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psychopath scout main votes against all soldier benefits
really hoping that some of the QOL/Bugfix things like rampbug fix and arrow fix happen. Every medic would greatly appreciate all of their close range bows hitting instead of fading into oblivion.
if only the developers had the ability to modify the game with these changes. i read somewhere that they're called bug fixes
Would the "Projectiles ignore teammates" thing cause even more choke spam? Or would it only be a trivial difference over current levels of spam?
Also, why doesn't the game tell people that some things are random? I feel like not knowing that random fall damage exists (or not thinking about it while you're playing) leads to a lot of "How did I crater?!?!?!" and "How didn't they crater?!?!?!?!!?" moments.
Also, I can't wait for overextending players to yell at their medic for not overextending with them after the medic speed nerf.
Also, why doesn't the game tell people that some things are random? I feel like not knowing that random fall damage exists (or not thinking about it while you're playing) leads to a lot of "How did I crater?!?!?!" and "How didn't they crater?!?!?!?!!?" moments.
Also, I can't wait for overextending players to yell at their medic for not overextending with them after the medic speed nerf.
ova117Also, why doesn't the game tell people that some things are random? I feel like not knowing that random fall damage exists (or not thinking about it while you're playing) leads to a lot of "How did I crater?!?!?!" and "How didn't they crater?!?!?!?!!?" moments.
For the same reason random crits exist, as well as random bullet spread, as well as random damage spread.
For the same reason random crits exist, as well as random bullet spread, as well as random damage spread.
bug fixes good, fundamental game changes like projectiles ignore teammates or speed buff need more testing before everyone gets to answer a survey about them as if theres anything more than theory crafting behind their opinions
dbkfundamental game changes like projectiles ignore teammates or speed buff need more testing
what needs to be tested? no pocket has ever watched three straight rockets get absorbed into his tanking demos fat ass as he exists in choke and said "yes good, print" instead of dealing approximately 75 damage worth of spam to an overhealed class
what needs to be tested? no pocket has ever watched three straight rockets get absorbed into his tanking demos fat ass as he exists in choke and said "yes good, print" instead of dealing approximately 75 damage worth of spam to an overhealed class
Gritomadbkfundamental game changes like projectiles ignore teammates or speed buff need more testingwhat needs to be tested? no pocket has ever watched three straight rockets get absorbed into his tanking demos fat ass as he exists in choke and said "yes good, print" instead of dealing approximately 75 damage worth of spam to an overhealed class
i dont like the idea of having rockets you can't see appear out of nowhere to kill you
what needs to be tested? no pocket has ever watched three straight rockets get absorbed into his tanking demos fat ass as he exists in choke and said "yes good, print" instead of dealing approximately 75 damage worth of spam to an overhealed class[/quote]
i dont like the idea of having rockets you can't see appear out of nowhere to kill you
gibusGritomai dont like the idea of having rockets you can't see appear out of nowhere to kill youdbkfundamental game changes like projectiles ignore teammates or speed buff need more testingwhat needs to be tested? no pocket has ever watched three straight rockets get absorbed into his tanking demos fat ass as he exists in choke and said "yes good, print" instead of dealing approximately 75 damage worth of spam to an overhealed class
On top of that, isn't it possible for example on gully last to have a heavy fully healed in the shutter, so a soldier/demo can just spam through the heavy and the other team can't really stop them because there's a 450 hp heavy in the way? I don't know if that's actually helpful but I feel like teams can also 'exploit' that.
what needs to be tested? no pocket has ever watched three straight rockets get absorbed into his tanking demos fat ass as he exists in choke and said "yes good, print" instead of dealing approximately 75 damage worth of spam to an overhealed class[/quote]
i dont like the idea of having rockets you can't see appear out of nowhere to kill you[/quote]
On top of that, isn't it possible for example on gully last to have a heavy fully healed in the shutter, so a soldier/demo can just spam through the heavy and the other team can't really stop them because there's a 450 hp heavy in the way? I don't know if that's actually helpful but I feel like teams can also 'exploit' that.
