Without having played with it yet, it actually could be incredible for pushes - if you can force a medic to pop uber and get away only using one or two bars (even three wouldn't be that bad), you now have a giant uber advantage and can repush immediately.
It's almost the exact medigun we were asking for to improve the competitive metagame.
Wow I didn't even realize it heals you if you take damage from a "matched" source. I guess this means you can intentionally walk into spam and sentry guns while ubered and get healed? If so that is the stupidest idea ever.
EDIT: #32 Who asked for a new medigun?
EDIT: #32 Who asked for a new medigun?
#33 A lot of people think the uber charge rate, duration and power makes the game too medic-focused. It's the one criticism you hear from MOBA people that holds water. I suggest that as soon as someone writes a new spectator client we immediately change the game to Vaccinator-only.
It pre-dates the popularity of league of legends though. I remember turtle posting about it on gotfrag, and when the quick fix was originally released people thought it would make the game more centered on aggressive pushing with constant, albeit less powerful, "ubers."
I think I recall Orzo talking about it making ubers last half as long and take half as long to charge, but I could be mistaken.
Either way, I think the vaccinator could be potentially very interesting to see used. I think it'd be a lot of fun to see what people come up with for uber selection (popping explosive resistance to clear chokes/snub bombs/selecting based on what the other team has alive etc.)
edit: I just realized the vaccinator is basically tread switching ported to tf2 oh god I'm in love
I think I recall Orzo talking about it making ubers last half as long and take half as long to charge, but I could be mistaken.
Either way, I think the vaccinator could be potentially very interesting to see used. I think it'd be a lot of fun to see what people come up with for uber selection (popping explosive resistance to clear chokes/snub bombs/selecting based on what the other team has alive etc.)
edit: I just realized the vaccinator is basically tread switching ported to tf2 oh god I'm in love
2sy_morphiendIt pre-dates the popularity of league of legends though. I remember turtle posting about it on gotfrag, and when the quick fix was originally released people thought it would make the game more centered on aggressive pushing with constant, albeit less powerful, "ubers."
I think I recall Orzo talking about it making ubers last half as long and take half as long to charge, but I could be mistaken.
There were also the people who thought legalizing the vitasaw would speed up the game.
I think I recall Orzo talking about it making ubers last half as long and take half as long to charge, but I could be mistaken.[/quote]
There were also the people who thought legalizing the vitasaw would speed up the game.
I don't know what you're looking at, but I don't see all of that wrong with the weapon at all.
ClandestinePz2sy_morphiendIt pre-dates the popularity of league of legends though. I remember turtle posting about it on gotfrag, and when the quick fix was originally released people thought it would make the game more centered on aggressive pushing with constant, albeit less powerful, "ubers."
I think I recall Orzo talking about it making ubers last half as long and take half as long to charge, but I could be mistaken.
There were also the people who thought legalizing the vitasaw would speed up the game.
And the people that thought the quick fix would change the meta-game
I don't see what point you're trying to make, it seems like it deserves a fair shake in a competitive environment. You know, like actually testing weapons? Something we almost never actually do?
I think I recall Orzo talking about it making ubers last half as long and take half as long to charge, but I could be mistaken.[/quote]
There were also the people who thought legalizing the vitasaw would speed up the game.[/quote]
And the people that thought the quick fix would change the meta-game
I don't see what point you're trying to make, it seems like it deserves a fair shake in a competitive environment. You know, like actually testing weapons? Something we almost never actually do?
Pugged with only the new medigun today, pockets really hurt it in combo v. combo if you pop one of the mini ubers. I could definately see it used to break stalemates, but you have to force their bullet and explosive classes apart to really get much use out of it. Otherwise you go down like an idiot.
Focusing the medic is a really good way to cut off the mini-ubers, since med can't even heal himself that way.
Focusing the medic is a really good way to cut off the mini-ubers, since med can't even heal himself that way.
This adds a lot more skill to medic, but also makes medics annoyingly safe.
