Just zero in on a choke point, charge up around a corner, step out and release, then scoot back before the arrow even hits a target. Repeat process for kills. Personally, I tend to really suck as a conventional sniper and I'm fairly decent with the huntsman. Even people getting up close doesn't really bother me because if I'm already charging the shot, then getting a headshot on pretty much anything but a scout isn't too tough.
I'm actually of the opinion that the huntsman is overpowered. The sniper rifle hurts for sure, but the sniper has to at least expose himself for a couple seconds to aim and fire. The huntsman is a matter of people just coming around a corner, releasing into a crowd, and getting kills from inevitable headshots. Plus, it really pisses me off when a sniper pokes around a corner and takes me straight into the red with a charged arrow anywhere on the body. Rockets don't even do as much damage and they explode.
Of course, it's also nice in that it makes snipers tend to come much closer to the action when they use a huntsman. If I'm trying to kill a normal sniper, I've gotta launch myself towards him just to avoid his team. Huntsman snipers are usually well within range of a charged sticky or two and I can usually snag one while killing somebody else as well.
Just zero in on a choke point, charge up around a corner, step out and release, then scoot back before the arrow even hits a target. Repeat process for kills. Personally, I tend to really suck as a conventional sniper and I'm fairly decent with the huntsman. Even people getting up close doesn't really bother me because if I'm already charging the shot, then getting a headshot on pretty much anything but a scout isn't too tough.
I'm actually of the opinion that the huntsman is overpowered. The sniper rifle hurts for sure, but the sniper has to at least expose himself for a couple seconds to aim and fire. The huntsman is a matter of people just coming around a corner, releasing into a crowd, and getting kills from inevitable headshots. Plus, it really pisses me off when a sniper pokes around a corner and takes me straight into the red with a charged arrow anywhere on the body. Rockets don't even do as much damage and they explode.
Of course, it's also nice in that it makes snipers tend to come much closer to the action when they use a huntsman. If I'm trying to kill a normal sniper, I've gotta launch myself towards him just to avoid his team. Huntsman snipers are usually well within range of a charged sticky or two and I can usually snag one while killing somebody else as well.
Pass me some of those "inevitable" headshots, because I'm not getting any with mine. Maybe I got a broken one?
And, if I even so much as peek around a corner, a sniper has already headshotted me. I can't count the number of times I'll peek around and move back and then die after I'm already fully behind cover.
Medics already heal/regen/bonesaw crit rate more often if they have uber, it's called the Placebo Effect and Valve staff like to pretend it doesn't exist, then add a smiley to the end of their emails on the subject.
Type: Needle Gun replacement. Level 1 cloning device. First unlock.
Look: A large white mine with a red cross on it and a team-colored projection of a double helix (DNA) emanating from a team-colored light on the top of the mine.
Pros:
- When placed, if the Medic dies he respawns instantaneously from this mine with full health and the amount of Ubercharge he had before dying.
- Can be dropped wherever the Medic wants by pressing M1. M2 to pick up again.
- Can pick up enemy Second Opinions.
Cons:
- Has only one use (like the Razorback). When placed, unless the Medic picks up a Second Opinion he can only get another one by respawning or going to a resupply cabinet.
- Second Opinion can be destroyed by enemies (same health as a Sticky bomb).
- Has no offensive capabilities.
Changes in enjoyment and targeting:
- While you die just as often (more so even, as you'll be deprived of a ranged attack weapon), you can always come right back into the action with an unaffected Ubercharge meter.
- Ubercharges are much easier to deploy as you get a second chance after a first death.
- Camping will be rendered useless, as you can go out into the action feeling safe that if you die you'll reappear a few seconds away from the combat without any harm done.
Strategy changes:
- Medic with this sidegrade will become much more carefree/suicidal, and thus more inclined to go into the frontlines and/or attacking.
- An Ubersaw-SO combo can bring great results, with much more frequent Ubercharges.
- Friendly Engy bases will become even more of a vital checkpoint for Medics, who will drop their Second Opinion near them.