You can already do that right now as long as you're withing 300 hu (about 6m) of the heavy.
gibusGritomai dont like the idea of having rockets you can't see appear out of nowhere to kill youdbkfundamental game changes like projectiles ignore teammates or speed buff need more testingwhat needs to be tested? no pocket has ever watched three straight rockets get absorbed into his tanking demos fat ass as he exists in choke and said "yes good, print" instead of dealing approximately 75 damage worth of spam to an overhealed class
i don't like the ideas of scouts I can't see appear out of nowhere and stop my rocket from killing you
what needs to be tested? no pocket has ever watched three straight rockets get absorbed into his tanking demos fat ass as he exists in choke and said "yes good, print" instead of dealing approximately 75 damage worth of spam to an overhealed class[/quote]
i dont like the idea of having rockets you can't see appear out of nowhere to kill you[/quote]
i don't like the ideas of scouts I can't see appear out of nowhere and stop my rocket from killing you
TF2 in 2015 was way more fun than right now, glad at least some people see this as a good change. Imagine having roamers go positive every game, never before seen footage.
gibusi dont like the idea of having rockets you can't see appear out of nowhere to kill you
rip to you but if youre standing in choke with anything less than a full buff and arent already getting owned by the overhealed demoman in your face you deserve the 20 second respawn timer you get from eating spam from the soldier, god forbid
we've also had demoman in the game for over a decade, dying to surprise explosions shouldnt be a dramatic thing to be reconsidered
TimTumOn top of that, isn't it possible for example on gully last to have a heavy fully healed in the shutter, so a soldier/demo can just spam through the heavy and the other team can't really stop them because there's a 450 hp heavy in the way? I don't know if that's actually helpful but I feel like teams can also 'exploit' that.
offensive soldiers in locker room have been able to crackshot rockets between the shutter and the doorway without opening shutter since before my time, having something to counter this (if not just a map fix on the clipping) isnt that big of an issue
rip to you but if youre standing in choke with anything less than a full buff and arent already getting owned by the overhealed demoman in your face you deserve the 20 second respawn timer you get from eating spam from the soldier, god forbid
we've also had demoman in the game for over a decade, dying to surprise explosions shouldnt be a dramatic thing to be reconsidered
[quote=TimTum]
On top of that, isn't it possible for example on gully last to have a heavy fully healed in the shutter, so a soldier/demo can just spam through the heavy and the other team can't really stop them because there's a 450 hp heavy in the way? I don't know if that's actually helpful but I feel like teams can also 'exploit' that.[/quote]
offensive soldiers in locker room have been able to crackshot rockets between the shutter and the doorway without opening shutter since before my time, having something to counter this (if not just a map fix on the clipping) isnt that big of an issue
gibusGritomai dont like the idea of having rockets you can't see appear out of nowhere to kill youdbkfundamental game changes like projectiles ignore teammates or speed buff need more testingwhat needs to be tested? no pocket has ever watched three straight rockets get absorbed into his tanking demos fat ass as he exists in choke and said "yes good, print" instead of dealing approximately 75 damage worth of spam to an overhealed class
how many times is that gonna happen vs. how many times teammate randomly walks in front of your rocket
what needs to be tested? no pocket has ever watched three straight rockets get absorbed into his tanking demos fat ass as he exists in choke and said "yes good, print" instead of dealing approximately 75 damage worth of spam to an overhealed class[/quote]
i dont like the idea of having rockets you can't see appear out of nowhere to kill you[/quote]
how many times is that gonna happen vs. how many times teammate randomly walks in front of your rocket
why is the rgl website incapable of remembering my goddamn cookie
this is the game i fell in love with when i was 14 and im rlly fucking excited to see it's return
YeeHawgibushow many times is that gonna happen vs. how many times teammate randomly walks in front of your rocketGritomai dont like the idea of having rockets you can't see appear out of nowhere to kill youdbkfundamental game changes like projectiles ignore teammates or speed buff need more testingwhat needs to be tested? no pocket has ever watched three straight rockets get absorbed into his tanking demos fat ass as he exists in choke and said "yes good, print" instead of dealing approximately 75 damage worth of spam to an overhealed class
