Well, lets give the demoman a shotgun and make the sticky bomb launcher include 16 stickies please.
Thats a response to Efraths wish.
I was asking for a hardlimit, IE make it easier to predict when and where you can go out of cloak. Currently, the IW and C&D has unlimited range with the DR having a set distance as to how far the sound can reach.
So theoretically, you can hear someone uncloaking from the other side of a map with the C&D and IW but NOT with the DR. It's something Valve should at least consider, to help make spy less prone to rely on luck when it comes to uncloaking and also give a middlefinger to people using replaced cloaking sounds.
This sounds like it could be a cool weapon to add for the medic with some downside, such as a reduced move speed to counterbalance the highly increased manouverability this brings with it.
Without this you just need to ask yourself, does the medic need more speed ? No not really. Does he need more surviveability. No not really, medics can be protected well not to mention other little things he has. Having one up on the crates on granary makes him harder to kill. It also gives him solid excape or offensive ability when coupled with someone competent. It would almost make everything but the demo medic combo unnessecary (which it almost is already )
I think for making medic more played the key is to add more reward rather than make the class more powerful. Easier said than done, most people just like to sensely kill stuff, medic takes a certain level of focus and seriousness to play where as solly you litterally can just lob yourself at people and hope for the best or with pyro ....
That said id love to see some kind of content to adress the medic issue but perhaps it should be a valve done thing if we are trying to keep a seriousness to the servers.
After having a good play with this today finally, I can understand the merit and possible downside to this plugin.
Being left behind by a lone solly/demo is no longer frustrating, and in maps without major height differences it's barely even utilized, however something like badlands where height plays a large role and in the hands of a competant demo/medic combo it could be very potent.
During the 4 or 5 maps I played with it though, even with medics using it on one team and none (that I could see) using it on the other team, it was still just as balanced (had some pretty epic and close games too).
I don't really think I've quite played enough with it though to really gauge it's long term affects, but it was fun nonetheless, some of the crazy slingshots were amusing.
Hopefully it'll stick around on HH2 at least for a longer term test period or with a vote, can understand people's reaction to it being on HH1 though.
_________________
Sat Oct 15, 2011 11:46 pm
Whizzer
HH Donor
Joined: Sat May 14, 2011 9:21 pm Posts: 10 Location: Old Europe
STEAM_0:0:16810242
Re: Medic Jump - Plugin Trial
I played Medic for a couple of games on HH1 today, and I found the Rubber-Band Jumps pretty fun, even if I died more than usual because I landed somewhere I had no intention of ending up. (Like directy before Heisenbergs Scattergun ) It does make playing Medic different, but I am not sure if its the right thing for the HH1 Server. I am having fun playing Medic there with or without crazy jumps, sadly there are a lot of other servers where playing Medic is a dreadful experience, those could benefit from something like this. So my conclusion would be while its fun, does not seem to fit to the HH1 server 'feeling'
On the other issue here, I dont mind surprise changes. A note on the loading screen with infos about the trial and plugin would have been helpful though.
_________________ "It's called work? See, what happens is that you suffer doing annoying and humiliating things until you get paid not enough money." -Harry Dresden, Blood Rites
by makeing one server for default TF2 and one for "enhanced" TF2.
it already kind of is like this: #1 nocrits, and #2 crits + replay et cetera.
in busy evenings there is enough capable medics on, so no need for extra stimulations!
I even suggest to limit medics to 2 per team like the other classes because otherwise its just steamrolls without any deathmatch! Best mix is 50% deathmatch and 50% team tactics!
Currently, the IW and C&D has unlimited range with the DR having a set distance as to how far the sound can reach.
So theoretically, you can hear someone uncloaking from the other side of a map with the C&D and IW but NOT with the DR.
Not really, no o_O Where did you hear that? You do have a limitation for the sound range of the IW and the C&D. Every 6v6 match with a spyround will proove you that.
Currently, the IW and C&D has unlimited range with the DR having a set distance as to how far the sound can reach.
So theoretically, you can hear someone uncloaking from the other side of a map with the C&D and IW but NOT with the DR.
Not really, no o_O Where did you hear that? You do have a limitation for the sound range of the IW and the C&D. Every 6v6 match with a spyround will proove you that.
We should probably stop here though and get ontopic instead.
I did type a considered reply with points, counter points and conclusion but it seems to have been lost.
And then last night, during set up time on mojave I was messing around slingshotting around before the gates opened and I straffed too far and went off the edge to my death. Dropping my uber. For that reason alone I'm out.
I think that the medic jump is a bad addition to the game, especially for HH servers.
It is a rather radical change, one for which the game is not prepared - most of all maps, which weren't designed for flying medics. I also believe that both using the jumps (which would likely become a necessity for 'sceptics' too, to keep up with the rest) and having to counter them would change the style of playing too much. It's true that we have to adapt to new unlocks and live with it, but, despite some really unfortunate additions, they tend to have lesser impact. Also, learning how new weapons work is something that will be useful on a great majority of servers, and having to adapt to a mod just for one server, even a favourite, is too much to ask of people.
Another thing that makes the mod different from any other, official update is that we don't have to have it. I think many people will agree that we already have more then enough unlocks, and as long as Valve don't get the idea to add medic jumps to the game, which I hope they don't, we should rejoice, not exacerbate.
I also don't think that the difficulty of medic jumps is enough to make them fair, with time people are bound to become more skilled at them, and if the mod was harmless, we wouldn't have to worry how often people will succeed at them in the first place.
Finally, I agree it is out of place on HH1, perhaps even on some other HH servers too. Those who keep coming back to HH1 clearly do so because they like its style, and the people who play there. This mod is so severely un-vanilla that I fear it would ruin both, by changing the game, attracting gamers who'd only play "for the lols", and putting off regulars. I am not certain if I'd choose to stick with HH servers if the mod was to stay, and I know for sure I wouldn't if my friends left, and some declare they would.
All in all, medic jump can be fun for a few, but there is definitely too much to lose. Servers like HH1, basically purer-then-vanilla, are rare oases from the usual TF2 chaos and should be protected, not changed
And then last night, during set up time on mojave I was messing around slingshotting around before the gates opened and I straffed too far and went off the edge to my death. Dropping my uber. For that reason alone I'm out.
That seems like it's more of an issue with the map, especially as it is a beta. Presumably the same would be possible for a demo or solly.
Mus Parvulus wrote:
It is a rather radical change, one for which the game is not prepared - most of all maps, which weren't designed for flying medics.
Neither were they designed with Sentry Gun jumping in mind either. A lot of maps pre-date the Wrangler. Are SG's generally more annoying than medics? </end reply to Mus>
In a general observation and response to this thread and the trial on the servers. What I've seen whilst playing on and observing the servers is a fair less radical or dramatic change to the game than has been written on the forum. Also it has done little to increase the amount of medics, with players often getting frustrated that no-one or very few (1) are playing medic.
Agent 47 wrote:
That said, would it be possible to remove the Dead Ringer from our servers? That'd be
That's for another outrageous thread. It tailed off, but it can be revived!
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