I once had a medic on me with ready uber and I said "alright let's go" moved 10 feet and got raped while the medic stood back and I think then killed by a spy.
I think I am going to change my steamid name thing to "Judas Iscariot" or "Cpl. Timothy P. Upham" and play a medic and just do that abandoning thing as a medic over and over because when you guys are describing these situations in which the medics are leaving you to die I am just laughing like hell
Personally, I hate getting uber'd as a Demo or Soldier, especially Demo, since I'm not that good as one to begin with.
But they run out of ammo so fast and waste half the uber reloading. If the only access to a Sentry has it too far away to get to it as a Pyro, then the Engineer will just be repairing it between rockets and then you'll have wasted the whole Uber. Long range Sentry destruction is Demo territory. When you can jump out of hiding directly into combat, Heavies and Pyros are the way to go.
you don't have to reload with 8 stickies nade do you?
My worst habit is my biggest pet peeve, and that is:
If I'm a soldier (which I normally am) and I am at the front lines or close to it, and at full health, and a medic touches me and stays on me for longer than it takes to get to 150%, I run in, and play like I have a medic on me (meaning sacrificing health for guaranteed kills). I die, say "huh?" and realize I didn't have a medic the entire time.
On the one hand, I'm really quite angry. Why would you stay on me if you had no intention of staying, particularly when I was fully healed? Are you just here to rack up healing points or do you actually want some assists?
On the other hand, I feel like I'm being a little presumptuous. Maybe someone on fire just ran in, or maybe he was just getting people to 150% before focusing on a heavy and lingered a little longer on me.
Whatever the reason, it's a little annoying because every time a medic touches me I go "alright awesome here we go time to top the scoreboards you and me buddy pals forever" and every time he leaves it's just "awwww fuck".
My favorite games are the ones with Wetsun and a few others that I can't recall who are my blood brothers, through multiple respawns and multiple caps. I wait for them, they wait for me, and oh lord do we dominate.
My problem with Medic was generally the exact opposite: I'd latch onto a big guy, go, "I AM WITH YOU, SIRE! TO THE END! TO THE DEATH!" and then follow him into the teeth of seven guys with big guns who beat the crap out of us and rape the corpses. In the meantime, I gain nothing on my uber gauge. I've learned that sometimes, I have to keep myself alive instead of following the kamikaze pyro on his Victory or Messy Bloody Death run straight into the enemy ranks.
Case in point: Hydro, playing as Red team, in the setup where Red goes through the tunnel with the Chasm of Death and has to cap Blue's control point in the warehouse, in the middle of the bridge. I'm in the booth overlooking the CP and the Heavy is heading down the ramp blazing away at the enemy. I'm following him as far down the ramp as I can, but enemy demomen keep raning grenades down at the foot of the ramp and hitting me with splash damage. No one's behind me backing us up for the push. He moves out of medigun range with demoman grenades and rockets exploding all around him. No real cover. Obviously wants me to follow him down.
Whaddya do? Nowadays, I'll say something like, "Back up, let's hold position until we've got some help," but not everyone wants to listen. So it's either follow him down and waste the half-full uber gauge you spent a couple minutes building, or not follow him down, watch him die, and then he's at you for the rest of the map.
Ah, scootch were you replying to logicow? I though maybe you misread my post. Looking back that would make more sense.
Edit: there was no one else on our team there. I don't know how much of this picture I have to paint to say that he wasn't being the best he could be in that situation.
My problem with Medic was generally the exact opposite: I'd latch onto a big guy, go, "I AM WITH YOU, SIRE! TO THE END! TO THE DEATH!" and then follow him into the teeth of seven guys with big guns who beat the crap out of us and rape the corpses. In the meantime, I gain nothing on my uber gauge. I've learned that sometimes, I have to keep myself alive instead of following the kamikaze pyro on his Victory or Messy Bloody Death run straight into the enemy ranks.