So this is for the frontliner Medic, who prefers to concentrate on building an Ubercharge and not on avoiding getting blown up, at the dear cost of having no ranged defensive capacity. It is also recommended, but not exclusive, to Medics on 32-man servers (aka frickin' spamfests), beginners (your failings aren't that important anymore) and people with low patience levels. Gun or second chance? You decide.
The Ersatz
Type: Medi Gun replacement. Level 5 Medi Gun. Second unlock.
Look: A Medi Gun, but with a module attached to the end like the Kritzkrieg. Module could look like the end of this gun and could have purple electricity bolts zapping across the module from mini-pylon to mini-pylon. Medigun beam would be laced with purple streaks, like the Kritzkrieg's golden streaks.
Pros:
- Ubercharge grants 10 seconds of full invisibility (Dead Ringer-like invisibility, if someone bumps into you you don't shimmer, if you're on fire no-one sees it) and brings patient's speed to that of the Medic (so you won't end up doing only 5 feet before becoming visible again).
- Ubercharge charges 50% faster than normal Medi Gun.
- Has a special taunt: Big Bertha. Medic will lay the Ersatz on the ground pointed up like a cannon, perform a salute (a normal military one, not a *you know* salute), and the Ersatz will fire a ball of healing energy into the air which falls down a bit further, healing anyone it hits for 100 damage. Lasts about 5 seconds, same as a Sandman taunt. May say a special voice prompt while saluting.
- You and your patient can still fire while under the effects of an Ersatzcharge, only nobody sees you or your shots (sents don't target you while invisible).
Cons:
- Ubercharge is the least powerful of all.
- Enemies can be healed by the Big Bertha shot as well as friends.
- No damage reduction: if you get shot at, you still take the same amount of damage.
Changes in enjoyment and targeting:
- This weapon is particularly effective in bypassing heavy firefights and being able to infiltrate enemy territory.
- You can deploy this Ubercharge simply to lose any would-be attackers.
Strategy changes:
- This is the Medi Gun most adapted to taking out Sentry nests, a common problem against both attackers and standard Ubercharges. Very useful in clearing them out and then capping.
- Heavy becomes the most favored patient again, as his low speed is negated by the Ersatzcharge's effects.
- Spies and Scouts, however, are disadvantaged. But then again, who Ubercharges Scouts or Spies?
- This Medi Gun will not render the Spy obsolete, as some may think. While Spies sabotage and assassinate, this gun is merely for going past unwanted spam and sentry nests, the latter of which has yet to be efficiently countered.
- You can now have triple uber patients: an invincible, invisible, crit-spewing monster of a patient.
So this baby's the ultimate deadlock breaker. Enemy team camping the last point with Sentries? An invisible Demoman can calmly lay out a stickybomb field to take care of the problem without all that fussy knockback. Bullets flying everywhere around you? Deploy he Ersatzcharge and no-one will know where you are. Problem is, it's the most situaltional of all Medi Guns, only useful for deadlock-breaking. Otherwise you're better off using the Medi Gun or the Kritzkrieg when performing normal attacks/defences. Also, Ersatz is German for "substitute".
The Auferstehung
Type: Bonesaw replacement. Level 15 needle. Last unlock.
Look: A needle filled with a team-colored liquid in proportion to your Ubercharge meter, similar to that on the Ubersaw but bigger and with a red cross on the shaft. Has a droplet of the liquid at the tip of the needle.
Pros:
- If you stab a firendly corpse it will resurrect them at half health and full ammo, unless the player has already respawned or switched classes beforehand.
Cons:
- Resurrecting a teammate costs 10% of your Ubercharge meter (or more, depending on balance). If you're out of Ubercharge power you can't resurrect anyone.
- Hitting an enemy drains 5% out of your Ubercharge meter (may vary according to balance). If you're out of Ubercharge power you deal 50% damage and lose the ability to crit.
- Teammates take a bit of time to fully resurrect, during which they are vulnerable to attack.
- Once a teammate is resurrected they cannot be rezzed again. They become marked (floating team-colored skulls similar to overheal particles, maybe?) and their corpse dissapears after death (possibly burts into a cloud of Ubercharge particles).
- Resurrected teammates cannot be overhealed (they can be if they go get healed by a resupply cabinet though).
Changes in enjoyment and targeting:
- Teammates will become much more inclined to protect you, compensating for the added threat enemies will attach to you.
