Data sampled from 78112 unsuspecting players on Jul 17, 2010. Totals listed are representative of this sample, and not the entire player base. However, the percentages should be more or less accurate given the size of the sample. Numerical data is provided simply to give context to the data sample.
Its really surprising to me that 50% of spies use the C&D.
And 80% of medics use the Medigun.
What are people smoking
When you compare item usage with map time played it makes complete sense.
Everyone plays dustbowl, goldrush and 2fort. C+D is very effective on such campy maps.
So too is the medigun, for breaking down effective engineer nests and chokepoints.
The standard Ubercharge is more useful in more situations than the Kritzkrieg, especially since, deployed simultaneously, the Ubercharge will flat-out negate the Kritz. You can't use the Kritzkrieg to crack an Engineer encampment, especially on linear push maps like those that get played on a lot of the pubs. Furthermore, Heavies, Demomen, and (this'll raise some eyebrows, I'm sure) Backburner Pyros do enough damage on their own that you can get very similar effects to the Kritzkrieg simply by ensuring that they don't die for eight seconds. Like a lot of the unlocks, the Kritzkrieg is very useful under the right conditions, but the Ubercharge has more overall utility.
Kupi on
My favorite musical instrument is the air-raid siren.
Exactly. Kritzkreig is a surprise weapon and makes total sense that it is used by fewer medics. If someone is rocking a kritz for like three rounds in a row it is easy to entirely negate even without an uber. The only real way to reliably bring the hammer down with one is with a heavy, demo or soldier - the latter two of which have very telegraphed attacks and unless you're in a corridor can be avoided.
It really surprised me last night how fucking tough that shield makes the sentry.
On two occasions I was playing pyro, killed the engineer and moved on to the sentry.. and when the 3 second downtime was over, the sentry was STILL not dead. It took a solid 5 seconds of flamethrower action to bring the sentry down.
First time the sentry killed me because I was unprepared for it to need that much damage, so I tried to swap to the homewrecker and screwed up.
Second time I just did M1 nonstop and was able to kill it.
I'm not going to say it's overpowered, but I bet money that Valve is going to tone the shield down before too long. There's no way for average players to compete against that.
Right now, "Bleed" is just another name for "Fire". The only real difference is that Bleed won't activate the Axtinguisher's conditional crits and Bleed can't be canceled my med-packs. (There's also the damage rate, but mechanically they're identical.) So, how could they be better differentiated?
How about this: Bleed deals a tiny amount of damage per tick. Let's say no more than 2 HP per tick, but probably better off going as low as 1. However, unlike fire (where it's difficult to be various degrees of "on fire"; either you are or you aren't), you can bleed from multiple wounds. Therefore, Bleed effects are allowed to stack. The more you strike an enemy with a bleed-causing weapon, the more damage he takes over time until the bleed effects wear off. Hitting an enemy with more flame simply extends the flame.
Kupi on
My favorite musical instrument is the air-raid siren.
* Gunboats used more often than Buff Banner, bwu?!
* Looks like Soldier Shovel and Pyro Regular Axe have fallen off the map once the replacement items came, though that's not surprising.
* Don't think we can draw much from the Engineer stats, given how recent the update was.
I like to use the kritz and medigun both when medic, krits when i want to get a few more assist, and medigun when i want to be pushed around for a little bit by a pyro, its very relaxing.
HenryVape on
Ceterum autem censeo, Carthaginem esse delendam
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited July 2010
I switched to medigun recently to see if the health recharge rate difference is noticeable at all post-nerf.
* Gunboats used more often than Buff Banner, bwu?!
* Looks like Soldier Shovel and Pyro Regular Axe have fallen off the map once the replacement items came, though that's not surprising.
* Don't think we can draw much from the Engineer stats, given how recent the update was.
As long as you aren't a complete retard and expect to be healed while holding it, the Equalizer is a complete and direct upgrade from the shovel. Though, of course, real men don't use it because running is for girls and the screaming shovel taunt is much better than suicide - which can be done totally by accident if you forget.
With the inclusion of the air-burst the most viable Pyro melee tactic is a blast of fire, a puff of air upwards to float them, and an axestinguisher crit when they hit the ground.
As for Gunboats. Pre-nerf they were incredibly useful on the larger maps. A soldier with them was arguably the most mobile class, above scout and demo. They don't suppress as much damage anymore though. It depends on taste. I personally get around with rocket jumping without them, and the shotgun is indispensable against half the classes especially on CP maps using it as a last resort.
i'm finding that the gunboats nerf is pretty inconsequential
one rj gets me to about 183
avoiding fall damage ain't that hard, so i think it's still pretty good
Depends on how far you want to jump. On some maps you can get halfway across on one consecutive jump sequence. Yukon is a good example. You can bounce off like two walls to the tunnel at point two.
I always wanted the gunboats to have some AoE when you landed with them from a great height. Either a stun or a little bit of damage. It would make them a much more definitive item rather than a sort of middle-ground crutch. Would focus the soldier on getting up close very quickly with extremely aggressive play. Which counters the shotgun it replaces which is used very much to trap shoot/pick off already wounded enemies as you stay on the periphery.
