Picture the scene: Your uber is fading and you're caught in a bad position because of your own mistakes. Not to worry! Just fly away, because why the hell not.
There is a flaw in your logic. You know that you can't just choose to jump away. You have to be healing someone and they would have to jump. It would have to be a team effort. You also need at least 20% charge.
Last edited by Ellery J Smith on Sat Dec 21, 2013 9:59 pm, edited 1 time in total.
Fri Oct 14, 2011 2:26 am
DeadDecoy
Joined: Sun Dec 30, 2007 11:29 pm Posts: 6
Re: Medic Jump - Plugin Trial
I say keep it in for a little while longer. I mean some classes have items that give abilities and advantages that are powerful and which could be argued they shouldn't have. And not all players have those items, but all Medics have this ability. I can't be the only one who finds playing medic incredibly boring, maybe this will attract more people to play. It was also pretty funny watching GabeN fly around Gravelpit C point.
sounds fun, I've played with this when on the Hale Mod as you can/could do it there.
I think this is a bit OP in the way that you can use a kritz with a disguisting height advantage if proper jumping done on certain maps to places where medics shouldnt be able to reach, the medic will be that much harder to kill as a scout or any other class for that matter. Any change to the medic will always have big impacts on the game
Given time and practise and people getting used to other players this will be really fun to play with but I think will ultimately topple the games intensity into ridiculously over spammy and you'll get horrible PL spawn rapes from above the doors.
Maybe disable this while the medic is ubering/kritz'in?
Can't say i liked it after i gave it a go. I just prefer playing TF2 as it was originally made to be. It was reasonably fun but i prefer to just play regular games rather than ones with potentially game breaking plug-ins.
If it is implemented I'd rather it was on a server rather than the 1st and 2nd as that way people who want a game a have plenty of opportunity to do so and those who want the plugin have a server for it.
As said before, just because you can counter 4 heavies with your own 4 heavies doesn't mean you can call it balanced (or fun). A good solly/demo + medic will get even more powerful and you can just say 'oh well the other team could do the same'.
Why not give the pyro laser cannons for eyes? The other team can have one so it's perfectly balanced right?
I just don't see why you'd change something so fundamental, that's been considered pretty much perfect for 4 years. Maybe this is pioneering a fantastic metagame change and everybody will be doing it pretty soon, or maybe just trying to attract people to the server with gimmicky mods, I just don't really get it
Don't you think your example is a little silly and O.T.T., (Also a little too similar to recent Solly weapon additions ? ) Laser cannons for eyes? A movement buff for the medic is hardly comparable to using 4 heavies, but having said that what's to stop a team having four heavies anyway? Hasn't that been part of the game ever since it's release in 2007? Perhaps it's just a choice and it isn't compulsory.
It's certainly not about trying to attract people to playing using a gimmick. I think Valve have got that market completely sown up already anyway.
The fundamentals are still there unchanged, however in a situation where it's preferable for the medic to travel with player, then he can. There are plenty of situations were doing so would not be the best choice and result in the medics untimely demise.
Users browsing this forum: No registered users and 3 guests
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum