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TF2 update for late 7/3/15 (7/4/15 UTC)
91
#91
0 Frags +

Still no news about what it actually was. No wiki update or official update post.

It was 6.7MB.

Still no news about what it actually was. No wiki update or official update post.

It was 6.7MB.
92
#92
-2 Frags +

I think stickies are fixed, they feel better, but I don't know if I just got used to the changed ones

I think stickies are fixed, they feel better, but I don't know if I just got used to the changed ones
93
#93
0 Frags +

-

-
94
#94
3 Frags +
JermI think stickies are fixed, they feel better, but I don't know if I just got used to the changed ones

Stickies can't be fixed unless there's also a srcds update rolling out. It might be delayed a little, but it needs to be there.

[quote=Jerm]I think stickies are fixed, they feel better, but I don't know if I just got used to the changed ones[/quote]
Stickies can't be fixed unless there's also a srcds update rolling out. It might be delayed a little, but it needs to be there.
95
#95
4 Frags +
TF2 BlogAn update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
  • Fixed a client crash related to campaign contracts

http://puu.sh/iMKzR/2ee5f8da34.png

[quote=TF2 Blog]
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
[list]
[*] Fixed a client crash related to campaign contracts
[/list][/quote]

[img]http://puu.sh/iMKzR/2ee5f8da34.png[/img]
96
#96
-1 Frags +
yttriumJermI think stickies are fixed, they feel better, but I don't know if I just got used to the changed onesStickies can't be fixed unless there's also a srcds update rolling out. It might be delayed a little, but it needs to be there.

Was thinking they were because they started to feel better and patch notes weren't on the TF website yet, my b

[quote=yttrium][quote=Jerm]I think stickies are fixed, they feel better, but I don't know if I just got used to the changed ones[/quote]
Stickies can't be fixed unless there's also a srcds update rolling out. It might be delayed a little, but it needs to be there.[/quote]

Was thinking they were because they started to feel better and patch notes weren't on the TF website yet, my b
97
#97
8 Frags +

There are some cool things you can do with this medigun thing but there are just SO MANY DUMB THINGS TOO AAAARGH

played pugs with it all night and while it's fun for the novelty value it's also a pretty huge change and there are some properly stupid changes as well as some smaller cool ones

There are some cool things you can do with this medigun thing but there are just SO MANY DUMB THINGS TOO AAAARGH

played pugs with it all night and while it's fun for the novelty value it's also a pretty huge change and there are some properly stupid changes as well as some smaller cool ones
98
#98
12 Frags +

Counting ubers correctly can be difficult/random now. For example, if the other team's med dies, you don't really know if he will be able to pick up the previous medigun before it disappears in 30 seconds. I guess it can take some map knowledge of knowing how long it takes to get from a certain spawn to where he died.

Counting ubers correctly can be difficult/random now. For example, if the other team's med dies, you don't really know if he will be able to pick up the previous medigun before it disappears in 30 seconds. I guess it can take some map knowledge of knowing how long it takes to get from a certain spawn to where he died.
99
#99
-2 Frags +

does it still work if you drop the enemy medic? if so, once you drop the enemy medic, just use uber to blast through the team and then pick up his full medigun and its like you got a free push...

does it still work if you drop the enemy medic? if so, once you drop the enemy medic, just use uber to blast through the team and then pick up his full medigun and its like you got a free push...
100
#100
9 Frags +

So apparently the Spec HUD bug isn't a bug but an intended thing which breaks every spec hud. Which is going to mess with casts because the only spec huds that work now are horizontal.

This is something we should hit up valve with.

So apparently the Spec HUD bug isn't a bug but an intended thing which breaks every spec hud. Which is going to mess with casts because the only spec huds that work now are horizontal.

This is something we should hit up valve with.
101
#101
10 Frags +

It would be infinitely better for mediguns to set themselves to 0 on pick up. Instead of a med loss = 2 point loss, it's probably going to equal 3 now. Sad :(

Guess committing hara kiri is the only way now. Or constantly having arrows out when attacked lol.

It would be infinitely better for mediguns to set themselves to 0 on pick up. Instead of a med loss = 2 point loss, it's probably going to equal 3 now. Sad :(

Guess committing hara kiri is the only way now. Or constantly having arrows out when attacked lol.
102
#102
-5 Frags +
MarxistIt would be infinitely better for mediguns to set themselves to 0 on pick up. Instead of a med loss = 2 point loss, it's probably going to equal 3 now. Sad :(

Guess committing hara kiri is the only way now. Or constantly having arrows out when attacked lol.

