remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited December 2007
<!--quoteo(post=1664976:date=Dec 23 2007, 11:29 AM:name=Abra)--><div class='quotetop'>QUOTE(Abra @ Dec 23 2007, 11:29 AM) <a href="index.php?act=findpost&pid=1664976"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, that's just stupid. Why don't you just equip him with a crit launching rocket launcher?<!--QuoteEnd--></div><!--QuoteEEnd-->
The reason is not to make the medic extremely useful on it's own, it would just be so that uber isn't completely useless if your teammate dies a millisecond before you turn it on.
Note: If you've ever been an ubered medic, you will realize just how pointless being this is...
If we gave the medic a crit launching rocket launcher as well the medic would cause some serious damage and I could see your point, but as it is the medic only has a paintball gun.
<!--quoteo(post=1665008:date=Dec 23 2007, 11:55 PM:name=Liku)--><div class='quotetop'>QUOTE(Liku @ Dec 23 2007, 11:55 PM) <a href="index.php?act=findpost&pid=1665008"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That TF2 Trivia is hilarious, but the rest is lame. The guy that called him "Olmec" wins.<!--QuoteEnd--></div><!--QuoteEEnd--> I wonder if he wasn't using that as his nick at the time?
<!--quoteo(post=1665074:date=Dec 24 2007, 04:00 PM:name=Psyke)--><div class='quotetop'>QUOTE(Psyke @ Dec 24 2007, 04:00 PM) <a href="index.php?act=findpost&pid=1665074"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The reason is not to make the medic extremely useful on it's own, it would just be so that uber isn't completely useless if your teammate dies a millisecond before you turn it on.
Note: If you've ever been an ubered medic, you will realize just how pointless being this is...
If we gave the medic a crit launching rocket launcher as well the medic would cause some serious damage and I could see your point, but as it is the medic only has a paintball gun.<!--QuoteEnd--></div><!--QuoteEEnd--> A paintball gun that fires slow-moving needles of vile pain and suffering. That gun is actually plenty powerful if you can just score hits with it. Can't score hits? Just move closer... and eat a rocket or get lit on fire or chewed up by assault cannon fire or... you get the point. But suppose we suddenly have an invincible medic who can recklessly, invincibly run into close combat where he has an easier time scoring hits. And need I remind you that the medic is the second fastest class in the game?
The medic wouldn't be a powerhouse on his own, but just powerful enough to tempt players into ramboing rather than übering other players. Do we want that? No. We want medics to über other players, not themselves, and therefore we don't want to offer them an incentive to do anything else with that übercharge of theirs.
I didn't say this the first time around because it seemed a little too confrontational to me, but now it's time: Luckily, Valve are running this show, and THEY seem to have a grasp on TF2 gameplay.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1665104:date=Dec 24 2007, 08:16 PM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Dec 24 2007, 08:16 PM) <a href="index.php?act=findpost&pid=1665104"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A paintball gun that fires slow-moving needles of vile pain and suffering. That gun is actually plenty powerful if you can just score hits with it. Can't score hits? Just move closer... and eat a rocket or get lit on fire or chewed up by assault cannon fire or... you get the point. But suppose we suddenly have an invincible medic who can recklessly, invincibly run into close combat where he has an easier time scoring hits. And need I remind you that the medic is the second fastest class in the game?
The medic wouldn't be a powerhouse on his own, but just powerful enough to tempt players into ramboing rather than übering other players. Do we want that? No. We want medics to über other players, not themselves, and therefore we don't want to offer them an incentive to do anything else with that übercharge of theirs.<!--QuoteEnd--></div><!--QuoteEEnd--> You have good points and I know the medigun is not completely useless.. it just doesn't cause nearly as much damage as a ubered pyro or soldier.
I have been medic and have had another medic uber me. I didn't even destroy one building or kill one person. I mean sure, rambos will be rambos... But I just don't think that is enough to make a medic go rouge with his uber. It just takes too much effort to charge it up like that. The time vs reward is not appropriate for the mindset of those that do not enjoy teamplay...
