Played with and against it some more, and for me it definitely makes the game less enjoyable once the "wow lol"-effect of stickyjumping as a medic has worn off.
Some maps (such as badlands, granary, yukon, snakewater, etc) become pretty ludicrous for the defending team with this feature. It's a nice idea and quite fun, but I'll have to concur that this really shouldn't be on server 1 (not even as a vote imo).
_________________ "They jumped out of the 9/11" -Agent, 2016
I've begun to dislike it slightly more as of late , more because of the mechanics of the plug-in.
As any class , but more so with medics you do a lot of jumping to lessen splash damage and annoy snipers. So it gets really annoying when you try to dodge a rocket only for the person your healing to jump , sending you flying towards the enemy and more likely than not to your doom.
Currently its been putting me off playing medic and its my favourite class .
When I play medic I hop around all the time to dodge fire, or just as obsessive behaviour.
Like wise, but surely you aren't holding down jump when doing this.
Sun Oct 16, 2011 9:12 pm
Sam
HH Donor
Joined: Sun Mar 23, 2008 11:44 pm Posts: 3761 Location: Leicester, UK
STEAM_0:0:15279954
Re: Medic Jump - Plugin Trial
That's what I do for normal jumps though Makes me feel like I'm going to do a slightly bigger jump because of how it works in platform games like Mario.
I should probably try it out properly when I get my laptop...
I never considered there to be too much of a problem with medic numbers on HH. Tbf this plugin is more likely to make me play medic assuming I have a good Soldier or Demo to heal.
But then, medic is already the strongest class in the game, if they weren't we wouldn't have this perceived need to persuade people to play it. Is it a good idea to strengthen the medic/combo?
Anyway, I'd be against it on HH1, but given HH2 is alltalk critfest a lot of the time I don't think its really going to hurt that much there.
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