http://i0.kym-cdn.com/photos/images/newsfeed/000/293/590/6f6.gif
Account Details | |
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SteamID64 | 76561197971124276 |
SteamID3 | [U:1:10858548] |
SteamID32 | STEAM_0:0:5429274 |
Country | United States |
Signed Up | November 20, 2012 |
Last Posted | July 1, 2025 at 8:09 PM |
Posts | 1325 (0.3 per day) |
Game Settings | |
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In-game Sensitivity | .9 |
Windows Sensitivity | middle |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1920x1080 |
Refresh Rate |
120 hz |
Hardware Peripherals | |
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Mouse | Razer DeathAdder |
Keyboard | |
Mousepad | Razer Goliathus |
Headphones | Steelseries Siberia v2 |
Monitor | BenQ |
49ers because they were my favorite team in Tecmo Bowl for the NES when I was about 4 years old, haha.
mustardoverlordfragile gave really good advice, but I feel there's one thing that needs to be added:in the modern hl "metagame", the majority of the top teams have shifted away from a super heavy-centric style to a more demo-centric one, with more heals towards the scout and pyro as well. the heavy is still the best class at protecting the medic, but his speed means it's really hard to use him aggressively in ubers, so in more aggressive situations medics typically lead with demos (and sometimes scouts or even pyros depending on the situation) and use the heavy as kind of an anchor to protect him post-ubertl;dr mad healz to the demo
I would imagine heavy and demoman stick together, so the demoman can push with heavy support and then the demoman can fall back on the heavy when needed. That's ridiculously good, haha. But yeah, I have played hl only a few times, so I'm sure mustard is right.
I really enjoy Final Fight and Streets of Rage playthroughs, even though speedruns for beat 'em up games get a little redundant.
Also, another thing is that I know some of the hl maps have large spaces out in the open with not much to hide behind. As a medic, you are pretty hopeless, because the only thing you can really do is hide behind your heavy and other nearby classes from snipers and spam. When this happens, it's up to your own sniper, spy, and other classes to shut down the enemy sniper and spam classes when this happens. Otherwise, you will likely get sniped for free and your team won't be able to push or defend.
I would have put this in my former post but I reached the 4000 character limit, l0l.
I don't think I've ever played medic in a highlander, but most of the rules of playing medic in 6v6 should still apply just the same. I would say the only thing that is a bit different is that you constantly need to check your back for spies, and you need to be careful with carelessly walking out in the open since you can get sniped at practically any point. A really important aspect dealing with the last sentence is if you know exactly who plays what class on the other team (especially spy, sniper, and demo), you can start playing with less worry and more freedom until they spawn and get in position again.
For positioning, hiding behind your heavy should be pretty straightforward. He's a giant 450 hp meatshield, and you should be able to hide behind him or around a corner to minimize much of the damage directed at you. Heavies are pretty much unbeatable at close range unless there's tons of focus fire against the heavy, so as long as the heavy as good reaction time and can turn around to protect you if needed, you should be just fine. If your heavy goes down, just run to a soldier or anyone nearby that can do a decent job protecting you until your heavy spawns.
Calling the medic's uber isn't as hard as you think, you just need to remember to do it. If the medic builds the uber as fast as he possibly can, it takes 40 seconds to get 100% ubercharge (you can time this by seeing exactly when he spawns). Compare this to how much uber you have and communicate it. In example, if the medic spawns and you have 60% ubercharge, simply say "their medic just spawned, we have 60% on them." Likewise, if medic just spawned and you died, you can have a rough idea in your head of how much uber they have when you spawn, saying something like "they roughly have 40% on us." You could technically time their uber by the game clock, but if someone caps a point, the game clock resets. As long as you generally know where the uber stands, that's important. Also, don't forget that building kritzkrieg takes 30 seconds instead of ubercharge's 40 seconds.
For calling in general, just communicate where you are a bunch of the time. It's so much better to have a medic that won't shut up about his position and his ubercharge percentage than a medic who is pretty quiet. If your teammates communicate pretty well, then there's not much need to communicate any action going on unless it directly involves your heavy and you, because you don't wanna clog up ventrilo/mumble with too many people talking at once. Plus, it's not always easy to see what's going on around you when you're constantly watching out for spies and hiding from snipers. There's eight other people on your team, so I'm pretty sure most of everyone can do a good enough job communicating the things you don't see. Also, don't forget to say that you died or that you even dropped uber. It doesn't matter how embarrassing or unlucky the situation was, because it's better for your team to know that the uber you once had (which you now dropped) did not and will not happen anymore, or if you simply died without uber. Therefore, your team can readjust their position and gameplan accordingly.
tl;dr
-Check your back for spies quite often
-Don't blindly walk out in the open when a sniper is likely looking for a pick on you
-Hide behind your heavy when pushing because he does a fantastic job protecting you
-Hide behind corners and walls to minimize taking unneeded damage
-Compare your uber to the enemy uber from when you/they spawn
-Communicate your position a bunch so your teammates know where to go for heals
-Communicate when you died or when you drop uber
I'm not familiar with hl maps at all, but review the maps with your team so everyone is on the same page. Also, a big key to improve is not to get angry at yourself or in general. Once you become angry, you start to lose focus on what's going on and you won't improve at all.
