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?
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....
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....
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
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
i think it would be more fair if it only kept charge if the med dropped a full uber
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
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
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.
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.
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?
Also does anyone know if you can pick up a phlog with full mmmph as a pyro?
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
Would've made it change stuff interestingly without being completely broken