It drops medigun anyways

[quote=Marxist]It would be infinitely better for mediguns to set themselves to 0 on pick up. Instead of a med loss = 2 point loss, it's probably going to equal 3 now. Sad :(

Guess committing hara kiri is the only way now. Or constantly having arrows out when attacked lol.[/quote]
It drops medigun anyways
103
#103
1 Frags +

This feels like a change that really varies in importance by the playercount. With 9+ players it's not nearly as big a deal as it will be with just 5 or 6.

This feels like a change that really varies in importance by the playercount. With 9+ players it's not nearly as big a deal as it will be with just 5 or 6.
104
#104
7 Frags +

It just occured to me that this will also affect the Ubersaw. If dropping means giving the enemy team a fully charged uber, the ubersaw becomes a lot riskier to use

It just occured to me that this will also affect the Ubersaw. If dropping means giving the enemy team a fully charged uber, the ubersaw becomes a lot riskier to use
105
#105
6 Frags +
KhanIt just occured to me that this will also affect the Ubersaw. If dropping means giving the enemy team a fully charged uber, the ubersaw becomes a lot riskier to use

no, I tested this.

Dropping UBERSAW with 100% Uber = NO UBER FOR ENEMY TEAM

[quote=Khan]It just occured to me that this will also affect the Ubersaw. If dropping means giving the enemy team a fully charged uber, the ubersaw becomes a lot riskier to use[/quote]

no, I tested this.

Dropping UBERSAW with 100% Uber = NO UBER FOR ENEMY TEAM
106
#106
4 Frags +

I really don't like this change at all and I really don't see how it "adds to the meta", dropping an uber is already punishment enough, adding up to that only makes it worse, plus you're only adding a snowball mechanic to the game to make it even more 1 sided, if there's anything I hate is snowball mechanics, it's why I dont play mobas.

It puts unnecessary pressure on medics, which is already a hard enough class to play at high levels.

I really don't like this change at all and I really don't see how it "adds to the meta", dropping an uber is already punishment enough, adding up to that only makes it worse, plus you're only adding a snowball mechanic to the game to make it even more 1 sided, if there's anything I hate is snowball mechanics, it's why I dont play mobas.

It puts unnecessary pressure on medics, which is already a hard enough class to play at high levels.
107
#107
6 Frags +
ShounicKhanIt just occured to me that this will also affect the Ubersaw. If dropping means giving the enemy team a fully charged uber, the ubersaw becomes a lot riskier to use
no, I tested this.

Dropping UBERSAW with 100% Uber = NO UBER FOR ENEMY TEAM

Yeah but now you have to decide whether to switch back to medigun to pop it or not. If you get a swipe and get the uber, then switch to medigun and die, you fucked it for your team even worse. If you switch to medigun and pop it, you're a hero.

[quote=Shounic][quote=Khan]It just occured to me that this will also affect the Ubersaw. If dropping means giving the enemy team a fully charged uber, the ubersaw becomes a lot riskier to use[/quote]

no, I tested this.

Dropping UBERSAW with 100% Uber = NO UBER FOR ENEMY TEAM[/quote]

Yeah but now you have to decide whether to switch back to medigun to pop it or not. If you get a swipe and get the uber, then switch to medigun and die, you fucked it for your team even worse. If you switch to medigun and pop it, you're a hero.
108
#108
-1 Frags +
KanecoI really don't like this change at all and I really don't see how it "adds to the meta", dropping an uber is already punishment enough, adding up to that only makes it worse, plus you're only adding a snowball mechanic to the game to make it even more 1 sided, if there's anything I hate is snowball mechanics, it's why I dont play mobas.

It puts unnecessary pressure on medics, which is already a hard enough class to play at high levels.

running/unbanning vitasaw kinda makes sense now

[quote=Kaneco]I really don't like this change at all and I really don't see how it "adds to the meta", dropping an uber is already punishment enough, adding up to that only makes it worse, plus you're only adding a snowball mechanic to the game to make it even more 1 sided, if there's anything I hate is snowball mechanics, it's why I dont play mobas.

