic and cleans up the desperate players left with the choice of running and hiding or saccing in both dont work if red pays attention
Red caps mid and second and has uber advantage to push last
now if you can pickup the enemy uber
Red uber exchanges into mid blu medic drops along with the blu medics death at least 1 other player dies
Red medic picks up medigun while being blobbed by his players lets say he gets it safely (the roamer doesn't camp the medigun or jump where he knows Blu medic died as Red medic goes to pick it up)
Red team takes mid and second and already has uber to push into last
its the same thing the only difference being that if you have to wait a build its boring and 1 team can setup with heavy engi pyro sniper and lame you out and then not be able to pushout anyway because they have a million offclasses and then you sit at last for 10 minutes instead of just winning because 1 team made a mistake and playing a mid fight
also about medic being less fun and interesting how is that even possible an entire new feature was added that they get to account for uber advantages are no longer just counting and comparing the enemy percent with your percent you gotta think about where mediguns were dropped and if they coulda picked them up
more ubers more fighting more fun
sorry for no punctuation I died before reaching grade 8 and never learned[/quote]
it's not "nearly the same" at all. an entire building process during which the other team can prepare for the incoming uber push isn't something that can be overlooked as a small deviation from the way medic works now. it leaves nearly no time to set up and gives you basically no chance to defend. in fact, if you drop the medic, the other team is more or less forced to divebomb your medic that picked up their medic's full uber medigun, which results only in a pop, but drops even more players so you can basically take 2 and last while they're respawning
i'm not necessarily saying this change is bad, but it definitely changes absolutely everything. the game is even more-so based on uber than it was before. and now i can easily see medics being conditioned into forcing due to even 10 damage. because why not? you really can't risk it with milking anymore.
Yeah you are right I did not consider all the situations I was always thinking the team that dropped was holding middle at least but if you are on your own second and you drop uber you can potentially insta lose if the enemy team plays it fast and correctly
maybe dropped mediguns should despawn after 10 seconds and only give half the % to the enemy team that way if you drop while holding your own second the enemy team cant be ubered into your last before the medic who dropped is even respawned?
I still personally like it because I would rather 1 team win and go back to mid fights rather than stalemates at last with offclasses but I know thats just what I prefer
Yeah you are right I did not consider all the situations I was always thinking the team that dropped was holding middle at least but if you are on your own second and you drop uber you can potentially insta lose if the enemy team plays it fast and correctly
maybe dropped mediguns should despawn after 10 seconds and only give half the % to the enemy team that way if you drop while holding your own second the enemy team cant be ubered into your last before the medic who dropped is even respawned?
I still personally like it because I would rather 1 team win and go back to mid fights rather than stalemates at last with offclasses but I know thats just what I prefer
Geknaiirhttp://i.imgur.com/mUkomzh.png
> expecting good performance with and AMD cpu
[quote=Geknaiir][img]http://i.imgur.com/mUkomzh.png[/img][/quote]
> expecting good performance with and AMD cpu
http://puu.sh/iMK4V/4143d59f86.png
Get ready for patch 4, baby.
It's tiny, probably just bugfixes and no map fixes.
[img]http://puu.sh/iMK4V/4143d59f86.png[/img]
Get ready for patch 4, baby.
It's tiny, probably just bugfixes and no map fixes.
Yea non-required updates are client side, so nothing about demos stickies or mediguns or anything like that
Yea non-required updates are client side, so nothing about demos stickies or mediguns or anything like that
I believe this fixes the crashes some people have been getting in regards to contracts
I believe this fixes the crashes some people have been getting in regards to contracts