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UGC bans picking up dropped mediguns
91
#91
0 Frags +

do you have to have the weapon fully switched to in order for it to drop? as in, if i pressed 1 as med a moment before i died would it drop needles or medigun?

do you have to have the weapon fully switched to in order for it to drop? as in, if i pressed 1 as med a moment before i died would it drop needles or medigun?
92
#92
0 Frags +

See this is what I imagine happening - I want to set up a medigun "bank"

Just play passive as hell, double gunboat, and farm mediguns. They have at least a 25 second despawn timer, so you may as well just carry 1-2 with you by inching them forward. Especially if you're to push last, just sit out in the intermediary area and build 2+ ubers by swapping the guns, then pop in real quick, bail back out, pick up uber #2, or maybe ubers 3-4 as well so they don't despawn, and then run back in and uber again, rinse and repeat for however many packs you've managed to accumulate throughout the game - as needed.

That sounds like fun.

oh....

See this is what I imagine happening - I want to set up a medigun "bank"

Just play passive as hell, double gunboat, and farm mediguns. They have at least a 25 second despawn timer, so you may as well just carry 1-2 with you by inching them forward. Especially if you're to push last, just sit out in the intermediary area and build 2+ ubers by swapping the guns, then pop in real quick, bail back out, pick up uber #2, or maybe ubers 3-4 as well so they don't despawn, and then run back in and uber again, rinse and repeat for however many packs you've managed to accumulate throughout the game - as needed.

That sounds like fun.

oh....
93
#93
0 Frags +

well, i think it's completly stupid (i'm medic main) and it's changing one of the basic mechanics of the game

idea how to fix it:
if source mod can disable wep dropping without sv_cheats 1, so it can be operated by server plugin, update TFtrue - add the command to disable weapons dropping

well, i think it's completly stupid (i'm medic main) and it's changing one of the basic mechanics of the game

idea how to fix it:
if source mod can disable wep dropping without sv_cheats 1, so it can be operated by server plugin, update TFtrue - add the command to disable weapons dropping
94
#94
0 Frags +

edit: DUMB - same question asked right above

edit: DUMB - same question asked right above
95
#95
-1 Frags +

i think it would be more fair if it only kept charge if the med dropped a full uber

i think it would be more fair if it only kept charge if the med dropped a full uber
96
#96
4 Frags +
THEBILLDOZERi think it would be more fair if it only kept charge if the med dropped a full uber

maybe ? kind of a rare circumstance tbh

like im guessing in valve's mind, if they were actually trying to work around a comp change with this, the idea was to try and increase momentum and reward aggressive plays even if yr ad is only like 20% ?

like everyone knows the game is stalematey because of Uber, maybe valve is just trying stupid shit or smthn

[quote=THEBILLDOZER]i think it would be more fair if it only kept charge if the med dropped a full uber[/quote]
maybe ? kind of a rare circumstance tbh

like im guessing in valve's mind, if they were actually trying to work around a comp change with this, the idea was to try and increase momentum and reward aggressive plays even if yr ad is only like 20% ?

like everyone knows the game is stalematey because of Uber, maybe valve is just trying stupid shit or smthn
97
#97
2 Frags +
THEBILLDOZERi think it would be more fair if it only kept charge if the med dropped a full uber

Is your intent to punish Medics who don't pop fast enough? This feels like it doesn't totally solve the issue of "drop = lose round," but instead limits it to an all-or-nothing scenario.

[quote=THEBILLDOZER]i think it would be more fair if it only kept charge if the med dropped a full uber[/quote]
Is your intent to punish Medics who don't pop fast enough? This feels like it doesn't totally solve the issue of "drop = lose round," but instead limits it to an all-or-nothing scenario.
98
#98
1 Frags +

I think banning it for at least this season is the right thing to do. I think valve will likely re-evaluate it, and potentially disable the ability to pick up a medigun with xx% ubercharge.

Also does anyone know if you can pick up a phlog with full mmmph as a pyro?

I think banning it for at least this season is the right thing to do. I think valve will likely re-evaluate it, and potentially disable the ability to pick up a medigun with xx% ubercharge.

Also does anyone know if you can pick up a phlog with full mmmph as a pyro?
99
#99
0 Frags +

You can't.

You can't.
100
#100
0 Frags +

I thought the way the mediguns worked on the first patch was pretty neat; if you were in a traditional killbind situation but have high%, it made you think about whether to try to get out/take the potential spawntime penalty or to give them the %. Also allowed for the possibility to change off of kritz midlife

Would've made it change stuff interestingly without being completely broken

I thought the way the mediguns worked on the first patch was pretty neat; if you were in a traditional killbind situation but have high%, it made you think about whether to try to get out/take the potential spawntime penalty or to give them the %. Also allowed for the possibility to change off of kritz midlife

Would've made it change stuff interestingly without being completely broken
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