7:33 PM - ckj: i love opening tf2 to "ban the crossbow" thread
7:33 PM - ckj: what a great community of intelligent individuals
7:33 PM - ckj: what a shame i quit this game
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Tino_That's just not true. The good meds of old didn't position any more passively then we do today. If anything some of the older meds were actually more aggro with heals because you had to be near people to do it.
You couldn't chase as hard with ubers because your med couldn't cover the same amount of ground as your combat classes so I do imagine that in a lot of situations medics were allowed to play slightly farther up. The general trend I have seen however now is that in many situations meds are more aggressive now because they are allowed to be when they would otherwise be punished (midfights, for example)
wrangler
mad milk
jarate
4812622alright i was with you until you said that having 133% speed medics is better than not having them
No I still think this is stupid, I was just pointing out that the skill of actual positioning isn't affected much. Scout speed is dumb because it makes it harder to punish and further inventivises healing scouts. If it didn't exist, in order to not die meds would have to play even further back than they normally do. Doing that is better for balance but don't pretend like it takes savant gamesense to do.
prsn as i know valve put kind of a critheal mechanic on the bow for uber building so you cant build uber if youre not out of combat for longer than 15 seconds
yeah here you go "Crusader's Crossbow
Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
Changes:
Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds"
Crossbows still build at a rate similar to mediguns but switch speed lowers it. It should have all uber building removed period.
Why would anyone look at the 6s meta and want to nerf anything besides scouts??? But wait there's more! Let's nerf medic healing so non-scouts don't play with good hp and scouts are even better. Alright boys we did it mission accomplished.
Almost all of the crossbow banning support is made by people who haven't played against medics who hit good arrows anyways. There are more good reasons to keep the xbow than not, and half the complaints I see fall flat in practice because they dont actually exist in game. Honestly med already plays like enough of a flow chart, stop jerking each other off about how much "skill" it takes to heal the "right target" or position even farther back then normal when you can't zoom around healing scouts. 2012 medic was different, but not necessarily better or worse. (EDIT: for clarification, i'm not saying that scout speed on medic is good at all)
You wanna know how to actually balance shit? Arrows don't build uber so you trade uber% for health. That's a good change that ACTUALLY adds depth to your decisions rather than the snoozefest factor of medic.
I played scrims without item servers and it wasn't fun, partially because of no gunboats but mostly because of no arrows.
https://clips.twitch.tv/CuteSillyNostrilNomNom
https://clips.twitch.tv/HelplessSavoryAirGuitarPeteZaroll
me gusta
s(^_^)b she alright. needs some self-confidence tho
second wind????????????
TheRebelCreeper is a very cool player with solid aim and good movement. He would be a great addition to any open teams on the higher side of the division due to his strong work ethic.
second wind????????????
dippidy called me a HOMOSEXUAL and i take GREAT offence to this statement being used as an INSULT in 2018.
(Get With The Times My Guy)
Carcin and Dippidy are actually really good tho.
#1 team in friendship
All_Over_RSi dont think the argument has ever been that pyro does more damage.. its been pretty well known that its cap is around 140-ish dps post JI. its that it is immensely easy to hit this cap and stay at it without any skill while also hitting multiple targets at once and airblasting/phlog crits
Part of my post was directed at people who were claiming pyro was heavily bugged and glitchy, but other than that I said almost exactly the same thing as you . Pyro doesn't reward much in the way of mechanical skill. There is some overhead in the skill ceiling for bursting players (Panic attack + Degreaser is in theory the fastest time to kill for light classes in the game, for instance) but the class honestly feels like it plays like a tf2 version of Winston.
Flame particles are working as intended (as easy as they are) and, as far as I am aware, even airblasting after changes is predictable if you know what to look for. The class isn't bugged beyond repair, it is just that easy by design. I think its dumb, so do many other players.
controversial opinion: I like 7s
I AM NOT ASHAMED DOWNFRAG ME AS MUCH AS U WANT
I feel like people don't actually understand how pyro works considering the general confusion I have been seeing in these posts.
EDIT:
This video does a better job of explaining than I feel like researching/typing out.
These changes were made so that pyro would feel consistent when playing with bad network connection but it obviously opened a pretty horrible can of worms.
As for how heal reduction works, check out sigsegv's video on the matter. This is from MYM instead of jungle inferno, but many of the same quirks still persist.
Heal reduction aside, the changes to flame particles are consistent at the very least. Particles do not "double hit." They can interact with a player as many times as they touch him, but they do not randomly do double damage. Here is a video from the day after release of jungle inferno, where I get a flame particle to linger relatively stationary and one-shot light classes. I honestly thought by this point that the basics about how pyro currently works would be known considering the update has been out for almost half a year but I guess not.
THIS is where your frustrations should be directed at. Not at the actual damage per tick. Making pyro reward aim and traditional mechanical skill is forefront in making him have his own role in the game (ie: not a worse heavy/engineer or airblast bot) while also not making him feel like an overwatch hero.