The point I almost just touched on is that a rambo medic still doesn't even work. You can't rambo if you must rely on your team to charge up your invincibility gun.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I didn't say this the first time around because it seemed a little too confrontational to me, but now it's time: Luckily, Valve are running this show, and THEY seem to have a grasp on TF2 gameplay.<!--QuoteEnd--></div><!--QuoteEEnd--> Too confrontational it is not, I take no offense. Valve may be running the show but I am of the belief that things should be tested before being thrown out the window, and we the players have the ability to modify gameplay elements... and should do so.
You should know from NS history that the player's modifications can make a difference and introduce new gameplay elements... just look at the healing armory. In the old days armories didn't offer healing for the humping! That was an amxx plugin!
<i>NOTE: It is Christmas Eve and I may have had too much eggnog. Merry Christmas to all, and to all a goodnight!</i>
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Hmm isn't the medic one of the classes that is the true teamplay class. If guys don't want to "teamplay" they can always go play one of the other classes. No need to change the actual teamplay class to fit the needs of the none teamplayer... Pyro/Demo FTW!
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1665203:date=Dec 25 2007, 03:53 PM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Dec 25 2007, 03:53 PM) <a href="index.php?act=findpost&pid=1665203"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As for players changing the game, just look at NS Combat and extra levels. Shudder.<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, there are some pretty terrible examples of players changing the game. I still have not been convinced that a medic that can uber himself would cause the medic to suddenly be a rambo magnet.
The reason people play the medic is because it is for teamwork... if they didn't want to be using teamwork this wouldn't actually matter. There wouldn't be a difference between a player being useless as a sniper and his little SMG and being useless as a self-ubered medic. Either way they wouldn't truly be contributing to the team... Except the medic version would mean they would need to be healing teammates to build up their charge... Which would mean that this could actually give more incentive for people to use medic and heal their team.
Only to then blow all the übercharge in a stats-addiction-triggered, frothing, pathetic little rambo rush that could instead have been a game-winning rampage? No thanks. There's not even a benefit to this. Why should Valve waste their time working on something pointless at best, detrimental at worst, when they could instead put it into something nice, like more achievements or even *gasp* maps?
If people won't play medic because they don't get to get lots of kills, fine. Leave it that way. I don't want those people playing medic, they'd be horrible at it anyway. Those among us with half a brain know that a good medic can top the scoreboard with hardly any kills at all, just by healing so much. Let those who actually understand the point of the medic class be the ones who play that class.
<!--quoteo(post=1665236:date=Dec 25 2007, 08:04 PM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Dec 25 2007, 08:04 PM) <a href="index.php?act=findpost&pid=1665236"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Only to then blow all the übercharge in a stats-addiction-triggered, frothing, pathetic little rambo rush that could instead have been a game-winning rampage? No thanks. There's not even a benefit to this. Why should Valve waste their time working on something pointless at best, detrimental at worst, when they could instead put it into something nice, like more achievements or even *gasp* maps?
If people won't play medic because they don't get to get lots of kills, fine. Leave it that way. I don't want those people playing medic, they'd be horrible at it anyway. Those among us with half a brain know that a good medic can top the scoreboard with hardly any kills at all, just by healing so much. Let those who actually understand the point of the medic class be the ones who play that class.<!--QuoteEnd--></div><!--QuoteEEnd--> I recently had my best medic round. I doubled the score of the 2nd place scoring person, did 7 ubers and 13k healing in 1 life. It was enjoyable. couldn't pull that off anywhere but a pub server.