It puts unnecessary pressure on medics, which is already a hard enough class to play at high levels.[/quote]
running/unbanning vitasaw kinda makes sense now
109
#109
8 Frags +

copypasting my thoughts from the etf2l thread
I really feel that this will have a much much larger impact on how the game is played than valve ever intended it to have, I whole-heartedly hope they will add a cvar to disable gun pick ups.

It brings up such a big uncertainty to the game, shitting all over uber countings face. For example;
You fail a last push and both medics die, normally this would make ubers equal and the result of the game would depend on the rest of the teams decisions. But now the medic spawning on his own last has a chance to find an old medigun with (likely) 50+% uber on it and instantly get a massive uber advantage, and there's no way for the other medic to know for sure what the ubers are. He could count the ubers but if he did find a medigun with any % on it that uber count will most likely be very wrong.
So now uber advantages in many scenarios have became a massive ???????????

I feel that this makes the flow of the game turn for the worse as the safest option in these scenarios would be to hold very far back until you get uber yourself, and in that moment you can't even know for sure if you're pushing into a full uber or not.
Adding these kind of risks and uncertainties to the core uber mechanics only serve to slow the game down and add to the stalemate.

copypasting my thoughts from the etf2l thread
I really feel that this will have a much much larger impact on how the game is played than valve ever intended it to have, I whole-heartedly hope they will add a cvar to disable gun pick ups.

It brings up such a big uncertainty to the game, shitting all over uber countings face. For example;
You fail a last push and both medics die, normally this would make ubers equal and the result of the game would depend on the rest of the teams decisions. But now the medic spawning on his own last has a chance to find an old medigun with (likely) 50+% uber on it and instantly get a massive uber advantage, and there's no way for the other medic to know for sure what the ubers are. He could count the ubers but if he did find a medigun with any % on it that uber count will most likely be very wrong.
So now uber advantages in many scenarios have became a massive ???????????

I feel that this makes the flow of the game turn for the worse as the safest option in these scenarios would be to hold very far back until you get uber yourself, and in that moment you can't even know for sure if you're pushing into a full uber or not.
Adding these kind of risks and uncertainties to the core uber mechanics only serve to slow the game down and add to the stalemate.
110
#110
-1 Frags +

Actually I think the correct play there would be to push BEFORE they get the uber up, as in you insta dry-push into last/2nd. If you play for the medic and then defend yours, you now have a HUGE advantage pushing into last as you steal their medigun. It does have a lot of broken points but the counter to all of this is to dry push imo. It's a bit broken but it could work out ok - a new meta will evolve if valve are sure this is what they want to do.

Actually I think the correct play there would be to push BEFORE they get the uber up, as in you insta dry-push into last/2nd. If you play for the medic and then defend yours, you now have a HUGE advantage pushing into last as you steal their medigun. It does have a lot of broken points but the counter to all of this is to dry push imo. It's a bit broken but it could work out ok - a new meta will evolve if valve are sure this is what they want to do.
111
#111
7 Frags +
SideshowActually I think the correct play there would be to push BEFORE they get the uber up, as in you insta dry-push into last/2nd. If you play for the medic and then defend yours, you now have a HUGE advantage pushing into last as you steal their medigun. It does have a lot of broken points but the counter to all of this is to dry push imo. It's a bit broken but it could work out ok - a new meta will evolve if valve are sure this is what they want to do.

But how will you know when that "BEFORE they get the uber up" time is? You have no way of counting the uber and you'll most likely be dry-pushing into a full uber. Don't know about you but I don't think most teams are willing to push into a likely full uber disadvantage.
My point being, uber advantages in these scenarios when the medic has a chance to pick up a medigun will be impossible to predict. And I feel the best option then is to play it safe with a passive hold until you eliminate the risk of having a disadvantage - by getting full uber yourself.

all in all its just pointless theorycrafting and we can't really know for sure until it happens. From the information I currently have I just hope that medigun % staying can be toggleable with a cvar, or gun pickups at all for what its worth.

