I know we've moved on, but I just want to mention that as a medic my favorite thing is playing Field Surgeon, racking up healy points on the back line as everyone half-dead falls back to me before rushing out again for guts and glory, but a close second is charging behind some suicidal fool right into the enemy.
If I'm healing you, don't feel bad about getting me killed.
true that, if you're not in danger of being shot at/blown up, you're either playing the medic really, really well, but more than likely you're playing really, really badly.
I know we've moved on, but I just want to mention that as a medic my favorite thing is playing Field Surgeon, racking up healy points on the back line as everyone half-dead falls back to me before rushing out again for guts and glory, but a close second is charging behind some suicidal fool right into the enemy.
If I'm healing you, don't feel bad about getting me killed.
Agreed. I consider every time that I uber a pyro a suicide mission.
I've realised that a medic is 100% essential to a good defence on dustbowl 3-1. You can hold that point indefinitely as long as you have a medic keeping everyone alive. It also happens to be the place I managed to rack up 38 points on Job's
But yeah, without medic that defence there falls real quicklike.
I've realised that a medic is 100% essential to a good defence on dustbowl 3-1. You can hold that point indefinitely as long as you have a medic keeping everyone alive. It also happens to be the place I managed to rack up 38 points on Job's
But yeah, without medic that defence there falls real quicklike.
Agreed, I've seen it too many times. A medic has to leave the server or changes classes and nobody notices until the gates open.
MEDIC!
MEEEEEEDIIIIIC!
DOCTOR!
MRRFRHM!
Oh, but the medic was gone.
Usually that's a steamroll because the engies have no time to set up for the final push.
I maintain that the problem with Demos is sticky detonation times. The timer should start after they hit the ground, not when they're fired. Pipes might need a buff to be a better primary weapon to compensate though.
If six or eight pipes could be fired before reloading then that would be an acceptable trade for the sticky delay, I think.
Let's not do that.
If the stickies have to wait even longer before detonation they will be purely a "trap" weapon - leaving just the bottle and the pipes for any sort of offensive use or personal defense.
I maintain that the problem with Demos is sticky detonation times. The timer should start after they hit the ground, not when they're fired. Pipes might need a buff to be a better primary weapon to compensate though.
If six or eight pipes could be fired before reloading then that would be an acceptable trade for the sticky delay, I think.
Let's not do that.
If the stickies have to wait even longer before detonation they will be purely a "trap" weapon - leaving just the bottle and the pipes for any sort of offensive use or personal defense.
No, they should just have to land before detonation so people don't rely on them as stronger AoE pipes.
I've realised that a medic is 100% essential to a good defence on dustbowl 3-1. You can hold that point indefinitely as long as you have a medic keeping everyone alive. It also happens to be the place I managed to rack up 38 points on Job's
But yeah, without medic that defence there falls real quicklike.
Agreed, I've seen it too many times. A medic has to leave the server or changes classes and nobody notices until the gates open.
MEDIC!
MEEEEEEDIIIIIC!
DOCTOR!
MRRFRHM!
Oh, but the medic was gone.
Usually that's a steamroll because the engies have no time to set up for the final push.
I maintain that the problem with Demos is sticky detonation times. The timer should start after they hit the ground, not when they're fired. Pipes might need a buff to be a better primary weapon to compensate though.
If six or eight pipes could be fired before reloading then that would be an acceptable trade for the sticky delay, I think.
Let's not do that.
If the stickies have to wait even longer before detonation they will be purely a "trap" weapon - leaving just the bottle and the pipes for any sort of offensive use or personal defense.
No, they should just have to land before detonation so people don't rely on them as stronger AoE pipes.
He was saying that the timer should start after they hit the ground. If they were immediately armed after they hit the ground, I'd have no problem with that change by itself.
I still don't understand this constant, low level demoman hate.
But then, I rarely encounter a competent demoman. I've seen a good demo man completely dominate a server full of quality players, but I've never seen it on pa.
Mostly it's just some dude spamming pipe bombs at a wall and occasionally blowing up four guys on a cp. Most times, I'd rather uber a scout.