idk honestly; maybe i just haven't played enough but i've never really been all that bothered by rockets not going through teammates. i guess like dbk said i'd have to test it to find out
what needs to be tested? no pocket has ever watched three straight rockets get absorbed into his tanking demos fat ass as he exists in choke and said "yes good, print" instead of dealing approximately 75 damage worth of spam to an overhealed class[/quote]
i dont like the idea of having rockets you can't see appear out of nowhere to kill you[/quote]
how many times is that gonna happen vs. how many times teammate randomly walks in front of your rocket[/quote]
idk honestly; maybe i just haven't played enough but i've never really been all that bothered by rockets not going through teammates. i guess like dbk said i'd have to test it to find out
I hope people who are voting on the medic speed change are taking into account the fact that its not just haha nerf scout machine go brrrr but that it also significantly affects the pacing of the game itself,and will lead to a significant increase in stalemates and discouraging uber trading unless its on last,no longer allow demo bombs for ad pushes,make 30 ad pushes practically impossible in high level,and reduce the effectiveness of dry pushes. Perhaps the euros who have been trying this for a few weeks haven't seen this happen and it'd be interesting to hear more from them,but i don't think this is a change that should just be thrown in right before a season with 0 testing from invite teams.
[spoiler](i'm aware of how this looks being a combo scout main but i'm trying to look at this as unbiased as i can,also the gunboats damage thing would be a really good change)[/spoiler]
ShamooI hope people who are voting on the medic speed change are taking into account the fact that its not just haha nerf scout machine go brrrr but that it also significantly affects the pacing of the game itself,and will lead to a significant increase in stalemates and discouraging uber trading unless its on last,no longer allow demo bombs for ad pushes,make 30 ad pushes practically impossible in high level,and reduce the effectiveness of dry pushes. Perhaps the euros who have been trying this for a few weeks haven't seen this happen and it'd be interesting to hear more from them,but i don't think this is a change that should just be thrown in right before a season with 0 testing from invite teams.
Show Content(i'm aware of how this looks being a combo scout main but i'm trying to look at this as unbiased as i can,also the gunboats damage thing would be a really good change)
I've also heard that med speed increased stalemates bc medics live more after lost fights so which is it?
[spoiler](i'm aware of how this looks being a combo scout main but i'm trying to look at this as unbiased as i can,also the gunboats damage thing would be a really good change)[/spoiler][/quote]
I've also heard that med speed increased stalemates bc medics live more after lost fights so which is it?
ShamooI hope people who are voting on the medic speed change are taking into account the fact that its not just haha nerf scout machine go brrrr but that it also significantly affects the pacing of the game itself,and will lead to a significant increase in stalemates and discouraging uber trading unless its on last,no longer allow demo bombs for ad pushes,make 30 ad pushes practically impossible in high level,and reduce the effectiveness of dry pushes. Perhaps the euros who have been trying this for a few weeks haven't seen this happen and it'd be interesting to hear more from them,but i don't think this is a change that should just be thrown in right before a season with 0 testing from invite teams.
Show Content(i'm aware of how this looks being a combo scout main but i'm trying to look at this as unbiased as i can,also the gunboats damage thing would be a really good change)
The testing of this has been 2010-2016, which brought both very fast games and very boring games as well. From someone who has played both metas on the classes affected here is the rundown:
- Medics have to learn how to surf very well or they will bring their team down (3 invite meds currently can surf VERY well consistently, the rest will need to adapt)
- Roamers can actually be impactful in their flanks now and well-timed bombs won't be RNG because meds can run circles around rockets
- Pockets can now take ubers and their decision making and skill will carry the team in fights as opposed to just being pedestrians every uber
- Demos will be much more impactful as they can pressure enemy heals better, if the det change goes through then demo might be the best class again
- Scouts will require to have very good movement and master dodging/surfing projectiles. Scouts will not be able to run in straight lines at people just because they have a beam on them. Using your buffs will actually matter now and dodging spams in fights will matter much more now too.
- Offclasses can decide fights with more impact as meds cannot run away and just dodge snipers, spies, heavies. Being a good offclasser will now pay off instead of "lol their med is already on last and I can't push the next corner fast enough to catch him"
- Mid fights will be now a battle of who preserves health better instead of just running your med away. Good luck feeding 4 and trying to get your med out just because scout speed.
There are more nuances to this but those are the biggest changes for each class. Med and scout taking more skill again isn't a detriment.
[spoiler](i'm aware of how this looks being a combo scout main but i'm trying to look at this as unbiased as i can,also the gunboats damage thing would be a really good change)[/spoiler][/quote]
The testing of this has been 2010-2016, which brought both very fast games and very boring games as well. From someone who has played both metas on the classes affected here is the rundown:
- Medics have to learn how to surf very well or they will bring their team down (3 invite meds currently can surf VERY well consistently, the rest will need to adapt)
- Roamers can actually be impactful in their flanks now and well-timed bombs won't be RNG because meds can run circles around rockets
- Pockets can now take ubers and their decision making and skill will carry the team in fights as opposed to just being pedestrians every uber
- Demos will be much more impactful as they can pressure enemy heals better, if the det change goes through then demo might be the best class again
- Scouts will require to have very good movement and master dodging/surfing projectiles. Scouts will not be able to run in straight lines at people just because they have a beam on them. Using your buffs will actually matter now and dodging spams in fights will matter much more now too.
- Offclasses can decide fights with more impact as meds cannot run away and just dodge snipers, spies, heavies. Being a good offclasser will now pay off instead of "lol their med is already on last and I can't push the next corner fast enough to catch him"
- Mid fights will be now a battle of who preserves health better instead of just running your med away. Good luck feeding 4 and trying to get your med out just because scout speed.
There are more nuances to this but those are the biggest changes for each class. Med and scout taking more skill again isn't a detriment.
I imagine there would be more mid to last rolls as it'd be harder to leave mid alive as a medic,but you'd also see alot less rounds where theres flowing fights back and forth from your own 2nd to their 2nd. Midfights would be a bigger deciding factor since even if you fuck up your ad push into last,itd be extremely difficult for the other team to get out of their last with uber without scout speed,but you could argue that as a good or bad thing depending on your perspective of which situation is more fun to play. I already dont have fun being stuck at last for 5 minutes the occasional time it happens in scrims currently,id have alot less fun being stuck for double that time and double the frequency it happens at currently.
I'm not sure how pushing out of last is necessarily much more difficult if your medic can't run fast. The one play that's not nearly as viable is just popping through a choke immediately/jumping a demo through and catching up with a scout, I agree, but besides that I don't think the medic speed is that crucial in the push out. If you take it slow the enemy team is able to put up less resistance since their medic can't play as close as he currently can, which makes a slower type of push-out even easier as it currently is. It's a change in how you play the situation, but not one I think necessarily leads to more stalemates.
I think the general notion of 'medic can survive almost every mid as long as he just zooms out with a scout' has a big impact on stalemates though, since winning a mid semi-convincingly means you avoid the dreaded 100% uber on their last stalemate you get all the time now.
I think the general notion of 'medic can survive almost every mid as long as he just zooms out with a scout' has a big impact on stalemates though, since winning a mid semi-convincingly means you avoid the dreaded 100% uber on their last stalemate you get all the time now.
ShamooI imagine there would be more mid to last rolls as it'd be harder to leave mid alive as a medic,but you'd also see alot less rounds where theres flowing fights back and forth from your own 2nd to their 2nd. Midfights would be a bigger deciding factor since even if you fuck up your ad push into last,itd be extremely difficult for the other team to get out of their last with uber without scout speed,but you could argue that as a good or bad thing depending on your perspective of which situation is more fun to play. I already dont have fun being stuck at last for 5 minutes the occasional time it happens in scrims currently,id have alot less fun being stuck for double that time and double the frequency it happens at currently.