Case in point: Hydro, playing as Red team, in the setup where Red goes through the tunnel with the Chasm of Death and has to cap Blue's control point in the warehouse, in the middle of the bridge. I'm in the booth overlooking the CP and the Heavy is heading down the ramp blazing away at the enemy. I'm following him as far down the ramp as I can, but enemy demomen keep raning grenades down at the foot of the ramp and hitting me with splash damage. No one's behind me backing us up for the push. He moves out of medigun range with demoman grenades and rockets exploding all around him. No real cover. Obviously wants me to follow him down.
Whaddya do? Nowadays, I'll say something like, "Back up, let's hold position until we've got some help," but not everyone wants to listen. So it's either follow him down and waste the half-full uber gauge you spent a couple minutes building, or not follow him down, watch him die, and then he's at you for the rest of the map.
i say let him be mad at you for the rest of the map. atleast you're thinking it out strategicaly.
also, has anyone else had a broken mic/not working and typed, "Ok medic uber me when i say go go go."
They follow you but about 30 feet behind. You say, "GO GO GO!" annnd then he just lets you rush in and die and goes oommg dude you walked away from me what the hell.
People really need to understand that in situations where -you- might feel safe, a medic might not. For instance, in narrow corridors with easy flanking access, or in buildings with walls close behind you, etc. All those rockets and shit you're dodging are eating the medic alive.
My biggest pet peeve is people standing in positions where I can't heal them without being right next to or behind them, so that all the stuff hitting them hits me too. I might be able to heal through it from cover, but if it's all hitting me too, we're both hosed.
Also, when you retreat suddenly, try to give warning first so the medic doesn't end up closer to the enemy as you back out.
Flamethrower (per ammo, not including afterburn): PB: 15 Max R: 5 (No crit info supplied- Both this and Knife are in no order, just here to see damage values)
Butterfly Knife: 30-50 (cannot crit!)
Some interesting stuffs. I think the rocket launcher direct hit crit info is wrong. These are not splash damage values btw.
Couple things:
Yes, I didn't mention the rate of fire. After considering, the bat damage makes sense in that it swings faster than most melee weapons.
The flamethrower can indeed crit. I didn't test it much since it's more irritating to test than more conventional weapons and there was another post a while back that had a good rundown on different factors in flamethrower damage.
I didn't test splash damage at all. In the case of sticky bombs, I had my target crouch on top of them for each trial.
I'd encourage people to test out damage variance and try to tie it to something that makes sense. I'd like to be proved wrong in this case.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
People really need to understand that in situations where -you- might feel safe, a medic might not. For instance, in narrow corridors with easy flanking access, or in buildings with walls close behind you, etc. All those rockets and shit you're dodging are eating the medic alive.
My biggest pet peeve is people standing in positions where I can't heal them without being right next to or behind them, so that all the stuff hitting them hits me too. I might be able to heal through it from cover, but if it's all hitting me too, we're both hosed.
Also, when you retreat suddenly, try to give warning first so the medic doesn't end up closer to the enemy as you back out.
Alternatively: Medics should remember that they move faster than Heavies, and so they should keep that in mind when moving to the front. One thing I'll do when pairing with a Heavy is move out in front of him when going around corners: if there's a sentry gun at the end of the hall, I can duck back the moment I hear the beeping and we can try a different path.
One other thing I've started doing is taking a page from scout snipers and being a spotter for my big guy: he'll move out, start shooting Reds coming down one way, I'll see a couple of other guys coming through a flanking tunnel. "____, Check Right."
Which makes me wonder whether a good demoman and a spy/scout could pair off and do some artillery runs: "Sticky Out." "Adjust left and back." "Sticky out." "On target, fire for effect." BOOM! Down goes the sentry, in goes the rush.
A good heavy/medic positions well then mows everything down.
If there was a strategy guide for heavies, this would be on the first page.
