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Medic Jump - Plugin Trial 
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Post Re: Medic Jump - Plugin Trial
And you need 20% charge to use it, so a soldier can't pull you out of danger after an uber.


Fri Oct 14, 2011 11:57 am
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Post Re: Medic Jump - Plugin Trial
This sounds horrible imho and I can't believe it was just slapped on the servers, if I'm reading correctly. Even on a trial basis. :(


Fri Oct 14, 2011 12:02 pm
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Post Re: Medic Jump - Plugin Trial
I think the Medic is the class that has been left relatively unharmed from all the stupid updates. The rubberband gives him a fundamental boost for no reason except lols for himself.

We can now continue to discuss what balance in TF2 really means, since every class and weapon combination can be used by both teams. Then we can conclude, that 3 Wranglerneers on the defending team can be just as gamebreaking as flying Medics on the attacking team. But ultimately it just doesn't fit the philosophy of HH1.


Fri Oct 14, 2011 12:09 pm
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Post Re: Medic Jump - Plugin Trial
If it was a weapon addition that gave him this ability that had associated downsides I would have far less of a problem with it.

As a flat out buff and base addition to the medic class and the game it is ridiculous.


Fri Oct 14, 2011 12:13 pm
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Post Re: Medic Jump - Plugin Trial
NTrailZ wrote:
This sounds horrible imho and I can't believe it was just slapped on the servers, if I'm reading correctly. Even on a trial basis. :(
How can you try something out until you try it? We could have talked and theorised about until we are blue in the face, but the proof would have been in the pudding. HH4 has been a testing ground* for it for some months. HH2 then had it introduced for the duration of the birthday event to which there was quite a bit of positive candid verbal and off server response. So it wasn't really just slapped on, but then again it was, because there wouldn't be any other way of doing it. Either it's on or off, slapped or not slapped.

Theorising on forums about things that people haven't tried often leads to short off-the-cuff responses, i.e. that's shit, general rage and ott-ness etc. Surely it's better to trial something and see? And a true trial would involve everyone experiencing it, rather than ghettoisation.

How does it sound horrible?

It's just a trial. So I'd suggest to anyone to take an open approach.

It's very easy to imagine horrible scenarios with many, many things in the current official TF2 catalogue too.

(*a testing ground is a server with lots of players on it on a daily basis, regardless of subjective opinion of the servers nature)


Fri Oct 14, 2011 12:15 pm
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Post Re: Medic Jump - Plugin Trial
I need to test a badly thought out product to know its a badly thought out initial idea to begin with? Wha, that's not even logic.

Its a bad idea in my opinion, no testing is needed to know that.


Fri Oct 14, 2011 12:22 pm
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Post Re: Medic Jump - Plugin Trial
NTrailZ wrote:
I need to test a badly thought out product to know its a badly thought out initial idea to begin with? Wha, that's not even logic.

Its a bad idea in my opinion, no testing is needed to know that.
What do you feel are the bad things about it, and could anything be changed to improve it?


Fri Oct 14, 2011 12:25 pm
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Post Re: Medic Jump - Plugin Trial
Bad initial idea that only creates more problems whilst solving something that isn't actually a problem but is there by game design. No balancing mechanic to this new powerful ability. Makes existing weapon bonuses redundant, i.e. quickfix speed boost on scouts.

Poorly thought out so called fix to a problem that doesn't even exist. Need I state it more plainly?

Not needed and added unnecessarily with no thought to the consequences in the meta-game.


Fri Oct 14, 2011 12:31 pm
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Post Re: Medic Jump - Plugin Trial
Quote:
Maybe disable this while the medic is ubering/kritz'in?
Quote:
Activating charge breaks the link.


Awesome! Though this does still allow a pair to find a high camp spot and stay there [mixed] ... At least they wont be able to fly around house of flying daggers style while kritzing/ubered!


Fri Oct 14, 2011 12:34 pm
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Post Re: Medic Jump - Plugin Trial
NTrailZ wrote:
Bad initial idea that only creates more problems whilst solving something that isn't actually a problem but is there by game design. No balancing mechanic to this new powerful ability. Makes existing weapon bonuses redundant, i.e. quickfix speed boost on scouts.

Not needed and added unnecessarily with no thought to the consequences in the meta-game.
The negative side to it is that it is hard to control, therefore it's use is only when necessary, otherwise the medic ends up in a poor position.

Quickfix: Speed boost that you can control easily.
Medic Jump: Speed boost that is hard to control.

NTrailZ wrote:
Poorly thought out so called fix to a problem that doesn't even exist. Need I state it more plainly?
Bolt wrote:
"Don't leave me behind you shithead!" is one of my most common medic cries.


NTrailZ wrote:
Not needed and added unnecessarily with no thought to the consequences in the meta-game.
There was definitely plenty of thought.

Anyway just try it. Trial ends on Monday.


Fri Oct 14, 2011 12:44 pm
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