Same logic applies for opposite teams in those scenarios. Pushing out of lasts will actually be much more viable as their heals won't be able to come back to 2nd in time to defend it either. Chasing meds down will come down to your forward players managing to kill them without eating shit because they will have no heals while chasing. Arguments can be made both ways, but from experience I can tell you that the better team wins in those scenarios by being able to time their pushes/chases/defenses better instead of literally not being able to even set up anywhere because their med/scout/demo just ran to your last from mid before you even had the chance to spawn.
Same logic applies for opposite teams in those scenarios. Pushing out of lasts will actually be much more viable as their heals won't be able to come back to 2nd in time to defend it either. Chasing meds down will come down to your forward players managing to kill them without eating shit because they will have no heals while chasing. Arguments can be made both ways, but from experience I can tell you that the better team wins in those scenarios by being able to time their pushes/chases/defenses better instead of literally not being able to even set up anywhere because their med/scout/demo just ran to your last from mid before you even had the chance to spawn.
alfa- Medics have to learn how to surf very well or they will bring their team down (3 invite meds currently can surf VERY well consistently, the rest will need to adapt)
invite medics already know how to do this unless youre implying they dont which is just a bizarre thing to say
alfa- Roamer can actually be impactful in their flanks now and well-timed bombs won't be RNG because meds can run circles around rockets
this wont change the medic surfing away and the scout killing the roamer,its still all about timing and always was even with the current scout speed
alfa- Pockets can now take ubers and their decision making and skill will carry the team in fights as opposed to just being pedestrians every uber
and now instead of seeing ubers where you could bring any class in+a scout,now its just changed to being any class+the pocket,same thing different class only now its alot harder to catch teams with ubers as youre much slower
alfa- Demos will be much more impactful as they can pressure enemy heals better, if the det change goes through then demo might be the best class again
this is fair
alfa- Scouts will require to have very good movement and master dodging/surfing projectiles. Scouts will not be able to run in straight lines at people just because they have a beam on them. Using your buffs will actually matter now and dodging spams in fights will matter much more now
i would again argue that every scout in invite has the ability to hit their a and d keys,just like medics can surf
alfa- Offclasses can decide fights as meds cannot run away and just dodge snipers, spies, heavies. Being a good offclasser will now pay off instead of "lol their med is already on last and I can't push the next corner fast enough to catch him"
this isnt a good thing,sniper is literally powerful enough already
alfa- Mid fights will be now a battle of who preserves health better instead of just running your med away. Good luck feeding 4 and trying to get your med out just because scout speed.
people still wipe and lose their med with scout speed,yes meds will die more but it wont but nearly as drastic of a change from what it already is
all this change does is ultimately make invite teams just adapt,medics wont "get caught" more theyll BAIT more,teams wont stay in mid nearly as long theyll just bail if it looks bad since if you lose mid you lose the round.