I noticed. COULD lead to hurt feelings, since you'll generally have to charge off someone else. The average pyro's lifespan is too short, and that soldier you've been healing for the past half minute might've been looking forward to that übercharge. Still, what's best for the team is best for every member of the team.
ubered pyros are so hot right now. if I'm a medic with a good pyro or a pyro with a good medic, we routinely wipe out the entire enemy team in one uber. it's funny - I used to swear pyro was useless, and now, some of my top scoring games are as pyro.
ubered pyro is also probably the best weapon for taking out most sentries. enough speed to get up close and personal, and burn the sentry, the dispenser, and the engineer down all at the same time, since flames don't stop at the first thing they hit like bullets and I think explosives do.
I weep when I see medics waste uber on heavies now. we used to think ubering heavies was the way to go, but now that people know how to play a little better, what happens when a heavy gets ubered? the entire other team hides behind corners and the heavy is lucky if he gets even one kill. even more likely is the heavy will spend the whole length of the uber shooting at some sentry he has no chance of getting down, and then die to it the second the uber wears off. There is no running from an uber pyro, who, along with medic, is tied for the fastest non-scout class in the game.
Pyro is fast, but not THAT fast. A L3 sentry has enough knockback to push him to the other side of the room. GOOD heavies don't just stand still and shoot, so if the enemy team just runs away, the way to the cap point or flag is clear and you've done your job. But any class can be good for ubering, theoretically at least(yet to see a successful scout uber).
HellbillyA whole title out of pity...Join Date: 2002-11-02Member: 3931Members, NS1 Playtester, Constellation
I have found that pyro is very amazing at taking down turret farms, but, it requires teamwork, because if you cant get someone else to aggro the turret while you jump in, the turret pushes you back and you never get close to it.
So, to be able to do it, you need people to sacrifice themselves to the turrets.
yea an ubered pyro is nice, but backpedal completely counters the pyro <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
<!--quoteo(post=1666028:date=Jan 2 2008, 01:22 PM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Jan 2 2008, 01:22 PM) <a href="index.php?act=findpost&pid=1666028"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yea an ubered pyro is nice, but backpedal completely counters the pyro <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> Doesn't work for heavies, or the 6 people standing on the CP, or the SG, or any other situation where it doesn't work.
No, there is no 'perfect' strategy (out side of, Kill them, Don't Die, Capture the point(s)/flag), however, pyros work rather nicely ubered in certain situations.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
As said before, people run away from pyros. So an ubered pyro on a CP is a pretty good idea <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo(post=1665989:date=Jan 2 2008, 01:54 PM:name=Hellbilly)--><div class='quotetop'>QUOTE(Hellbilly @ Jan 2 2008, 01:54 PM) <a href="index.php?act=findpost&pid=1665989"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have found that pyro is very amazing at taking down turret farms, but, it requires teamwork, because if you cant get someone else to aggro the turret while you jump in, the turret pushes you back and you never get close to it.
So, to be able to do it, you need people to sacrifice themselves to the turrets.<!--QuoteEnd--></div><!--QuoteEEnd-->If you're going to sacrifice people it might as well be a spy who can completely disable every turret in the area and possibly get a stab in while the rest of your team charges in. <!--quoteo(post=1666030:date=Jan 2 2008, 07:35 PM:name=Thansal)--><div class='quotetop'>QUOTE(Thansal @ Jan 2 2008, 07:35 PM) <a href="index.php?act=findpost&pid=1666030"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doesn't work for heavies, or the 6 people standing on the CP, or the SG, or any other situation where it doesn't work.
No, there is no 'perfect' strategy (out side of, Kill them, Don't Die, Capture the point(s)/flag), however, pyros work rather nicely ubered in certain situations.<!--QuoteEnd--></div><!--QuoteEEnd-->Yus. But you need someone else to do the actual capping, what with being ubered. Otherwise you'll be hurting bad once it ends..
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
<!--quoteo(post=1666035:date=Jan 2 2008, 02:07 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Jan 2 2008, 02:07 PM) <a href="index.php?act=findpost&pid=1666035"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you're going to sacrifice people it might as well be a spy who can completely disable every turret in the area and possibly get a stab in while the rest of your team charges in. Yus. But you need someone else to do the actual capping, what with being ubered. Otherwise you'll be hurting bad once it ends..<!--QuoteEnd--></div><!--QuoteEEnd--> Actually I was referring to the reverse. If there are 6 people on YOUR CP? just walk in and kill them all. You don't have spin up time, you don't have to worry about reloading every 4 rockets, and you don't have to worry about the people behind the ones you can hit directly.
Also, on the note of taking out a turret farm: Why does some one need to die? Just send the medic out first <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> the SGs will track what ever they see first, and the range on the mdeigun is enough that you can generally get the pyro to the SG, even if the medic can't get close to it.
That's what I do. Whenever I'm übering and I see an enemy turret, I give it a big invincible hug so my buddy can get close and scrap it. It's THE thing to do. Gives you a higher purpose during the übercharge than just 'stay close to your buddy while he does all the work.'
<!--quoteo(post=1666037:date=Jan 2 2008, 02:23 PM:name=Thansal)--><div class='quotetop'>QUOTE(Thansal @ Jan 2 2008, 02:23 PM) <a href="index.php?act=findpost&pid=1666037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the SGs will track what ever they see first<!--QuoteEnd--></div><!--QuoteEEnd--> After much experimenting and experience, I have determined that a sentry will attack whoever is closest to it. this is extra useful information for pyro ubers. even if the pyro runs out first, the medic should charge the nearest sentry - the sentry will stop shooting the pyro and go for the medic if the medic is closer, enabling the pyro to go in for some burnination.
This is true. And while a sentry can push back one player, it can't push back two players. It may alternate between you and your buddy, but you will get closer.
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
edited January 2008
<!--quoteo(post=1666046:date=Jan 2 2008, 03:12 PM:name=DiscoZombie)--><div class='quotetop'>QUOTE(DiscoZombie @ Jan 2 2008, 03:12 PM) <a href="index.php?act=findpost&pid=1666046"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->After much experimenting and experience, I have determined that a sentry will attack whoever is closest to it. this is extra useful information for pyro ubers. even if the pyro runs out first, the medic should charge the nearest sentry - the sentry will stop shooting the pyro and go for the medic if the medic is closer, enabling the pyro to go in for some burnination.<!--QuoteEnd--></div><!--QuoteEEnd--> hmph, nifty.
Still good to know <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I never actually tried that tactic with a pyro (As most pyros I play with are thick as a brick).
However it is great when ubering a demo or a soldier as they can just sit there and lob off things that go BOOM with out having their aim fiddled with.
This also of course lets the 3 OTHER soldiers get clear clean shots at the SGs <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Sometimes, whenever I remember that is, I fake that the uber is almost over when ubering a heavy, who usually have 10 stickys under his feet when uber is over. So by putting uber on someone else, or just stop holding fire it will make the uber target flicker, then just before the flickering stops, I re-uber again, thus the heavy just flies away when the stickys detonate as the demomen actually thought he was vulnerable, sometimes to their own dismay as the heavy may fly <i>at them</i> and land spun up and ready in the middle of the whole enemy team.
<!--quoteo(post=1666080:date=Jan 2 2008, 06:16 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Jan 2 2008, 06:16 PM) <a href="index.php?act=findpost&pid=1666080"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sometimes, whenever I remember that is, I fake that the uber is almost over when ubering a heavy, who usually have 10 stickys under his feet when uber is over. So by putting uber on someone else, or just stop holding fire it will make the uber target flicker, then just before the flickering stops, I re-uber again, thus the heavy just flies away when the stickys detonate as the demomen actually thought he was vulnerable, sometimes to their own dismay as the heavy may fly <i>at them</i> and land spun up and ready in the middle of the whole enemy team.<!--QuoteEnd--></div><!--QuoteEEnd--> that sounds like a really good trick - gonna have to remember that one...