- The common complaint of being constantly berated for missing a vital heal is cushioned by the fact that you can fix the error and bring a teammate back on their feet (people may whine for a rez though).
- Charging into the action is more rewarding as you'll be able to greatly help out your team.
Strategy changes:
- Balancing rezzes and Ubercharge accumulation will become a new mechanic, allowing the Medic to work towards more than one objective.
- Your offensive capability is reduced, making you more dependent on your team.
- Last-minute caps become more feasible, since a team wipe can be fixed by an Auferstehung Medic.
So this one's for Medics preferring to dig more deep than far, sacrificing damage output for a valuable new power. With this you will become a most valuable asset to your team, but at the same time you'll be more dependent on it. Also, Auferstehung's German for "resurrection" (no, I'm not German, I just used good ol' Google Translate).
So a Medic with every sidegrade is the most powerful unit in the game when surrounded by friends, but the worst when alone (he's an anti-Battle Medic, then). He has no ranged attack, his main weapon is useless without a patient and his melee weapon severely hurts his Ubercharge bar. He's also the most efficient deadlock breaker, more able to make a decisive push than others, as well as being even more of use in a sustained group fight.In a nutshell, the Medic's strengths are augmented while his weaknesses are fleshed out even more.
Imo these sidegrades fit the Medic's character well. One device of questionable ethics lets him cheat death, another uses possibly occult technology (*cough*Wolfenstein*cough*) enables total invisibility and an evilly large syringe lets him drag his friends from the dead. Just the stuff you'd expect from an unempathetic doctor with a developed sense of morbid curiosity.
Defending B on gravelpit a BLU Soldier decides to rain rockets on my group from the tunnel on the far right from the BLU spawn, I jump, click M1 just as he moves out to fire a rocket and get the backstab to the confusion of everyone.
Me and a friend (Daniel Bentz [aka. Ice / Evil_Ice] have been collaborating on a new TF2 rifle that's just about finished. I'm literally waiting for Daniel to get on MSN to send me the final textured model as we speak, just thought I'd post up here some screens etc to leak you guys a preview of the model.
I'll post a download link a.s.a.p. once I hear of the models completion
Firstly, the Concept Art I painted for the model itself:
Rest of the progress within spoiler tag(image heavy)
Daniels awesome 3D work / study:
Scout Skull
Early high-poly model:
Early in-game snippets:
A little further down the pipeline, I textured small parts of it but the other 99.9% of the work definitely goes to Daniel:
And, after feedback about scruffing up the stock, breaking the back of the skull and various other bits, the supposed final product!
Word to artists out there: Get into concepting for 3D, it feels fantastic when your 2D images are brought to 3D fruition.
Hey L|ama, I'm currently getting a count of 15,965 polys, assuming that Dan hasn't changed the model in any way (I'm pretty sure he hasn't, I think my 3D model is up to date, just the UVW's and some textures need updating for me).
Type: Needle Gun replacement. Level 1 cloning device. First unlock.
Look: A large white mine with a red cross on it and a team-colored projection of a double helix (DNA) emanating from a team-colored light on the top of the mine.
Pros:
- When placed, if the Medic dies he respawns instantaneously from this mine with full health and the amount of Ubercharge he had before dying.
- Can be dropped wherever the Medic wants by pressing M1. M2 to pick up again.
- Can pick up enemy Second Opinions.
Cons:
- Has only one use (like the Razorback). When placed, unless the Medic picks up a Second Opinion he can only get another one by respawning or going to a resupply cabinet.
- Second Opinion can be destroyed by enemies (same health as a Sticky bomb).
- Has no offensive capabilities.
Changes in enjoyment and targeting:
- While you die just as often (more so even, as you'll be deprived of a ranged attack weapon), you can always come right back into the action with an unaffected Ubercharge meter.
- Ubercharges are much easier to deploy as you get a second chance after a first death.
- Camping will be rendered useless, as you can go out into the action feeling safe that if you die you'll reappear a few seconds away from the combat without any harm done.
Strategy changes:
- Medic with this sidegrade will become much more carefree/suicidal, and thus more inclined to go into the frontlines and/or attacking.
