Anti-Medic weapons.

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Anti-Medic weapons.

by Guy » Thu Dec 15, 2011 11:34 pm

Oh god why.

I am gone for almost a month and I come back with valve hatin' on medics. D:

Well, I will be around a bit more now, but not as much as I used to be.
What do you mean syringes don't go there? I am the doctor here... they go where I say they go.
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Re: Anti-Medic weapons.

by MournfulOdin » Thu Dec 15, 2011 11:39 pm

Hip Hip HOOORAY!!! Hip HIp HOOOORAY!!! Hip Hip HOOOOORAY!!!!
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Re: Anti-Medic weapons.

by Argent » Fri Dec 16, 2011 3:50 am

I MISSED YOU.
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>[I] TAKE THAT, CLOCKS
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Re: Anti-Medic weapons.

by Heimlich » Fri Dec 16, 2011 11:05 am

Welcome back, Guy. You inspired me to main Medic, so I'm glad you're back.

I have come into possession of secret audio recordings made at a Valve design meeting, the transcript follows:

Voice 1: Lately, we've noticed too many people playing Medic in TF2. They're crowding out the other classes. How can we solve that?
Voice 2: What if we add a Pyro primary that can't extinguish and heals the Pyro? That'll punish Medics.
Voice 1: I like the way you think, but research shows that 80% of Pyros don't know about airblasting anyway.
Voice 3: How about a melee weapon that damages Medic and patient together?
Voice 1: That's very good, that'll really teach those **static** who play Medic.
Voice 2: Oh, oh, and what about a gun that takes away Ubercharge?
Voice 1: Perfect. That's the most anti-fun, demoralizing effect I've ever heard of.
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Re: Anti-Medic weapons.

by Techercizer » Fri Dec 16, 2011 11:15 am

I rather like the new shotgun. It's a new playstyle for engineers, and it gives them new ways to help out their team and defend their nest.
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Re: Anti-Medic weapons.

by Phantom » Fri Dec 16, 2011 12:36 pm

some of the weapons i think have overpowered possibility but thats about it
Westbox is still Bestbox
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Re: Anti-Medic weapons.

by Techercizer » Fri Dec 16, 2011 12:59 pm

phantom121294 wrote:some of the weapons i think have overpowered possibility but thats about it

Spycicle and Pyronator are broken as hell.
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Re: Anti-Medic weapons.

by Phantom » Fri Dec 16, 2011 2:15 pm

yes i do agree
Westbox is still Bestbox
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Re: Anti-Medic weapons.

by doppelganger » Fri Dec 16, 2011 2:23 pm

Fuck medics, fuck spies, fuck tf2... I said quite a while ago that Valve is going to ruin their own game with bullshit weapons... they're on their way. Everyone just play battle engi now.
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Re: Anti-Medic weapons.

by doppelganger » Fri Dec 16, 2011 2:24 pm

Techercizer wrote:
phantom121294 wrote:some of the weapons i think have overpowered possibility but thats about it

Spycicle and Pyronator are broken as hell.

Spycicle seems stupid as fuck, you melt it and I have to go 15s without a knife? for real?
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Re: Anti-Medic weapons.

by Techercizer » Fri Dec 16, 2011 2:28 pm

doppelganger wrote:
Techercizer wrote:
phantom121294 wrote:some of the weapons i think have overpowered possibility but thats about it

Spycicle and Pyronator are broken as hell.

Spycicle seems stupid as fuck, you melt it and I have to go 15s without a knife? for real?

Quicker than dying or running a long way out for health, and it lets you cloak right through spychecking flames with nobody the wiser.

Footage and commentary



Also, your knife doesn't melt if it isn't out, so you can choose not to loose it.
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Re: Anti-Medic weapons.

by doppelganger » Fri Dec 16, 2011 2:53 pm

it's a good thing that pyros only have 2 seconds worth of flames.
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Re: Anti-Medic weapons.

by Meto » Fri Dec 16, 2011 3:10 pm

NO PRESENTS, NO HEALS!

Let this be the battle call of all Medics during this travesty created by Valve.

Come join the revolution here
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Re: Anti-Medic weapons.

by BoB Dolen » Fri Dec 16, 2011 3:34 pm

Techercizer wrote:
phantom121294 wrote:some of the weapons i think have overpowered possibility but thats about it

Spycicle and Pyronator are broken as hell.


Truthfully I find them to not be OP at all.

Airblast really the biggest thing I worry about against pyros

The spycicle the new pyro weapon handy against it along with the shotgun....and airblast of course.
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Re: Anti-Medic weapons.

by Techercizer » Fri Dec 16, 2011 3:58 pm

BoB Dolen wrote:
Techercizer wrote:
phantom121294 wrote:some of the weapons i think have overpowered possibility but thats about it

Spycicle and Pyronator are broken as hell.