Comments
Why don't you just equip him with a crit launching rocket launcher?<!--QuoteEnd--></div><!--QuoteEEnd-->
The reason is not to make the medic extremely useful on it's own, it would just be so that uber isn't completely useless if your teammate dies a millisecond before you turn it on.
Note:
If you've ever been an ubered medic, you will realize just how pointless being this is...
If we gave the medic a crit launching rocket launcher as well the medic would cause some serious damage and I could see your point, but as it is the medic only has a paintball gun.
I wonder if he wasn't using that as his nick at the time?
Note:
If you've ever been an ubered medic, you will realize just how pointless being this is...
If we gave the medic a crit launching rocket launcher as well the medic would cause some serious damage and I could see your point, but as it is the medic only has a paintball gun.<!--QuoteEnd--></div><!--QuoteEEnd-->
A paintball gun that fires slow-moving needles of vile pain and suffering. That gun is actually plenty powerful if you can just score hits with it. Can't score hits? Just move closer... and eat a rocket or get lit on fire or chewed up by assault cannon fire or... you get the point. But suppose we suddenly have an invincible medic who can recklessly, invincibly run into close combat where he has an easier time scoring hits. And need I remind you that the medic is the second fastest class in the game?
The medic wouldn't be a powerhouse on his own, but just powerful enough to tempt players into ramboing rather than übering other players. Do we want that? No. We want medics to über other players, not themselves, and therefore we don't want to offer them an incentive to do anything else with that übercharge of theirs.
I didn't say this the first time around because it seemed a little too confrontational to me, but now it's time:
Luckily, Valve are running this show, and THEY seem to have a grasp on TF2 gameplay.
The medic wouldn't be a powerhouse on his own, but just powerful enough to tempt players into ramboing rather than übering other players. Do we want that? No. We want medics to über other players, not themselves, and therefore we don't want to offer them an incentive to do anything else with that übercharge of theirs.<!--QuoteEnd--></div><!--QuoteEEnd-->
You have good points and I know the medigun is not completely useless.. it just doesn't cause nearly as much damage as a ubered pyro or soldier.
I have been medic and have had another medic uber me. I didn't even destroy one building or kill one person. I mean sure, rambos will be rambos... But I just don't think that is enough to make a medic go rouge with his uber. It just takes too much effort to charge it up like that. The time vs reward is not appropriate for the mindset of those that do not enjoy teamplay...
The point I almost just touched on is that a rambo medic still doesn't even work. You can't rambo if you must rely on your team to charge up your invincibility gun.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I didn't say this the first time around because it seemed a little too confrontational to me, but now it's time:
Luckily, Valve are running this show, and THEY seem to have a grasp on TF2 gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->
Too confrontational it is not, I take no offense. Valve may be running the show but I am of the belief that things should be tested before being thrown out the window, and we the players have the ability to modify gameplay elements... and should do so.
You should know from NS history that the player's modifications can make a difference and introduce new gameplay elements... just look at the healing armory. In the old days armories didn't offer healing for the humping! That was an amxx plugin!
<i>NOTE: It is Christmas Eve and I may have had too much eggnog. Merry Christmas to all, and to all a goodnight!</i>
Yes, there are some pretty terrible examples of players changing the game.
I still have not been convinced that a medic that can uber himself would cause the medic to suddenly be a rambo magnet.
The reason people play the medic is because it is for teamwork... if they didn't want to be using teamwork this wouldn't actually matter. There wouldn't be a difference between a player being useless as a sniper and his little SMG and being useless as a self-ubered medic. Either way they wouldn't truly be contributing to the team... Except the medic version would mean they would need to be healing teammates to build up their charge... Which would mean that this could actually give more incentive for people to use medic and heal their team.
If people won't play medic because they don't get to get lots of kills, fine. Leave it that way. I don't want those people playing medic, they'd be horrible at it anyway. Those among us with half a brain know that a good medic can top the scoreboard with hardly any kills at all, just by healing so much. Let those who actually understand the point of the medic class be the ones who play that class.