I still don't understand this constant, low level demoman hate.
But then, I rarely encounter a competent demoman. I've seen a good demo man completely dominate a server full of quality players, but I've never seen it on pa.
Mostly it's just some dude spamming pipe bombs at a wall and occasionally blowing up four guys on a cp. Most times, I'd rather uber a scout.
I learned to hate demos because of my masochistic need to play on 24/7 Warpath servers.
I've actually had some pretty awesome ubers where I kill a sentry or two and get a bunch of pipe kills. I think there's a general mentality of "oh it's just an uber demo, he's only here for the sentries" which lulls them into sticking around.
RandomEngy on
Profile -> Signature Settings -> Hide signatures always. Then you don't have to read this worthless text anymore.
I've actually had some pretty awesome ubers where I kill a sentry or two and get a bunch of pipe kills. I think there's a general mentality of "oh it's just an uber demo, he's only here for the sentries" which lulls them into sticking around.
any class that is not a heavy that gets ubered i will be trying to launch up
It doesn't say how it's changeable. Is it changeable server side or can the players change it?
If it's server side then it still doesn't matter. If the players can change it then it's just all SD all the time, which we have removed from our servers for a reason.
It's changeable on the server side. There are actually a number of locked, kinda hidden, server variables already related to the arena in the game. Vars and defaults are as follows:
I still don't understand this constant, low level demoman hate.
But then, I rarely encounter a competent demoman. I've seen a good demo man completely dominate a server full of quality players, but I've never seen it on pa.
Mostly it's just some dude spamming pipe bombs at a wall and occasionally blowing up four guys on a cp. Most times, I'd rather uber a scout.
I hate to say it, but the spam is kinda where the demo's strength is at. It's just a matter of being able to mix up suppression fire with concentrated fire.
An average demoman can hope for kills, but a competent one can make those kills happen.
I actually prefer working as demo without being ubered, because it takes some of the pressure off to make things happen.
With how long it's taken them on a daily basis to get the info updates up, I wonder how tomorrow is going to play out. Are they going to put the info update out early followed later by the update itself or what?
TwistedFate on
thIs fOrUm dEsErvEs A bEttEr clAss Of OttEr, And I'm gOnnA gIvE It tO 'Em. yOU'll sEE, I'll shOw yA
Oh no doubt, if you don't have that extra bit of accuracy and power of prediction you're stuck trusting things to fate and learning as you go. Sending pipes through doorways for a round is much better than sending none at all.
I still don't understand this constant, low level demoman hate.
But then, I rarely encounter a competent demoman. I've seen a good demo man completely dominate a server full of quality players, but I've never seen it on pa.
Mostly it's just some dude spamming pipe bombs at a wall and occasionally blowing up four guys on a cp. Most times, I'd rather uber a scout.
I hate to say it, but the spam is kinda where the demo's strength is at. It's just a matter of being able to mix up suppression fire with concentrated fire.
An average demoman can hope for kills, but a competent one can make those kills happen.
I actually prefer working as demo without being ubered, because it takes some of the pressure off to make things happen.
If a medic ever finds me as a demo (rare, but it happens) I will request not to be uber if there are other demos around. Too much goddamn pressure.
I maintain that the problem with Demos is sticky detonation times. The timer should start after they hit the ground, not when they're fired. Pipes might need a buff to be a better primary weapon to compensate though.
If six or eight pipes could be fired before reloading then that would be an acceptable trade for the sticky delay, I think.
Let's not do that.
If the stickies have to wait even longer before detonation they will be purely a "trap" weapon - leaving just the bottle and the pipes for any sort of offensive use or personal defense.
No, they should just have to land before detonation so people don't rely on them as stronger AoE pipes.
He was saying that the timer should start after they hit the ground. If they were immediately armed after they hit the ground, I'd have no problem with that change by itself.
I agree. Basically have them arm as soon as they hit anything they can 'stick' to. Sticky throwing is kinda cool, but that's what the pipes are for. (perhaps give the pipe a 6 grenade clip to compensate?)
