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New weapons discussion 
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Post New weapons discussion
http://wiki.teamfortress.com/wiki/Vaccinator
http://wiki.teamfortress.com/wiki/Loose_Cannon
http://wiki.teamfortress.com/wiki/Rescue_Ranger

Haven't got the Rescue Ranger yet, but I can safely say that the loose cannon is arse and the Vaccinator is to the medigun what the scottish resistance is to the stickybomb launcher.

Discuss?

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Attempting to get every daily award as a means of proving I can use every weapon in the game


Sat Dec 22, 2012 2:26 pm
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Post Re: New weapons discussion
Rescue Ranger sounds great for experienced engies. 130 metal to instantly save your lvl 3 sentry (because why would you use this with a mini?) and immediately set it up somewhere else?! Could really annoy a teams trying to clear out sentry nests.

Loose Cannon: finally a new demo spam grenade weapon. But it looks kinda crap:
-cannonballs will not explode on contact with an enemy, so no incentive to aim
-cannonballs cause 50% less damage once they have touched a surface, so its actually poor at spamming area denial!!?!
-has considerable knock-back, but knock-back direction is often so indiscriminate that is almost useless
Well at least its not another Loch-n-Load D:

Vaccinator: even after reading the wiki entry for this im struggling to find a reason to use this over regular uber or kritz. Any of our career medics have opinions?


Sat Dec 22, 2012 3:14 pm
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Post Re: New weapons discussion
They're all terrible.

At best, the Loose Cannon is a secondary sticky-launcher. At worst, it's just another weapon that messes with player movement, 'cause that's fun, right? (Pyro airblast, Force-A-Nature, Sandman, Natascha - a Murderers’ row of awful game design)

The Rescue Ranger is a total non-starter. Essentially, you'd need to build a sentry (or whatever), run away, and hope that you're far enough away from it (but still within line of sight) when it gets attacked that when you pick it up it becomes difficult for the enemy to catch up & kill your slow-moving, marked for death, ass.

As for repairing it. Most lvl3 sentries get blown up by a carpet of stickies. Repairing from afar won't help. Maybe, just maybe, you could antagonise Scouts a little more than usual by preventing them from wearing it down from afar. That fun too, I guess?

Vaccinator - strictly for Medics who think the Quick Fix is a viable option. If your medigun uber doesn't make you & your heal target(s) invincible, or make it real easy for them to kill stuff, then what's the point of using it?

Just a horrible mess of ideas.

People want new items. Valve is operating a highly successful Free To Play experimental economy. The end result isn't going to be great ideas well implemented.

The worst part of this update is that most of the cosmetic items are straight up ugly. At least the potions from Halloween were fun & interesting.

Bah! Humbug


Sat Dec 22, 2012 4:58 pm
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Post Re: New weapons discussion
The Vaccinator I have to disagree with, the ability to use small charges here and there is exceptionally powerful, basically stacks the deck against anyone in those small engagements you get.


Sat Dec 22, 2012 5:43 pm
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Post Re: New weapons discussion
Manta wrote:
The Vaccinator I have to disagree with, the ability to use small charges here and there is exceptionally powerful, basically stacks the deck against anyone in those small engagements you get.


You used it quite efficiently yesterday (I think it was?) against me when I was rolling about as a Scout for a while. Ended up trying to bash your head in with a bat instead. I haven't tried it yet, but I think I will be preferring a regular Über. It just seems like if you encounter a regular one, you might be fucked anyway. It is not as game-changing as the regular one; which can really turn tides.


Sat Dec 22, 2012 5:55 pm
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Post Re: New weapons discussion
If the small engagments you're talking about involve players without a medic and all using one type of damage, then, well, obviously. You're still going to lose against a regular uber or kritz.

My biggest issue with it is that the 66% slower overheal rate makes it a mono-heal item. Health buffs are too important to a good team, and encouraging players to mono heal is just another way for bad medics to annoy their team.


Sat Dec 22, 2012 6:00 pm
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Post Re: New weapons discussion
Out of combat they still build overheal faster, and you can flip between the damage types every two seconds when you're ubering, so when you've learned to juggle a bit, it works quite well.


Sat Dec 22, 2012 6:07 pm
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Post Re: New weapons discussion
It's needlessly complex, highly situational, and ultimately a downgrade.

Your point about overheals out of combat is inaccurate, and I'm not even certain what you mean by "out of combat". It's 66% slower at all times. 50% faster at building ubercharge.


Sat Dec 22, 2012 6:16 pm
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Post Re: New weapons discussion
healing speeds up if they've not taken damage for 10 seconds, this applies to overheal.

Try it a few times before making a judgement.


Sat Dec 22, 2012 6:17 pm
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Post Re: New weapons discussion
You realise that "crit-heals" also applies to the regular & kritz mediguns, right? The 66% decrease still applies.

I've tried it. Didn't take long to figure out it was a downgrade.

I guess we'll disagree. Despite the fact that in your opening post you said "the Vaccinator is to the medigun what the scottish resistance is to the stickybomb launcher." Which just makes me think you're arguing for the sake of arguing.


Sat Dec 22, 2012 6:26 pm
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