If people won't play medic because they don't get to get lots of kills, fine. Leave it that way. I don't want those people playing medic, they'd be horrible at it anyway. Those among us with half a brain know that a good medic can top the scoreboard with hardly any kills at all, just by healing so much. Let those who actually understand the point of the medic class be the ones who play that class.<!--QuoteEnd--></div><!--QuoteEEnd-->
I recently had my best medic round. I doubled the score of the 2nd place scoring person, did 7 ubers and 13k healing in 1 life. It was enjoyable. couldn't pull that off anywhere but a pub server.
ubered pyro is also probably the best weapon for taking out most sentries. enough speed to get up close and personal, and burn the sentry, the dispenser, and the engineer down all at the same time, since flames don't stop at the first thing they hit like bullets and I think explosives do.
I weep when I see medics waste uber on heavies now. we used to think ubering heavies was the way to go, but now that people know how to play a little better, what happens when a heavy gets ubered? the entire other team hides behind corners and the heavy is lucky if he gets even one kill. even more likely is the heavy will spend the whole length of the uber shooting at some sentry he has no chance of getting down, and then die to it the second the uber wears off. There is no running from an uber pyro, who, along with medic, is tied for the fastest non-scout class in the game.
GOOD heavies don't just stand still and shoot, so if the enemy team just runs away, the way to the cap point or flag is clear and you've done your job. But any class can be good for ubering, theoretically at least(yet to see a successful scout uber).
So, to be able to do it, you need people to sacrifice themselves to the turrets.
Doesn't work for heavies, or the 6 people standing on the CP, or the SG, or any other situation where it doesn't work.
No, there is no 'perfect' strategy (out side of, Kill them, Don't Die, Capture the point(s)/flag), however, pyros work rather nicely ubered in certain situations.
So, to be able to do it, you need people to sacrifice themselves to the turrets.<!--QuoteEnd--></div><!--QuoteEEnd-->If you're going to sacrifice people it might as well be a spy who can completely disable every turret in the area and possibly get a stab in while the rest of your team charges in.
<!--quoteo(post=1666030:date=Jan 2 2008, 07:35 PM:name=Thansal)--><div class='quotetop'>QUOTE(Thansal @ Jan 2 2008, 07:35 PM) <a href="index.php?act=findpost&pid=1666030"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doesn't work for heavies, or the 6 people standing on the CP, or the SG, or any other situation where it doesn't work.
No, there is no 'perfect' strategy (out side of, Kill them, Don't Die, Capture the point(s)/flag), however, pyros work rather nicely ubered in certain situations.<!--QuoteEnd--></div><!--QuoteEEnd-->Yus. But you need someone else to do the actual capping, what with being ubered. Otherwise you'll be hurting bad once it ends..
Yus. But you need someone else to do the actual capping, what with being ubered. Otherwise you'll be hurting bad once it ends..<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually I was referring to the reverse. If there are 6 people on YOUR CP? just walk in and kill them all. You don't have spin up time, you don't have to worry about reloading every 4 rockets, and you don't have to worry about the people behind the ones you can hit directly.
Also, on the note of taking out a turret farm:
Why does some one need to die? Just send the medic out first <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
the SGs will track what ever they see first, and the range on the mdeigun is enough that you can generally get the pyro to the SG, even if the medic can't get close to it.
After much experimenting and experience, I have determined that a sentry will attack whoever is closest to it. this is extra useful information for pyro ubers. even if the pyro runs out first, the medic should charge the nearest sentry - the sentry will stop shooting the pyro and go for the medic if the medic is closer, enabling the pyro to go in for some burnination.
hmph, nifty.
Still good to know <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I never actually tried that tactic with a pyro (As most pyros I play with are thick as a brick).
However it is great when ubering a demo or a soldier as they can just sit there and lob off things that go BOOM with out having their aim fiddled with.
This also of course lets the 3 OTHER soldiers get clear clean shots at the SGs <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
that sounds like a really good trick - gonna have to remember that one...