[quote=Sideshow]Actually I think the correct play there would be to push BEFORE they get the uber up, as in you insta dry-push into last/2nd. If you play for the medic and then defend yours, you now have a HUGE advantage pushing into last as you steal their medigun. It does have a lot of broken points but the counter to all of this is to dry push imo. It's a bit broken but it could work out ok - a new meta will evolve if valve are sure this is what they want to do.[/quote]
But how will you know when that "BEFORE they get the uber up" time is? You have no way of counting the uber and you'll most likely be dry-pushing into a full uber. Don't know about you but I don't think most teams are willing to push into a likely full uber disadvantage.
My point being, uber advantages in these scenarios when the medic has a chance to pick up a medigun will be impossible to predict. And I feel the best option then is to play it safe with a passive hold until you eliminate the risk of having a disadvantage - by getting full uber yourself.

all in all its just pointless theorycrafting and we can't really know for sure until it happens. From the information I currently have I just hope that medigun % staying can be toggleable with a cvar, or gun pickups at all for what its worth.
112
#112
-4 Frags +

But the medi gun is most often dropped far from resp and disappears after 30 seconds :p

But the medi gun is most often dropped far from resp and disappears after 30 seconds :p
113
#113
-2 Frags +
CondoMSideshowActually I think the correct play there would be to push BEFORE they get the uber up, as in you insta dry-push into last/2nd. If you play for the medic and then defend yours, you now have a HUGE advantage pushing into last as you steal their medigun. It does have a lot of broken points but the counter to all of this is to dry push imo. It's a bit broken but it could work out ok - a new meta will evolve if valve are sure this is what they want to do.But how will you know when that "BEFORE they get the uber up" time is? You have no way of counting the uber and you'll most likely be dry-pushing into a full uber. Don't know about you but I don't think most teams are willing to push into a likely full uber disadvantage.
My point being, uber advantages in these scenarios when the medic has a chance to pick up a medigun will be impossible to predict. And I feel the best option then is to play it safe with a passive hold until you eliminate the risk of having a disadvantage - by getting full uber yourself.

You should know what the ubers were before the medics died, and when the medic spawned, so you know the advantage. There's no "missing information" here, you can work out the advantage. You can even time the drop to see whether they can pick up a medigun or whether it will have disappeared. I don't get where you're coming from with it being impossible to predict. I've just been doing it in pugs all morning.

EDIT: Not really cherry, happens far less than you might think.

[quote=CondoM][quote=Sideshow]Actually I think the correct play there would be to push BEFORE they get the uber up, as in you insta dry-push into last/2nd. If you play for the medic and then defend yours, you now have a HUGE advantage pushing into last as you steal their medigun. It does have a lot of broken points but the counter to all of this is to dry push imo. It's a bit broken but it could work out ok - a new meta will evolve if valve are sure this is what they want to do.[/quote]
But how will you know when that "BEFORE they get the uber up" time is? You have no way of counting the uber and you'll most likely be dry-pushing into a full uber. Don't know about you but I don't think most teams are willing to push into a likely full uber disadvantage.
My point being, uber advantages in these scenarios when the medic has a chance to pick up a medigun will be impossible to predict. And I feel the best option then is to play it safe with a passive hold until you eliminate the risk of having a disadvantage - by getting full uber yourself.[/quote]

You should know what the ubers were before the medics died, and when the medic spawned, so you know the advantage. There's no "missing information" here, you can work out the advantage. You can even time the drop to see whether they can pick up a medigun or whether it will have disappeared. I don't get where you're coming from with it being impossible to predict. I've just been doing it in pugs all morning.

EDIT: Not really cherry, happens far less than you might think.
114
#114
0 Frags +

So many good and bad points for this change on paper. It's one thing putting out hypotheticals (?) but we wont know for sure if we hate it or not unless we test it and give it some time.

If we don't like it I'm sure someone has the ability to create a plug-in to revert the change or something.

So many good and bad points for this change on paper. It's one thing putting out hypotheticals (?) but we wont know for sure if we hate it or not unless we test it and give it some time.

If we don't like it I'm sure someone has the ability to create a plug-in to revert the change or something.
115
#115
8 Frags +
ShooshSo many good and bad points for this change on paper. It's one thing putting out hypotheticals (?) but we wont know for sure if we hate it or not unless we test it and give it some time.

If we don't like it I'm sure someone has the ability to create a plug-in to revert the change or something.

This is exactly what we shouldn't do. We either stick with it or get valve to change it. Deviating from valve's plan for MM already is just plain and simply stupid.

[quote=Shoosh]So many good and bad points for this change on paper. It's one thing putting out hypotheticals (?) but we wont know for sure if we hate it or not unless we test it and give it some time.

If we don't like it I'm sure someone has the ability to create a plug-in to revert the change or something.[/quote]

This is exactly what we [b]shouldn't[/b] do. We either stick with it or get valve to change it. Deviating from valve's plan for MM already is just plain and simply stupid.
116
#116
0 Frags +
SideshowShooshSo many good and bad points for this change on paper. It's one thing putting out hypotheticals (?) but we wont know for sure if we hate it or not unless we test it and give it some time.