- An Ubersaw-SO combo can bring great results, with much more frequent Ubercharges.
- Friendly Engy bases will become even more of a vital checkpoint for Medics, who will drop their Second Opinion near them.
So this is for the frontliner Medic, who prefers to concentrate on building an Ubercharge and not on avoiding getting blown up, at the dear cost of having no ranged defensive capacity. It is also recommended, but not exclusive, to Medics on 32-man servers (aka frickin' spamfests), beginners (your failings aren't that important anymore) and people with low patience levels. Gun or second chance? You decide.
The Ersatz
Type: Medi Gun replacement. Level 5 Medi Gun. Second unlock.
Look: A Medi Gun, but with a module attached to the end like the Kritzkrieg. Module could look like the end of this gun and could have purple electricity bolts zapping across the module from mini-pylon to mini-pylon. Medigun beam would be laced with purple streaks, like the Kritzkrieg's golden streaks.
Pros:
- Ubercharge grants 10 seconds of full invisibility (Dead Ringer-like invisibility, if someone bumps into you you don't shimmer, if you're on fire no-one sees it) and brings patient's speed to that of the Medic (so you won't end up doing only 5 feet before becoming visible again).
- Ubercharge charges 50% faster than normal Medi Gun.
- Has a special taunt: Big Bertha. Medic will lay the Ersatz on the ground pointed up like a cannon, perform a salute (a normal military one, not a *you know* salute), and the Ersatz will fire a ball of healing energy into the air which falls down a bit further, healing anyone it hits for 100 damage. Lasts about 5 seconds, same as a Sandman taunt. May say a special voice prompt while saluting.
- You and your patient can still fire while under the effects of an Ersatzcharge, only nobody sees you or your shots (sents don't target you while invisible).
Cons:
- Ubercharge is the least powerful of all.
- Enemies can be healed by the Big Bertha shot as well as friends.
- No damage reduction: if you get shot at, you still take the same amount of damage.
Changes in enjoyment and targeting:
- This weapon is particularly effective in bypassing heavy firefights and being able to infiltrate enemy territory.
- You can deploy this Ubercharge simply to lose any would-be attackers.
Strategy changes:
- This is the Medi Gun most adapted to taking out Sentry nests, a common problem against both attackers and standard Ubercharges. Very useful in clearing them out and then capping.
- Heavy becomes the most favored patient again, as his low speed is negated by the Ersatzcharge's effects.
- Spies and Scouts, however, are disadvantaged. But then again, who Ubercharges Scouts or Spies?
- This Medi Gun will not render the Spy obsolete, as some may think. While Spies sabotage and assassinate, this gun is merely for going past unwanted spam and sentry nests, the latter of which has yet to be efficiently countered.
- You can now have triple uber patients: an invincible, invisible, crit-spewing monster of a patient.
So this baby's the ultimate deadlock breaker. Enemy team camping the last point with Sentries? An invisible Demoman can calmly lay out a stickybomb field to take care of the problem without all that fussy knockback. Bullets flying everywhere around you? Deploy he Ersatzcharge and no-one will know where you are. Problem is, it's the most situaltional of all Medi Guns, only useful for deadlock-breaking. Otherwise you're better off using the Medi Gun or the Kritzkrieg when performing normal attacks/defences. Also, Ersatz is German for "substitute".
The Auferstehung
Type: Bonesaw replacement. Level 15 needle. Last unlock.
Look: A needle filled with a team-colored liquid in proportion to your Ubercharge meter, similar to that on the Ubersaw but bigger and with a red cross on the shaft. Has a droplet of the liquid at the tip of the needle.
Pros:
- If you stab a firendly corpse it will resurrect them at half health and full ammo, unless the player has already respawned or switched classes beforehand.
Cons:
- Resurrecting a teammate costs 10% of your Ubercharge meter (or more, depending on balance). If you're out of Ubercharge power you can't resurrect anyone.
- Hitting an enemy drains 5% out of your Ubercharge meter (may vary according to balance). If you're out of Ubercharge power you deal 50% damage and lose the ability to crit.
- Teammates take a bit of time to fully resurrect, during which they are vulnerable to attack.
