no, counting uber isn't fun
but you know what is fun
ubersawing people
and you know what you can't do if the solemn vow exists because the utility of seeing enemy health is fucking amazing
run ubersaw
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no, counting uber isn't fun
but you know what is fun
ubersawing people
and you know what you can't do if the solemn vow exists because the utility of seeing enemy health is fucking amazing
run ubersaw
maxc232the solemn vow isn't a bad unlock because making tracking easier for new meds is very appealing.
this is precisely why its a bad unlock
medic is already 95% autopilot and the class that people play when they're awful and have no hope of climbing divs on any other class, things that take skill and separate good medics from bad medics are NOT bad, and you should be punished if you can't count fucking uber (hint: 40 sec)
also gives meds a more active role in calling.
name a medic that isn't mang who is good and doesn't talk
I still think ubersaw would be run a lot.
then you're either a fucking idiot or you think everyone else is a fucking idiot
ALSO speaking of shit decisions made by people who don't know what unlocks do
the solemn vow was quickbanned LAST SEASON after not making the initial blacklist once people realized that it works constantly, not just when it's out - it provides a LOT of utility that is 100% free, that lessens the need for good comms on damage and uber tracking, and isn't the ubersaw.
Fast forward to this season, nothing changed, it's still stupid, it's still really good, it still takes no skill, and it still takes no risk.
as a spectator, as a medic player, and as a player of any class, i think we can all agree that the ubersaw is the single most-exciting and best-designed unlock in this game and anything that outclasses it should be banned.
also, you can see enemy ubercharge.
eee4812622
quick fix being relatively better would mean its less shitty at pushing through chokes, meaning it wouldn't stalemate as much
qf is better than it was before at pushing through chokes because of sticky nerf and heavy nerf, but it's still pretty bad at it (imo it isn't that much more difficult to hit stickies on people walking through chokes post demo nerf) and having a heavy/sniper makes pushing even harder because those classes are fucking awful at pushing
also
leviathanMy idea for balancing jarate is to divide the soaked time by the amount of players hit. For example, if I hit 4 players with 1 jarate jar, they would each have jarate on them for 2.5 seconds. Please tell me if I'm dumb, but i think this is alright.
same concept with mad milk
both of these are still incredibly overpowered
jarate and milk are overpowered because they are INCREDIBLY strong utility that is FREE. you spawn with it, it charges automatically, and every time you hit someone with it they cannot win a 1v1 for 8 seconds. even if you only hit 1 person with it it's still bullshit, especially considering how mediocre pistol/smg are
they either need to charge like banners or be shit like wrap assassin
what's changed since s14
stickies have been nerfed - kritz is much harder to pull off because of it, but the spam reduction makes it easier to push through chokes i guess, also demos are able to put out much less damage to dps megaheal with stickies outside of chokes
medics can run fast with scouts - okay whatever
no axtinguisher, also degreaser does slightly more dps
heavy has lower immediate dps unless constantly firing, also brass beast and tomislav exist but that's not a huge deal because stock is the best at dealing with quick-fix
loose cannon wasn't in its present state (did it exist?)
in short - kritz demo lost a lot of effectiveness (which makes qf better), qf lost its ability to cap while ubered and other mediguns run with stock speed (which are both significant losses but relatively minor),
and the five main problems (that you can jump away from bad fights, that it awful vs offclassing, that is awful at pushing through chokes, that it outheals the medigun significantly in normal not-instantly-over team fights, and that it builds faster than and stalemates with medigun ubercharge) are still fucking stupid and bullshit
so who voted for this shit? just so we know who to never trust again
playing against a soda popper scout as a non-hitscan class is literally the most retarded thing in this game
also does nobody fucking remember season 14
https://www.youtube.com/watch?v=5kJie5tG_t4&ab_channel=teamfortress.tv
EDIT: on that note, who voted for the atomizer and jarate to be allowed because they are also idiots
bleghfarecUnbanning (After ESA Rewind): Quick-Fix, Soda Popper
don't worry these will 100% be quickbanned
EDIT: also rip ubersaw
wtzthe overdose was a fun weapon and having retards stand still waiting for an arrow while 3 enemies surround them is stupid
even dumber when they rage at meds
raging at medics is a constant of the universe
syringes are actually fun but until they build uber off of damage you're throwing every time you pull them out
the crossbow is the only entertaining, difficult, and high risk, high reward aspect of medic
its extremely good and completely outclasses its alternatives. but its fine.
the base jumper will always be broken unless its nerfed into uselessness, having that much air control is disgustingly powerful
the sandman's utility either has to be very weak / situational or its utility has to not be free
not-free utility = banners, buildings, ubercharge, soda popper
free utility = jarate, milk, guillotine, sandvich
You're moving the goalposts, but CTF is a "primary" gamemode and is even more shit. Although ctf_haarp is a neat concept, I think it's still just a shitty version of A/D, because you lose the mechanic of partially capping a point, which gives the attacking team momentum.
Having a payload that has different mechanics than every other payload map isn't going to make new players adjust to competitive better.
Also, Valve doesn't care.
I'm personally trying to get a payload map made for 6v6 competitive play. Would love to see how others handle payload, and if it can become a solid competitive map type. I feel like it can, if we just made the maps smaller, and brought out touch to push, instead of constantly having to be near the cart at all times. Like, touch the cart and have it move slowly until red stops it. Could also maybe do a tug of war type thing. Like, red touches cart, and it starts moving towards the blue base. Blue touches it, and it moves to the red base. The goal is to blow up the enemy base. Could make for an interesting match if done right.
Why do this vs playing 5CP? Although it does solve the issue of pushing cart being boring as fuck, the only thing that this accomplishes is artificially limiting the momentum a team can have.
team skull is easily the best pokemon villain team
also boar fucking cheats
all very nice people with lots of potential!