If we don't like it I'm sure someone has the ability to create a plug-in to revert the change or something.

This is exactly what we shouldn't do. We either stick with it or get valve to change it. Deviating from valve's plan for MM already is just plain and simply stupid.

So we should just throw situations out and run it through our heads? People can create situations (extremes if you will) just to get their point across and situations that wont even happen in a real game or are less likely to happen.

Obviously we should voice our opinion to valve and asked to get it changed in the long run, but for now we should actually test it and see how it works.

post-comment: What im saying is theirs going to be bias in people opinions because some like change and some are open-minded. We should test it and actually see the results to the change.

[quote=Sideshow][quote=Shoosh]So many good and bad points for this change on paper. It's one thing putting out hypotheticals (?) but we wont know for sure if we hate it or not unless we test it and give it some time.

If we don't like it I'm sure someone has the ability to create a plug-in to revert the change or something.[/quote]

This is exactly what we [b]shouldn't[/b] do. We either stick with it or get valve to change it. Deviating from valve's plan for MM already is just plain and simply stupid.[/quote]

So we should just throw situations out and run it through our heads? People can create situations (extremes if you will) just to get their point across and situations that wont even happen in a real game or are less likely to happen.

Obviously we should voice our opinion to valve and asked to get it changed in the long run, but for now we should actually test it and see how it works.

post-comment: What im saying is theirs going to be bias in people opinions because some like change and some are open-minded. We should test it and actually see the results to the change.
117
#117
5 Frags +

My experience concerning jumps:

Solider isn't quite normal still
Seems to me like everything is slightly more powerful than it should be. Things like speedshots give you a lot more height than before. Jumps that required ctap or were really close before, like grey bridge to the top of spire on badlands, catwalk to catwalk on granary, and big door to mid nipple on gullywash are now possible/easier. Seems to me like normal rocket jumps are halfway or most of the way to ctaps

Just try crouching in place and shooting downwards, it's way more powerful than before
Water jumps seem fixed
Haven't tried demo

Demo is still exhibiting the same behavior as before, you get a disproportionate amount of impulse depending on your distance from the explosion. Pogoing close to the ground is underpowered, and pogoing far away is overpowered compared to pre-update. It seems like you get a lot of extra height when you do a distance jump with a sticky on the ground, maybe slightly more distance than before (sort of like the behavior that solider exhibited). If you try to do the same distance jump with a sticky on the wall, like for rollouts and stuff, you don't go nearly as far. Jumps that are straight up are still like ~75% height of what they were before.

For example, try to rollout from granary spawn. The first jump to the shutter doesn't work at all with the sticky on the wall, but it works better than before if you put the stick on the ground and then jump.

http://tf2rj.com/forum/index.php?topic=1186.45

My experience concerning jumps:

[quote]Solider isn't quite normal still
Seems to me like everything is slightly more powerful than it should be. Things like speedshots give you a lot more height than before. Jumps that required ctap or were really close before, like grey bridge to the top of spire on badlands, catwalk to catwalk on granary, and big door to mid nipple on gullywash are now possible/easier. Seems to me like normal rocket jumps are halfway or most of the way to ctaps

Just try crouching in place and shooting downwards, it's way more powerful than before
Water jumps seem fixed
[s]Haven't tried demo[/s]

Demo is still exhibiting the same behavior as before, you get a disproportionate amount of impulse depending on your distance from the explosion. Pogoing close to the ground is underpowered, and pogoing far away is overpowered compared to pre-update. It seems like you get a lot of extra height when you do a distance jump with a sticky on the ground, maybe slightly more distance than before (sort of like the behavior that solider exhibited). If you try to do the same distance jump with a sticky on the wall, like for rollouts and stuff, you don't go nearly as far. Jumps that are straight up are still like ~75% height of what they were before.

For example, try to rollout from granary spawn. The first jump to the shutter doesn't work at all with the sticky on the wall, but it works better than before if you put the stick on the ground and then jump.[/quote]http://tf2rj.com/forum/index.php?topic=1186.45
118
#118
-5 Frags +

Here's hoping valve puts some of this skins money towards hiring some monkeys with typewriters for the TF2 team. It would probably only take 3 or 4 for them to come up with a better update by the end of the weekend.