Also, I see where Shankill's coming from. The medic seemingly latches onto you for longer than 150%, thus it is assumed that he's with you for the long haul/a push. And on the front lines, this is typically the case. Nearer the back, though, you might be the only one around to heal (and increasing your uber meter is always better than not) until a couple of teammates behind us catch up. Thus, while it might look like I'm gearing up for your charge, I'm really trying not to waste valuable healing time waiting for these other 100% guys to get here. As soon as they do, I usually want to switch over and top them off as well.
All that info does is make me more pissed at dying to a single crit wrench on the first swing.
Fixed for personal distaste. I think crit wrenches piss me off more than anything. It always seems to happen on the first swing, cementing the notion of "one-shotting".
yea i would actually run mine with settings like that, but i currently have a widescreen monitor that can do 1440x900 i think or somethin like that. looks beautiful that way but fps is around 60ish.
Just like to point out that when I used to medic from time to time, I'd get annoyed when soldiers and demomen flew all over the place: following and healing them was a fucking nightmare. Also, they tend to move all over the bloody place during fights that, as a medic, you are left exposed. With a heavy, you can just tuck in behind and let him take all the punishment. In fact, as a tactic on gravelpit, I'll goto C as a heavy and just soak all the rockets coming from below, as long as there's a medic nearby. it's an easy way to build up an ubercharge. Granted, I will also punch anything that makes it to the top, but the great thing about C is how cramped it is: it is perfect for melee'ing.
I set my trigger button to the same key as my screenshot button for sniper goodness. BEHOLD.
My fave is Shank because it shows how I was training my mouse on his face, the shot is a split second after hitting him and since he was running my mouse kept moving after I hit him.
Posts
Or the guy closest to death gets the most of my attention.
I am not your medic buddy. I'm the team's medic buddy.
I never get angry at the medic in this situation, I just thought I'd express this in the thread.
If you run away into combat and my ubercharge is at 85%, I'm not going to follow you and risk losing that.
PSN: super_emu
Xbox360 Gamertag: Emuchop
My problem with Medic was generally the exact opposite: I'd latch onto a big guy, go, "I AM WITH YOU, SIRE! TO THE END! TO THE DEATH!" and then follow him into the teeth of seven guys with big guns who beat the crap out of us and rape the corpses. In the meantime, I gain nothing on my uber gauge. I've learned that sometimes, I have to keep myself alive instead of following the kamikaze pyro on his Victory or Messy Bloody Death run straight into the enemy ranks.
Case in point: Hydro, playing as Red team, in the setup where Red goes through the tunnel with the Chasm of Death and has to cap Blue's control point in the warehouse, in the middle of the bridge. I'm in the booth overlooking the CP and the Heavy is heading down the ramp blazing away at the enemy. I'm following him as far down the ramp as I can, but enemy demomen keep raning grenades down at the foot of the ramp and hitting me with splash damage. No one's behind me backing us up for the push. He moves out of medigun range with demoman grenades and rockets exploding all around him. No real cover. Obviously wants me to follow him down.
Whaddya do? Nowadays, I'll say something like, "Back up, let's hold position until we've got some help," but not everyone wants to listen. So it's either follow him down and waste the half-full uber gauge you spent a couple minutes building, or not follow him down, watch him die, and then he's
I've got an 8600gts, and mine runs rather well at 1280x1024, 4x AA and Anistropic.
http://digitalarcanum.net/TF2shots/tc_hydro0001.jpg is a decent example.
No kind words, at least.
he'll uber charge anyone he damn well please and don't be offended if you're not on his first pick list.
PSN: super_emu
Xbox360 Gamertag: Emuchop
I am not the Medic of Love and Cuddles and getting points.
I'm the Medic of Cranky and Triage and You All Hate Me and winning the map.
There's your words.
Edit: there was no one else on our team there. I don't know how much of this picture I have to paint to say that he wasn't being the best he could be in that situation.
PSN: super_emu
Xbox360 Gamertag: Emuchop
Your sig works with your post.
wish I could of recorded that.