Unknown? (someone tell me)
Can be flashed??? (how long, etc)
Pros:
General:
Provides 10% damage resistance to certain type of damage.
Cycles resistances bullet->explosion->fire->bullet
Provides medic with resistance too
Can probably use a script to cycle to only bullet/explosion (unless server is gay and bans wait).
V-Uber:
~6.67 seconds to charge a "vuber" (dunno, needs a name).
Each lasts two seconds.
4 vubers total, meaning a charge can deployed with little cost.
Provides a heal to medic if target is healed.
Cons:
Can't overheal people as fast.
Medic and even target still can die easily to scout/soldier (you can't protect your demo against rockets and yourself from bullets).
So what does this do to gameplay?
Constant aggression. Your ubers are fast, but last for split seconds. You have to be constantly on the other team before they get their uber up.
Less roaming power. Overheals take longer to give out, so drifting away from the medic is much more risky. Also potentially less heals to mid depending on the map.
Reliance on medic being really fast to switch types. Moba skills required to shield vs each type of damage. Uber subject needs to be getting hit if they want their medic to survive longer.
I don't think it'll be that great unless we get perfect play medics.
Unknown? (someone tell me)
Can be flashed??? (how long, etc)
Pros:
General:
Provides 10% damage resistance to certain type of damage.
Cycles resistances bullet->explosion->fire->bullet
Provides medic with resistance too
Can probably use a script to cycle to only bullet/explosion (unless server is gay and bans wait).
V-Uber:
~6.67 seconds to charge a "vuber" (dunno, needs a name).
Each lasts two seconds.
4 vubers total, meaning a charge can deployed with little cost.
Provides a heal to medic if target is healed.
Cons:
Can't overheal people as fast.
Medic and even target still can die easily to scout/soldier (you can't protect your demo against rockets and yourself from bullets).
So what does this do to gameplay?
Constant aggression. Your ubers are fast, but last for split seconds. You have to be constantly on the other team before they get their uber up.
Less roaming power. Overheals take longer to give out, so drifting away from the medic is much more risky. Also potentially less heals to mid depending on the map.
Reliance on medic being really fast to switch types. Moba skills required to shield vs each type of damage. Uber subject needs to be getting hit if they want their medic to survive longer.
I don't think it'll be that great unless we get perfect play medics.
brownymasterCan be flashed??? (how long, etc)
it can indeed be flashed, though the duration penalty is trivial, if not absent
brownymasterCan probably use a script to cycle to only bullet/explosion (unless server is gay and bans wait).
most league servers will ban wait, but also it resets on spawn (bind inaccuracy)
brownymaster~6.67 seconds to charge a "vuber" (dunno, needs a name).
i've heard shield and bubble, e.g. "they're pushing with 3 bubbles charged"
it can indeed be flashed, though the duration penalty is trivial, if not absent
[quote=brownymaster]Can probably use a script to cycle to only bullet/explosion (unless server is gay and bans wait).[/quote]
most league servers will ban wait, but also it resets on spawn (bind inaccuracy)
[quote=brownymaster]~6.67 seconds to charge a "vuber" (dunno, needs a name).[/quote]
i've heard shield and bubble, e.g. "they're pushing with 3 bubbles charged"
I think the new gun medigun is fantastic. I just pubbed with it pocketing a friend, and so long as you pay attention to your surroundings it's difficult to take any burst damage at all. Each mini uber builds quick enough that I never found myself without one, and if I want it to last longer I just need to hold my uber button down.
Obviously a concerted effort between, say, a scout and soldier would rip the combo to pieces, but that's what teammates are for.
I could definitely see it being used in 6s. Instead of a normal uber you play a constant (hypothetical) advantage. Play your cards right on your flanks and keep their medic killed/pressured and you could have a constant advantage through the round.
Obviously a concerted effort between, say, a scout and soldier would rip the combo to pieces, but that's what teammates are for.