Here's hoping valve puts some of this skins money towards hiring some monkeys with typewriters for the TF2 team. It would probably only take 3 or 4 for them to come up with a better update by the end of the weekend.
119
#119
12 Frags +
SerotoneHere's hoping valve puts some of this skins money towards hiring some monkeys with typewriters for the TF2 team. It would probably only take 3 or 4 for them to come up with a better update by the end of the weekend.

First we want valve to give us attention and now they give us a big update you start bitching and insulting. It's a big update, there's going to be bugs, they're trying to fix them and are listening to us.

[quote=Serotone]Here's hoping valve puts some of this skins money towards hiring some monkeys with typewriters for the TF2 team. It would probably only take 3 or 4 for them to come up with a better update by the end of the weekend.[/quote]

First we want valve to give us attention and now they give us a big update you start bitching and insulting. It's a big update, there's going to be bugs, they're trying to fix them and are listening to us.
120
#120
5 Frags +
SideshowCondoMSideshowActually I think the correct play there would be to push BEFORE they get the uber up, as in you insta dry-push into last/2nd. If you play for the medic and then defend yours, you now have a HUGE advantage pushing into last as you steal their medigun. It does have a lot of broken points but the counter to all of this is to dry push imo. It's a bit broken but it could work out ok - a new meta will evolve if valve are sure this is what they want to do.But how will you know when that "BEFORE they get the uber up" time is? You have no way of counting the uber and you'll most likely be dry-pushing into a full uber. Don't know about you but I don't think most teams are willing to push into a likely full uber disadvantage.
My point being, uber advantages in these scenarios when the medic has a chance to pick up a medigun will be impossible to predict. And I feel the best option then is to play it safe with a passive hold until you eliminate the risk of having a disadvantage - by getting full uber yourself.

You should know what the ubers were before the medics died, and when the medic spawned, so you know the advantage. There's no "missing information" here, you can work out the advantage. You can even time the drop to see whether they can pick up a medigun or whether it will have disappeared. I don't get where you're coming from with it being impossible to predict. I've just been doing it in pugs all morning.

EDIT: Not really cherry, happens far less than you might think.

Because you have no way of knowing if your uber count should be relative to when the medic spawned or whenever in the 30 second time window he may or may not have picked the medigun with (?)% on it.
I don't know how you time ubers, but I time from the second the medic spawns + 45-50 secs(and a given 10 sec or so leeway for special scenarios). If I were to be asked what the advantages are, I'd have no idea what to call since the enemy medic might have gotten a 50-70% uber boost or he may not have, and there's no way for me to tell if he did get that boost or not.

but yeah, theorycrafting.

[quote=Sideshow][quote=CondoM][quote=Sideshow]Actually I think the correct play there would be to push BEFORE they get the uber up, as in you insta dry-push into last/2nd. If you play for the medic and then defend yours, you now have a HUGE advantage pushing into last as you steal their medigun. It does have a lot of broken points but the counter to all of this is to dry push imo. It's a bit broken but it could work out ok - a new meta will evolve if valve are sure this is what they want to do.[/quote]
But how will you know when that "BEFORE they get the uber up" time is? You have no way of counting the uber and you'll most likely be dry-pushing into a full uber. Don't know about you but I don't think most teams are willing to push into a likely full uber disadvantage.
My point being, uber advantages in these scenarios when the medic has a chance to pick up a medigun will be impossible to predict. And I feel the best option then is to play it safe with a passive hold until you eliminate the risk of having a disadvantage - by getting full uber yourself.[/quote]

You should know what the ubers were before the medics died, and when the medic spawned, so you know the advantage. There's no "missing information" here, you can work out the advantage. You can even time the drop to see whether they can pick up a medigun or whether it will have disappeared. I don't get where you're coming from with it being impossible to predict. I've just been doing it in pugs all morning.

EDIT: Not really cherry, happens far less than you might think.[/quote]

Because you have no way of knowing if your uber count should be relative to when the medic spawned or whenever in the 30 second time window he may or may not have picked the medigun with (?)% on it.
I don't know how you time ubers, but I time from the second the medic spawns + 45-50 secs(and a given 10 sec or so leeway for special scenarios). If I were to be asked what the advantages are, I'd have no idea what to call since the enemy medic might have gotten a 50-70% uber boost or he may not have, and there's no way for me to tell if he did get that boost or not.

but yeah, theorycrafting.
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