(also this doesnt really make scout more or less skilled,they just wont go as fast,they still have the ability to aim and move)
invite medics already know how to do this unless youre implying they dont which is just a bizarre thing to say
[quote=alfa]- Roamer can actually be impactful in their flanks now and well-timed bombs won't be RNG because meds can run circles around rockets[/quote]
this wont change the medic surfing away and the scout killing the roamer,its still all about timing and always was even with the current scout speed
[quote=alfa]- Pockets can now take ubers and their decision making and skill will carry the team in fights as opposed to just being pedestrians every uber[/quote]
and now instead of seeing ubers where you could bring any class in+a scout,now its just changed to being any class+the pocket,same thing different class only now its alot harder to catch teams with ubers as youre much slower
[quote=alfa]- Demos will be much more impactful as they can pressure enemy heals better, if the det change goes through then demo might be the best class again[/quote]
this is fair
[quote=alfa]- Scouts will require to have very good movement and master dodging/surfing projectiles. Scouts will not be able to run in straight lines at people just because they have a beam on them. Using your buffs will actually matter now and dodging spams in fights will matter much more now[/quote]
i would again argue that every scout in invite has the ability to hit their a and d keys,just like medics can surf
[quote=alfa]- Offclasses can decide fights as meds cannot run away and just dodge snipers, spies, heavies. Being a good offclasser will now pay off instead of "lol their med is already on last and I can't push the next corner fast enough to catch him"[/quote]
this isnt a good thing,sniper is literally powerful enough already
[quote=alfa]- Mid fights will be now a battle of who preserves health better instead of just running your med away. Good luck feeding 4 and trying to get your med out just because scout speed.[/quote]
people still wipe and lose their med with scout speed,yes meds will die more but it wont but nearly as drastic of a change from what it already is
all this change does is ultimately make invite teams just adapt,medics wont "get caught" more theyll BAIT more,teams wont stay in mid nearly as long theyll just bail if it looks bad since if you lose mid you lose the round.
(also this doesnt really make scout more or less skilled,they just wont go as fast,they still have the ability to aim and move)
Shamooalfa- Medics have to learn how to surf very well or they will bring their team down (3 invite meds currently can surf VERY well consistently, the rest will need to adapt)invite medics already know how to do this unless youre implying they dont which is just a bizarre thing to sayalfa- Roamer can actually be impactful in their flanks now and well-timed bombs won't be RNG because meds can run circles around rocketsthis wont change the medic surfing away and the scout killing the roamer,its still all about timing and always was even with the current scout speedalfa- Pockets can now take ubers and their decision making and skill will carry the team in fights as opposed to just being pedestrians every uberand now instead of seeing ubers where you could bring any class in+a scout,now its just changed to being any class+the pocket,same thing different class only now its alot harder to catch teams with ubers as youre much sloweralfa- Demos will be much more impactful as they can pressure enemy heals better, if the det change goes through then demo might be the best class againthis is fairalfa- Scouts will require to have very good movement and master dodging/surfing projectiles. Scouts will not be able to run in straight lines at people just because they have a beam on them. Using your buffs will actually matter now and dodging spams in fights will matter much more nowi would again argue that every scout in invite has the ability to hit their a and d keys,just like medics can surfalfa- Offclasses can decide fights as meds cannot run away and just dodge snipers, spies, heavies. Being a good offclasser will now pay off instead of "lol their med is already on last and I can't push the next corner fast enough to catch him"this isnt a good thingalfa- Mid fights will be now a battle of who preserves health better instead of just running your med away. Good luck feeding 4 and trying to get your med out just because scout speed.people still wipe and lose their med with scout speed,yes meds will die more but it wont but nearly as drastic of a change from what it already is
all this change does is ultimately make invite teams just adapt,medics wont "get caught" more theyll BAIT more,teams wont stay in mid nearly as long theyll just bail if it looks bad since if you lose mid you lose the round.
(also this doesnt really make scout more or less skilled,they just wont go as fast,they still have the ability to aim and move)
1) If all invite meds could consistently surf every projectile very well then every invite med would have less than 3-5 deaths every close game. Only very few have very low death counts/non-useless pops in close games and not eat shit from projectiles in pushes/bombs, or get popped from spam.
2) 100% it changes roamer, you know how many times a roamer will push a flank with good timing and the med just randomly zipped away without even knowing there's a soldier there? You can get 1 rocket if the med notices you too late, without scout speed a med who notices you flanking too late dies every time.
3) Ubers where you can bring in any class? 80% of all ubers right now are demo + scout ubers. You only use a soldier when exchanging or if the enemy med is severely bad and really gets caught by a soldier uber somehow.
4) Not every scout in invite has good movement, you saw this yourself last season when some players we played against just ran at us like idiots in a straight line just because they had beam. All we had to do was focus them down when they did that and they became useless. No way you can do that with those changes.