PSN: super_emu
Xbox360 Gamertag: Emuchop
also, has anyone else had a broken mic/not working and typed, "Ok medic uber me when i say go go go."
They follow you but about 30 feet behind. You say, "GO GO GO!" annnd then he just lets you rush in and die and goes oommg dude you walked away from me what the hell.
My biggest pet peeve is people standing in positions where I can't heal them without being right next to or behind them, so that all the stuff hitting them hits me too. I might be able to heal through it from cover, but if it's all hitting me too, we're both hosed.
Also, when you retreat suddenly, try to give warning first so the medic doesn't end up closer to the enemy as you back out.
I love wrench kills.
Sticky Bomb: 90-140 (crit: >300) (range not applicable)
Sniper Rifle: All ranges: 110-195 (crit: >300)
Grenade Launcher: All ranges: 65-125 (crit: 295)
Rocket Launcher: PB: 105-115 MR: 50-90 LR: 45-60 (all crits: 270)
Shovel, Fire Axe, Fists, Bottle, Wrench, Bonesaw, Machete: 45-85 (crit: 195)
Scattergun: PB: 85-105 (crit: 180) MR: 10-40 LR: 3-10
Shotgun: PB: 80-90 (crit: 180) MR: 10-30 LR: 3-10
Revolver: PB: 55-60 MR: 35-45 LR: 20-25 (all crits: 120)
Minigun (per ammo): PB: 50-55 (crit: 105) MR: 5-30 (crit: 105) LR: 5-10 (crit: 30)
Baseball Bat: 30-45 (crit: 105)
Pistol: PB: 20-22 (crit: 45) MR: 10-15 LR: 8-9 (all crits are probably 45, but I couldn't seem to get any at MR or LR)
Syringe Gun: PB: 10-15 MR: 5-10 LR: 5-6 (all crits: 30)
Machine Pistol PB: 10-12 MR: 4-6 LR: 4-5 (all crits: 24)
Flamethrower (per ammo, not including afterburn): PB: 15 Max R: 5 (No crit info supplied- Both this and Knife are in no order, just here to see damage values)
Butterfly Knife: 30-50 (cannot crit!)
Some interesting stuffs. I think the rocket launcher direct hit crit info is wrong. These are not splash damage values btw.
Alternatively: Medics should remember that they move faster than Heavies, and so they should keep that in mind when moving to the front. One thing I'll do when pairing with a Heavy is move out in front of him when going around corners: if there's a sentry gun at the end of the hall, I can duck back the moment I hear the beeping and we can try a different path.
One other thing I've started doing is taking a page from scout snipers and being a spotter for my big guy: he'll move out, start shooting Reds coming down one way, I'll see a couple of other guys coming through a flanking tunnel. "____, Check Right."
Which makes me wonder whether a good demoman and a spy/scout could pair off and do some artillery runs: "Sticky Out." "Adjust left and back." "Sticky out." "On target, fire for effect." BOOM! Down goes the sentry, in goes the rush.
Yeah, I know, it'll never happen.
Also, I see where Shankill's coming from. The medic seemingly latches onto you for longer than 150%, thus it is assumed that he's with you for the long haul/a push. And on the front lines, this is typically the case. Nearer the back, though, you might be the only one around to heal (and increasing your uber meter is always better than not) until a couple of teammates behind us catch up. Thus, while it might look like I'm gearing up for your charge, I'm really trying not to waste valuable healing time waiting for these other 100% guys to get here. As soon as they do, I usually want to switch over and top them off as well.
Communication seems to be key here.
My cat nudges my hand. I accidentally click.
And I backstab a cloaked enemy spy.
It's even better when you uber a hostile spy.
That's just golden.
no nooo noo!
PSN: super_emu
Xbox360 Gamertag: Emuchop
I set my trigger button to the same key as my screenshot button for sniper goodness. BEHOLD.
My fave is Shank because it shows how I was training my mouse on his face, the shot is a split second after hitting him and since he was running my mouse kept moving after I hit him.