I hope this helps. ;0
killemdeaderI understand, but players, as well as teams, are hesitant to make the commitment of time and money to ESEA when they know that a large portion of their matches won't be close. People play to have fun, and when they start losing badly, it's really easy for teams to fall apart. Unless there is a viable way to seed teams before the season starts, ESEA isn't going to attract the UGC crowd.
What's the point of seeding teams in a league so that the best teams play the best teams and the worst teams play the worst teams? Technically, proper seeding would have it so that the worst team plays the best team in week 1, but that's going against what you're saying. Even more technically, shouldn't proper seeding only have the need of having a tournament, because isn't the point of a league is to properly seed the best teams for playoffs? The whole idea of a season transitioning into playoffs is that ideally the top X amount of teams are the best teams, not half of the best teams and half of the decent teams.
I'm not sure with the whole argument of "people play for fun, so when teams start losing badly, they fall apart." I'm pretty sure teams falling apart because they lose happens at any level of practically any game, and the people who stick together and actually care about getting better will get better (ie: eMg). Also, the thought of "I only have fun when I win, so if I'm not winning, then I don't want to play anymore" sounds like someone who is too lazy to improve and wants all the right cards to be dealt for them. If someone has this mindset, then fine. However, having this mindset does not mean you have the right to complain about ESEA not giving you a golden schedule that makes your team go 14-2, when realistically you're on a team that should be going 5-11 and needs improvement.
This looks pretty cool. How is this going to be different from tf2lobby in terms of features, or is this just a personal project just to see what you can do?
I suggest that if / when this happens, European and American flags should be to the left of their respective events / matches, just to clear confusion for what country is playing. I have no idea what the current upcoming event icon is currently being used, lol. Looks like a guy from Gears of War.
enigmadirect from Torbull:ESEA TF2 for Europe will happen once the prize pot is justifiable for teams to fly over
I'm hoping this happens sooner than later, because this will increase a lot more interest in TF2 for teams and viewers.
Perfect Dark! That was pretty much my favorite n64 game outside of smash bros.
I'll be getting new hardware for streaming in about a week or two, so this is awesome. Thanks a bunch!
marioIs it possible to main call as medic? I seem to be the most vocal on my team as well as the person that likes to lead the most yet most of the time I don't see what my pocket/ demo sees. I know the medic is the core of the team but it seems to hard to make the right calls because I don't see nearly as much as the people in front of me. Not to hijack your thread intentionally towel. :>
I mostly called as medic in ESEA season 6, but I really wouldn't suggest it for the reason that you stated: you can't see what everyone on your team sees because you're playing your angles properly so you don't take unneeded damage. It's still a feasible thing to do if you're the best at calling, but you need to make sure everyone comms what they see so you can call the play.
Mr_OwlI actually had the exact same problem that you did (and I probably still do, if you ask my teammates).When in game, do you use push to talk on mumble, or voice activation? I noticed that when I switch to voice activation my comms are much cleaner because I don't have to worry about hitting the wrong mouse button with all my other responsibilities. I can just talk.Another thing I do to work on this is watch POV's of myself and other medics (both at my level and above) and practice calling things I see onscreen. That plus very thorough map review will make it so you're comfortable just using the game-specific vocabulary.I also am in the habit of repeating all of my 'calls' (i.e. anything specific to the main caller role and not just regular comms). This has the dual function of allowing me to be much clearer the second time and also allowing teammates who may have been saying something to refocus on my call.
This is actually a really good idea for towel's trouble voicing his comms. Good stuff.
panzerxiiiI think they need to make a clean Quake 5 that takes more of what Q3A great.
They tried doing that with Quake 4. They went into Quake 4 with the mindset of "Okay, Quake 2 had a great campaign, and Quake 3 had great multiplayer. Let's build ideas from what made those aspects awesome." Quake 4 was okay, but everyone hated the engine and the game just felt kind of sluggish aside from crouch sliding. The game flopped pretty hard only about three or four months after it came out, right after winter CPL.