5) Offclassing is a good thing for breaking stalemates and pushing points you generally cannot do anything about now since you can get kited super hard. If popular opinion is that offclasses shouldn't be allowed in 6v6 then ban all of them, but that just makes the game shit. Point is you can now run an offclass and not have it be rendered useless because your target is impossible to hit/out of the fight instantly.
You cannot convince me that players who are used to just to have a beam on them 24/7 and meds who sit in every fight to barely get out with 20hp WITH scout speed won't get caught. I can already see players like laz instantly vaporizing any med who stayed in 1 sec too long because the soldier jumping him hasn't missed a rocket jump in 10 years.
invite medics already know how to do this unless youre implying they dont which is just a bizarre thing to say
[quote=alfa]- Roamer can actually be impactful in their flanks now and well-timed bombs won't be RNG because meds can run circles around rockets[/quote]
this wont change the medic surfing away and the scout killing the roamer,its still all about timing and always was even with the current scout speed
[quote=alfa]- Pockets can now take ubers and their decision making and skill will carry the team in fights as opposed to just being pedestrians every uber[/quote]
and now instead of seeing ubers where you could bring any class in+a scout,now its just changed to being any class+the pocket,same thing different class only now its alot harder to catch teams with ubers as youre much slower
[quote=alfa]- Demos will be much more impactful as they can pressure enemy heals better, if the det change goes through then demo might be the best class again[/quote]
this is fair
[quote=alfa]- Scouts will require to have very good movement and master dodging/surfing projectiles. Scouts will not be able to run in straight lines at people just because they have a beam on them. Using your buffs will actually matter now and dodging spams in fights will matter much more now[/quote]
i would again argue that every scout in invite has the ability to hit their a and d keys,just like medics can surf
[quote=alfa]- Offclasses can decide fights as meds cannot run away and just dodge snipers, spies, heavies. Being a good offclasser will now pay off instead of "lol their med is already on last and I can't push the next corner fast enough to catch him"[/quote]
this isnt a good thing
[quote=alfa]- Mid fights will be now a battle of who preserves health better instead of just running your med away. Good luck feeding 4 and trying to get your med out just because scout speed.[/quote]
people still wipe and lose their med with scout speed,yes meds will die more but it wont but nearly as drastic of a change from what it already is
all this change does is ultimately make invite teams just adapt,medics wont "get caught" more theyll BAIT more,teams wont stay in mid nearly as long theyll just bail if it looks bad since if you lose mid you lose the round.
(also this doesnt really make scout more or less skilled,they just wont go as fast,they still have the ability to aim and move)[/quote]
1) If all invite meds could consistently surf every projectile very well then every invite med would have less than 3-5 deaths every close game. Only very few have very low death counts/non-useless pops in close games and not eat shit from projectiles in pushes/bombs, or get popped from spam.
2) 100% it changes roamer, you know how many times a roamer will push a flank with good timing and the med just randomly zipped away without even knowing there's a soldier there? You can get 1 rocket if the med notices you too late, without scout speed a med who notices you flanking too late dies every time.
3) Ubers where you can bring in any class? 80% of all ubers right now are demo + scout ubers. You only use a soldier when exchanging or if the enemy med is severely bad and really gets caught by a soldier uber somehow.
4) Not every scout in invite has good movement, you saw this yourself last season when some players we played against just ran at us like idiots in a straight line just because they had beam. All we had to do was focus them down when they did that and they became useless. No way you can do that with those changes.
5) Offclassing is a good thing for breaking stalemates and pushing points you generally cannot do anything about now since you can get kited super hard. If popular opinion is that offclasses shouldn't be allowed in 6v6 then ban all of them, but that just makes the game shit. Point is you can now run an offclass and not have it be rendered useless because your target is impossible to hit/out of the fight instantly.
You cannot convince me that players who are used to just to have a beam on them 24/7 and meds who sit in every fight to barely get out with 20hp WITH scout speed won't get caught. I can already see players like laz instantly vaporizing any med who stayed in 1 sec too long because the soldier jumping him hasn't missed a rocket jump in 10 years.