- Once a teammate is resurrected they cannot be rezzed again. They become marked (floating team-colored skulls similar to overheal particles, maybe?) and their corpse dissapears after death (possibly burts into a cloud of Ubercharge particles).
- Resurrected teammates cannot be overhealed (they can be if they go get healed by a resupply cabinet though).
Changes in enjoyment and targeting:
- Teammates will become much more inclined to protect you, compensating for the added threat enemies will attach to you.
- The common complaint of being constantly berated for missing a vital heal is cushioned by the fact that you can fix the error and bring a teammate back on their feet (people may whine for a rez though).
- Charging into the action is more rewarding as you'll be able to greatly help out your team.
Strategy changes:
- Balancing rezzes and Ubercharge accumulation will become a new mechanic, allowing the Medic to work towards more than one objective.
- Your offensive capability is reduced, making you more dependent on your team.
- Last-minute caps become more feasible, since a team wipe can be fixed by an Auferstehung Medic.
So this one's for Medics preferring to dig more deep than far, sacrificing damage output for a valuable new power. With this you will become a most valuable asset to your team, but at the same time you'll be more dependent on it. Also, Auferstehung's German for "resurrection" (no, I'm not German, I just used good ol' Google Translate).
So a Medic with every sidegrade is the most powerful unit in the game when surrounded by friends, but the worst when alone (he's an anti-Battle Medic, then). He has no ranged attack, his main weapon is useless without a patient and his melee weapon severely hurts his Ubercharge bar. He's also the most efficient deadlock breaker, more able to make a decisive push than others, as well as being even more of use in a sustained group fight.In a nutshell, the Medic's strengths are augmented while his weaknesses are fleshed out even more.
Imo these sidegrades fit the Medic's character well. One device of questionable ethics lets him cheat death, another uses possibly occult technology (*cough*Wolfenstein*cough*) enables total invisibility and an evilly large syringe lets him drag his friends from the dead. Just the stuff you'd expect from an unempathetic doctor with a developed sense of morbid curiosity.
Medics are fine. They're pretty much balanced for comp play and a good medic/assault combo will raep rectums in an average server. It's only when there are good players around and the medic isn't being protected that things go to hell.
Like last night, when I observed that patient spies will always and unerringly find my back right before I'm about to blow my uber load
Robman on
0
TTODewbackPuts the drawl in ya'llI think I'm in HellRegistered Userregular
edited July 2009
Best matches are when everyone left and we had a melee only Pipeline.
TTODewback on
Bless your heart.
0
TheScrupleThe Oldest of BridgesRegistered Userregular
Medics are fine. They're pretty much balanced for comp play and a good medic/assault combo will raep rectums in an average server. It's only when there are good players around and the medic isn't being protected that things go to hell.
Like last night, when I observed that patient spies will always and unerringly find my back right before I'm about to blow my uber load
spies tend to have the ability to know exactly when i stop looking for them. especially eric. i think ive played around him way too much since i'll be watching our backs and then turn to follow the soldier or whatever into combat and like right as i take a step 'BEEEEWWWWOOOOOMMMMMM-THUNK' or whatever the onomatopoeia is for the death sound is.
I tried to play a bunch of assault medic last night, first time I equipped the regular uber in a loooooooooong time. In a round of Fastlane I managed to get something like a 3:2 K-D ratio, and I was finally enjoying it. Although I think I heal a bit too much for an assault medic, need to figure out a good balance for this.
Medics are fine. They're pretty much balanced for comp play and a good medic/assault combo will raep rectums in an average server. It's only when there are good players around and the medic isn't being protected that things go to hell.
Like last night, when I observed that patient spies will always and unerringly find my back right before I'm about to blow my uber load
As long as the pyros of last night are playing pyro in the tourney, I think we're set
assault medic is basically keeping your team topped off while indescriminatly dealing damage with a rain of needles on a chokepoint or whatever. i love taking an uber and rushing people who ignore you until it goes away, but busting out the ubersaw and takign a swipe before quickswitching to the remaining uber (which got topped off by the ubersaw hit i think. i know the krieg works like that)
Pyros need to realize that the cart dispenser replenishes your ammo faster than you can use it, even if you're flaming and blowing the whole time. I see too many pyros just sitting there when they should really be doing their job and type +attack into the console.