I could definitely see it being used in 6s. Instead of a normal uber you play a constant (hypothetical) advantage. Play your cards right on your flanks and keep their medic killed/pressured and you could have a constant advantage through the round.
wafflebkritz counters vaccinator
THE LOVE TRIANGLE
I think you spelled "everything" wrong
THE LOVE TRIANGLE[/quote]
I think you spelled "everything" wrong
we were running uber not the vaccinator and if im not mistaken the second clip is the second scrim where we just fucked around lol it was fun finding the counter to the new weapons though and a good first scrim with a lot of fun after the first scrim.
The way I see it, the Vacc might have a place as a stalemate-breaking medigun, but is extremely situational.
I say allow it, it will be interesting to see if it gets any use.
I say allow it, it will be interesting to see if it gets any use.
Just a small FYI for those that might not know, ESEA will not allow any weapons mid season, so we have time to truly look at the balance of the new weapons.
When I played with it in a PUG (and granted, I am bad), it did not go well at all. I'm not even sure that the 75% resistance was being applied to me as a medic, just to my target. Not a big fan of this thing.
brownymasterThis adds a lot more skill to medic, but also makes medics annoyingly safe.
My impressions as well. It's a really difficult Medigun to use well (I mean, it's easy in small 1v1 fights obviously but in a mid fight where you might have bullet AND explosives coming at you at once, switching accurately is harder), especially in Highlander where all 3 things are in play often, but if you do pull off the right resistances at the right times this thing dominates.
Honestly though, regardless of the extra skill required to use it I can't see it being allowed. In 6s it messes up mid fights - you either run this Medigun or you hope whichever resistance uber he pops your opposite damage dealer focuses the med down or you lose. In Highlander it messes up combo fights really hard (it forces the other team to pretty much mix their damage types together) - granted it was a lobby but my Heavy tanked a Scout, Revolver Spy, Wrangled Level 3 sentry, Sniper, and another Heavy and didn't drop below 200 health.
[/quote]
My impressions as well. It's a really difficult Medigun to use well (I mean, it's easy in small 1v1 fights obviously but in a mid fight where you might have bullet AND explosives coming at you at once, switching accurately is harder), especially in Highlander where all 3 things are in play often, but if you do pull off the right resistances at the right times this thing dominates.
Honestly though, regardless of the extra skill required to use it I can't see it being allowed. In 6s it messes up mid fights - you either run this Medigun or you hope whichever resistance uber he pops your opposite damage dealer focuses the med down or you lose. In Highlander it messes up combo fights really hard (it forces the other team to pretty much mix their damage types together) - granted it was a lobby but my Heavy tanked a Scout, Revolver Spy, Wrangled Level 3 sentry, Sniper, and another Heavy and didn't drop below 200 health.
MaxHaxCan you get an uber by the time you get to mid?
Yup, the pugs I played I never had less than 3 charged.
Yup, the pugs I played I never had less than 3 charged.
DarkNecridbrownymasterThis adds a lot more skill to medic, but also makes medics annoyingly safe.
My impressions as well. It's a really difficult Medigun to use well (I mean, it's easy in small 1v1 fights obviously but in a mid fight where you might have bullet AND explosives coming at you at once, switching accurately is harder), especially in Highlander where all 3 things are in play often, but if you do pull off the right resistances at the right times this thing dominates.
Honestly though, regardless of the extra skill required to use it I can't see it being allowed. In 6s it messes up mid fights - you either run this Medigun or you hope whichever resistance uber he pops your opposite damage dealer focuses the med down or you lose. In Highlander it messes up combo fights really hard (it forces the other team to pretty much mix their damage types together) - granted it was a lobby but my Heavy tanked a Scout, Revolver Spy, Wrangled Level 3 sentry, Sniper, and another Heavy and didn't drop below 200 health.
It would not be a very good weapon to run to midfights though, due to the chaotic nature of midfights. Yes, you get an uber, but it would be hard to really use it and protect yourself against the scouts and soldiers going after you.
What this gun does is make it harder for a single class to bomb you and kill you/ your target. It's uber is fairly weak, and if you push into a full team (scouts, soldiers and demos) you are not going to come out on top.