Truthfully I find them to not be OP at all.

Airblast really the biggest thing I worry about against pyros

The spycicle the new pyro weapon handy against it along with the shotgun....and airblast of course.

And the LL and Tomislav aren't OP, I take it?

The problem with these weapons isn't that they make the player absolutely invincible, but that they remove class weaknesses without creating new ones. Weapons like these let people succeed without developing skill with their classes, making newbies more of a pain to deal with and ultimately discouraging people who become adapted to them from trying harder to use weapons.
I refuse to use
    Soda Popper
    Liberty Launcher
    Axtinguisher; Phlogistinator
    Stickybomb Launcher
    Tomislav
    Pomson 6000
    Quick Fix
    Bushwacka; Machina
    Enforcer; Spycicle

on CSn servers.
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Re: Anti-Medic weapons.

by Necro Wes » Fri Dec 16, 2011 9:33 pm

imo pyro weapons have already peaked in their effectiveness, everything after the degreaser has just been going down hill. Take the detonator and this moonman pack, sure they may be easier to use but they have much less potential than some of the earlier pyro weapons.
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Re: Anti-Medic weapons.

by Techercizer » Fri Dec 16, 2011 9:38 pm

Necro Wes wrote:imo pyro weapons have already peaked in their effectiveness, everything after the degreaser has just been going down hill. Take the detonator and this moonman pack, sure they may be easier to use but they have much less potential than some of the earlier pyro weapons.

Detonator got a stealth buff; it now launches you high enough to jump through the 2fort entry grate.
I refuse to use
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    Axtinguisher; Phlogistinator
    Stickybomb Launcher
    Tomislav
    Pomson 6000
    Quick Fix
    Bushwacka; Machina
    Enforcer; Spycicle

on CSn servers.
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Re: Anti-Medic weapons.

by Necro Wes » Fri Dec 16, 2011 10:21 pm

Techercizer wrote:
Necro Wes wrote:imo pyro weapons have already peaked in their effectiveness, everything after the degreaser has just been going down hill. Take the detonator and this moonman pack, sure they may be easier to use but they have much less potential than some of the earlier pyro weapons.

Detonator got a stealth buff; it now launches you high enough to jump through the 2fort entry grate.


True but you are still giving up the 90 crit of the flair gun on burning targets for a 45 min crit, for me its just not worth it.
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Re: Anti-Medic weapons.

by doppelganger » Fri Dec 16, 2011 10:28 pm

Techercizer wrote:And the LL and Tomislav aren't OP, I take it?

The problem with these weapons isn't that they make the player absolutely invincible, but that they remove class weaknesses without creating new ones. Weapons like these let people succeed without developing skill with their classes, making newbies more of a pain to deal with and ultimately discouraging people who become adapted to them from trying harder to use weapons.

so we should petition to have the homewrecker and razorback removed? Sniper Polycount? I'm sure there are plenty of others... any self heals, etc.
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Re: Anti-Medic weapons.

by Techercizer » Fri Dec 16, 2011 10:37 pm

doppelganger wrote:
Techercizer wrote:And the LL and Tomislav aren't OP, I take it?

The problem with these weapons isn't that they make the player absolutely invincible, but that they remove class weaknesses without creating new ones. Weapons like these let people succeed without developing skill with their classes, making newbies more of a pain to deal with and ultimately discouraging people who become adapted to them from trying harder to use weapons.

so we should petition to have the homewrecker and razorback removed? Sniper Polycount? I'm sure there are plenty of others... any self heals, etc.

Sniper polycount is BS and everyone knows it.

Homewrecker makes fighting spies take less skill (since you don't need to keep them away from engineer buildings), but it also makes you useless at melee and prevents you form using the old pyro standby weapons: Powerjack and Axtinguisher (meaning you give up field-healing and insanely quick kills to be able to counter spies better).

LL is basically the DH with no need to aim. Tomislav is the Minigun with none of its spin up time but plenty of its obscene close-range DPS. Enforcer is the revolver but better in every way with the DR. Spysicle is the knife with silent kills, delayed notifications, and the ability to both sneak right through and 1v1 spychecking pyros at your convenience. Homewrecker is the Axtinguisher/Powerjack with none of the abilities that make them loved and a potentially crippling damage debuff to all player sources.
I refuse to use
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    Liberty Launcher
    Axtinguisher; Phlogistinator
    Stickybomb Launcher
    Tomislav
    Pomson 6000
    Quick Fix
    Bushwacka; Machina
    Enforcer; Spycicle

on CSn servers.
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