When I'm playing good medic I use the needlgun because I want to be healing fools 90% of the time, not shooting mans, thus the passive regen is better then.
When I'm playing good medic I use the needlgun because I want to be healing fools 90% of the time, not shooting mans, thus the passive regen is better then.
def son def
nealcm on
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Because I can't get ding-a-lings to work, the hit indicator with the blut still gives it a big advantage
if you are using a custom dingalong
put "play /soundnamegoeshere.wav"
into your autoexec
and only connect to servers from the ingame server browser
if you connect with the steam server browser or from "join game" on a friend, your autoexec won't get executed before you connect, making it so your custom hitsound won't get past the sv_pure settings of the server
therefore, just load up the game and then connect to the server of your picking
Posts
therefore, i am a rebel
rebels are badass
therefore, i am a badass
a two gibus badass
May or may not be an exact quote.
When you compare item usage with map time played it makes complete sense.
Everyone plays dustbowl, goldrush and 2fort. C+D is very effective on such campy maps.
So too is the medigun, for breaking down effective engineer nests and chokepoints.
Most people who get kritz on a pub are dumbfounded about what they should be doing.
It really surprised me last night how fucking tough that shield makes the sentry.
On two occasions I was playing pyro, killed the engineer and moved on to the sentry.. and when the 3 second downtime was over, the sentry was STILL not dead. It took a solid 5 seconds of flamethrower action to bring the sentry down.
First time the sentry killed me because I was unprepared for it to need that much damage, so I tried to swap to the homewrecker and screwed up.
Second time I just did M1 nonstop and was able to kill it.
I'm not going to say it's overpowered, but I bet money that Valve is going to tone the shield down before too long. There's no way for average players to compete against that.
You should get an award for such a good idea.
Dispatch from the Department of Bad Ideas:
Bleed Differentiation
Right now, "Bleed" is just another name for "Fire". The only real difference is that Bleed won't activate the Axtinguisher's conditional crits and Bleed can't be canceled my med-packs. (There's also the damage rate, but mechanically they're identical.) So, how could they be better differentiated?
How about this: Bleed deals a tiny amount of damage per tick. Let's say no more than 2 HP per tick, but probably better off going as low as 1. However, unlike fire (where it's difficult to be various degrees of "on fire"; either you are or you aren't), you can bleed from multiple wounds. Therefore, Bleed effects are allowed to stack. The more you strike an enemy with a bleed-causing weapon, the more damage he takes over time until the bleed effects wear off. Hitting an enemy with more flame simply extends the flame.
This chart is interesting!
* Gunboats used more often than Buff Banner, bwu?!
* Looks like Soldier Shovel and Pyro Regular Axe have fallen off the map once the replacement items came, though that's not surprising.
* Don't think we can draw much from the Engineer stats, given how recent the update was.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
you ain't runnin if you ain't runnin with nikes
except
how many of those 33 kills
were taunts?
none, sir
Ceterum autem censeo, Carthaginem esse delendam
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
are you talking about the needlegun
otherwise that sentence makes zero sense
i think i have equipped the blutsauger ONCE, but maybe for this venture it requires a second equip
As long as you aren't a complete retard and expect to be healed while holding it, the Equalizer is a complete and direct upgrade from the shovel. Though, of course, real men don't use it because running is for girls and the screaming shovel taunt is much better than suicide - which can be done totally by accident if you forget.
With the inclusion of the air-burst the most viable Pyro melee tactic is a blast of fire, a puff of air upwards to float them, and an axestinguisher crit when they hit the ground.
Exhibit A:
http://www.youtube.com/watch?v=6q6FzyQylbE&feature=related
As for Gunboats. Pre-nerf they were incredibly useful on the larger maps. A soldier with them was arguably the most mobile class, above scout and demo. They don't suppress as much damage anymore though. It depends on taste. I personally get around with rocket jumping without them, and the shotgun is indispensable against half the classes especially on CP maps using it as a last resort.
one rj gets me to about 183
avoiding fall damage ain't that hard, so i think it's still pretty good
Depends on how far you want to jump. On some maps you can get halfway across on one consecutive jump sequence. Yukon is a good example. You can bounce off like two walls to the tunnel at point two.
gunboats are phenomenal for fun swoosh adventures like that
http://www.youtube.com/watch?v=vMnH8OHXK1A
Godspeed, noble Pyro
I am terrible with names
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
def son def
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
you can't get the floating damage numbers on hits to work either?
"today feels like a day where we will confuse him by not dinging!!!"
if you are using a custom dingalong
put "play /soundnamegoeshere.wav"
into your autoexec
and only connect to servers from the ingame server browser
if you connect with the steam server browser or from "join game" on a friend, your autoexec won't get executed before you connect, making it so your custom hitsound won't get past the sv_pure settings of the server
therefore, just load up the game and then connect to the server of your picking