[/quote]
My impressions as well. It's a really difficult Medigun to use well (I mean, it's easy in small 1v1 fights obviously but in a mid fight where you might have bullet AND explosives coming at you at once, switching accurately is harder), especially in Highlander where all 3 things are in play often, but if you do pull off the right resistances at the right times this thing dominates.
Honestly though, regardless of the extra skill required to use it I can't see it being allowed. In 6s it messes up mid fights - you either run this Medigun or you hope whichever resistance uber he pops your opposite damage dealer focuses the med down or you lose. In Highlander it messes up combo fights really hard (it forces the other team to pretty much mix their damage types together) - granted it was a lobby but my Heavy tanked a Scout, Revolver Spy, Wrangled Level 3 sentry, Sniper, and another Heavy and didn't drop below 200 health.[/quote]
It would not be a very good weapon to run to midfights though, due to the chaotic nature of midfights. Yes, you get an uber, but it would be hard to really use it and protect yourself against the scouts and soldiers going after you.
What this gun does is make it harder for a single class to bomb you and kill you/ your target. It's uber is fairly weak, and if you push into a full team (scouts, soldiers and demos) you are not going to come out on top.
madcra7yWhat this gun does is make it harder for a single class to bomb you and kill you/ your target. It's uber is fairly weak, and if you push into a full team (scouts, soldiers and demos) you are not going to come out on top.
The uber is not weak, 75% damage resistance + 25% heals on the pocket/medic is really strong as long you tank the specific resistance and mitigate the other 2.
The uber makes a kritz Demo do 50 damage, and a Sniper can't instant kill you with it on (most they can do is 84 damage) for example. I'd imagine considering how 6s plays, you're better off using explosive resistance and having people control the Scouts (unless there's a sniper then bullet resistance lets you walk freely). You arrive to mid with 6s of this resistance uber, you can just w+m1 across mid and kill the other Medic with your combo. It's great as long as you are aggressive with it IMO.
What this gun does is make it harder for a single class to bomb you and kill you/ your target. It's uber is fairly weak, and if you push into a full team (scouts, soldiers and demos) you are not going to come out on top.[/quote]
The uber is not weak, 75% damage resistance + 25% heals on the pocket/medic is really strong as long you tank the specific resistance and mitigate the other 2.
The uber makes a kritz Demo do 50 damage, and a Sniper can't instant kill you with it on (most they can do is 84 damage) for example. I'd imagine considering how 6s plays, you're better off using explosive resistance and having people control the Scouts (unless there's a sniper then bullet resistance lets you walk freely). You arrive to mid with 6s of this resistance uber, you can just w+m1 across mid and kill the other Medic with your combo. It's great as long as you are aggressive with it IMO.
i love the new grenade launcher so much
direct hits don't do as much and airdets are usually weaker than gl hits, but once you've got the fuse time down you can hit someone for 70+ impact damage followed by another 90+ explosive damage straight after
2shotting a medic with one cannonball feels so good and so does sending someone flying from impact+explosion knockback only to have them crater
it's like playing with fuse times on the grenades in worms armageddon
direct hits don't do as much and airdets are usually weaker than gl hits, but once you've got the fuse time down you can hit someone for 70+ impact damage followed by another 90+ explosive damage straight after
2shotting a medic with one cannonball feels so good and so does sending someone flying from impact+explosion knockback only to have them crater
it's like playing with fuse times on the grenades in worms armageddon
Does anyone know if the bison laser is reduced by one of the resists? It doesn't really seem to fit into any of the 3 categories (neither does the pomson now that I think about it)
I suppose Cow Mangler counts as explosive, but does anyone know about these two weapons?
I suppose Cow Mangler counts as explosive, but does anyone know about these two weapons?
http://www.youtube.com/watch?v=uVx1fNDHLmE?t=24m34s
At 24:34, isn't that basically the Vaccinator?
At 24:34, isn't that basically the Vaccinator?