Making stickies weaker would buff turrets. There are plenty of maps (CTF mostly) that people hate playing because 2 engies with support can basically shut down nearly any non demoman offensive. Though to be fair, a pair of soldiers can often be almost as much trouble as one demoman to an engi. I think it's perfectly reasonable for 3 stickies to take out an engi and his 'fort'; that's what he gets for building everything so tightly packed.
Valve Employee A: Ahaha, look at them squirm!
Employee B: I'll flip this time. Heads, we wait another 15 minutes to update.
*flips*
IT'S HEADS WHODATHUNKIT
(the coin has two heads)
Posts
I hate seeing demos use stickies and only stickies. Also yes to more pipes before reload.
Like, I retreat from someone shooting me. And there's a scout. In corners, underwater and I swear I saw one in the supply closet.
The scouts on this server are worse than spies.
I never asked for this!
If I'm healing you, don't feel bad about getting me killed.
FRONT AND CENTER!
Agreed. I consider every time that I uber a pyro a suicide mission.
But yeah, without medic that defence there falls real quicklike.
3DS Friend Code: 2707-1614-5576
PAX Prime 2014 Buttoneering!
That's great, thanks Jon
Agreed, I've seen it too many times. A medic has to leave the server or changes classes and nobody notices until the gates open.
MEDIC!
MEEEEEEDIIIIIC!
DOCTOR!
MRRFRHM!
Oh, but the medic was gone.
Usually that's a steamroll because the engies have no time to set up for the final push.
Ka-Chung!
Ka-Chung!
No, they should just have to land before detonation so people don't rely on them as stronger AoE pipes.
Don't watch the tourny demos I'm in. I HATE MY SELF
I thought I was good with Pipes but thats only when I'm not playing seriously I guess
DOC C'MON MAN!
But then, I rarely encounter a competent demoman. I've seen a good demo man completely dominate a server full of quality players, but I've never seen it on pa.
Mostly it's just some dude spamming pipe bombs at a wall and occasionally blowing up four guys on a cp. Most times, I'd rather uber a scout.
I learned to hate demos because of my masochistic need to play on 24/7 Warpath servers.
lol demobowl
specifically, i'd like to see a good scout, and a good heavy vid.
Hrmm...checking my look up table it says...Monday will be sometime sometime shortly before the heat death of the universe.
3DS Friend Code: 2707-1614-5576
PAX Prime 2014 Buttoneering!
This is me when playing demoman, although I am good at the spamming part, for me its like art (ololo it rhymes)
any class that is not a heavy that gets ubered i will be trying to launch up
http://www.youtube.com/watch?v=qb_ersXjDRI&feature=related
It's changeable on the server side. There are actually a number of locked, kinda hidden, server variables already related to the arena in the game. Vars and defaults are as follows:
tf_arena_max_teamsize "5"
tf_arena_required_teamsize "0"
tf_arena_preround_time "10"
tf_arena_round_time "0"
They've been around since the pyro update, but I had no idea what they were. I just remembered about them now.
3DS Friend Code: 2707-1614-5576
PAX Prime 2014 Buttoneering!
Hart?
Hart.
I hate to say it, but the spam is kinda where the demo's strength is at. It's just a matter of being able to mix up suppression fire with concentrated fire.
An average demoman can hope for kills, but a competent one can make those kills happen.
I actually prefer working as demo without being ubered, because it takes some of the pressure off to make things happen.
Ka-Chung!
Ka-Chung!
If a medic ever finds me as a demo (rare, but it happens) I will request not to be uber if there are other demos around. Too much goddamn pressure.
Making stickies weaker would buff turrets. There are plenty of maps (CTF mostly) that people hate playing because 2 engies with support can basically shut down nearly any non demoman offensive. Though to be fair, a pair of soldiers can often be almost as much trouble as one demoman to an engi. I think it's perfectly reasonable for 3 stickies to take out an engi and his 'fort'; that's what he gets for building everything so tightly packed.
Origin: Viycktor
Employee B: I'll flip this time. Heads, we wait another 15 minutes to update.
*flips*
IT'S HEADS WHODATHUNKIT
(the coin has two heads)