Heavies too to a lesser extent, but at least they have the excuse of being slowed down.
Posts
Just zero in on a choke point, charge up around a corner, step out and release, then scoot back before the arrow even hits a target. Repeat process for kills. Personally, I tend to really suck as a conventional sniper and I'm fairly decent with the huntsman. Even people getting up close doesn't really bother me because if I'm already charging the shot, then getting a headshot on pretty much anything but a scout isn't too tough.
I'm actually of the opinion that the huntsman is overpowered. The sniper rifle hurts for sure, but the sniper has to at least expose himself for a couple seconds to aim and fire. The huntsman is a matter of people just coming around a corner, releasing into a crowd, and getting kills from inevitable headshots. Plus, it really pisses me off when a sniper pokes around a corner and takes me straight into the red with a charged arrow anywhere on the body. Rockets don't even do as much damage and they explode.
Of course, it's also nice in that it makes snipers tend to come much closer to the action when they use a huntsman. If I'm trying to kill a normal sniper, I've gotta launch myself towards him just to avoid his team. Huntsman snipers are usually well within range of a charged sticky or two and I can usually snag one while killing somebody else as well.
Pass me some of those "inevitable" headshots, because I'm not getting any with mine. Maybe I got a broken one?
And, if I even so much as peek around a corner, a sniper has already headshotted me. I can't count the number of times I'll peek around and move back and then die after I'm already fully behind cover.
how
I'll probably install it on my new comp once all the parts get here
dxlevel 9 here I come 8-)
Defending B on gravelpit a BLU Soldier decides to rain rockets on my group from the tunnel on the far right from the BLU spawn, I jump, click M1 just as he moves out to fire a rocket and get the backstab to the confusion of everyone.
Me and a friend (Daniel Bentz [aka. Ice / Evil_Ice] have been collaborating on a new TF2 rifle that's just about finished. I'm literally waiting for Daniel to get on MSN to send me the final textured model as we speak, just thought I'd post up here some screens etc to leak you guys a preview of the model.
I'll post a download link a.s.a.p. once I hear of the models completion
Firstly, the Concept Art I painted for the model itself:
Rest of the progress within spoiler tag(image heavy)
Daniels awesome 3D work / study:
Scout Skull
Early high-poly model:
Early in-game snippets:
A little further down the pipeline, I textured small parts of it but the other 99.9% of the work definitely goes to Daniel:
And, after feedback about scruffing up the stock, breaking the back of the skull and various other bits, the supposed final product!
Word to artists out there: Get into concepting for 3D, it feels fantastic when your 2D images are brought to 3D fruition.
Well now this just looks rude.
As I asked in the previous thread: What's the poly count on the in-game model?
kpop appreciation station i also like to tweet some
Hey L|ama, I'm currently getting a count of 15,965 polys, assuming that Dan hasn't changed the model in any way (I'm pretty sure he hasn't, I think my 3D model is up to date, just the UVW's and some textures need updating for me).
Hehe, there's a backstory there, that's the NZ flag and I'm a NZ'er, me and the modeler were just having a bit of fun stickin' it to the Aussies.
Well you can keep your damn dirty island.
The sniper is ours goddamn it.
No way, like Russell Crowe you stole him from us!
... Wait, no... thanks for that actually. xD
Wonderful work. When it's released you can bet I'll be using it!
And the one where you wouldn't leave my goddamn buildings alone Crash, until I built a cavern in the back of your head with my wrench. :P
Can trade TF2 items or whatever else you're interested in. PM me.
Medics are fine. They're pretty much balanced for comp play and a good medic/assault combo will raep rectums in an average server. It's only when there are good players around and the medic isn't being protected that things go to hell.
Like last night, when I observed that patient spies will always and unerringly find my back right before I'm about to blow my uber load
As long as the pyros of last night are playing pyro in the tourney, I think we're set
No no no, you crouch in front of cart and NEVER STOP FIRING
If you're in front of the cart, the dispenser can't reach you. That's why you go on top of the cart.
Heavies too to a lesser extent, but at least they have the excuse of being slowed down.