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Uber clock.
Created 11th November 2009 @ 01:47
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Was wondering if anyone who can programme could make an “Uber clock” plugin that kills the medic if they don’t use charge within 60 seconds of getting it. Similiar to a shot clock in some sports. Would force teams to push and open up some of the more defensive maps. It Would have to have some way of stopping the medic stopping healing at 99% uber and waiting for the push. Perhaps the also die if they don’t get uber within a set timelmit, perhaps 90 seconds.
Are you drunk?
This plugin should also kill medic, if he uses ubersaw, needlegun, if he doesnt heal a teammate for 2 seconds.
Last edited by NeoN,
haha rune what the hell where u smoking ;)
i like the idea of ubers that are activated the moment you hit 100% would make it alot more interesting to watch at least.
Why are people dissing this idea. It’s a serious suggestion and I think it’d could make the game alot more fun.
I think it´s not the worst idea, but i dont think our comp players like it…
It would change a lot regarding the tacitics, but could be fun to try.
You will not be able to save an uber to counter-uber when the other team push forward with theirs. So if you don’t have an uber ready at about the same time you will get owned or have to flee.
I don’t think it is a good idea other than to try for fun though. I think this just will make a successful uber depend more on luck than it does now.
Is a nice idea, but not really practical is it? I mean, you could make a cup with it or something, but overall all it really does is give the medic a high stressfactor and throbbing headache. People would simply never agree to use it unless they’re bored out of their mind (hi agron). Though would enforce new tactics and help people learn the importance of not wasting time standing around, so in theory it would easily help teams develop tacticswise if used.
Last edited by .____________.,
How would byte and pwr be able to play tf2 anymore if sitting on their hands for ages wasnt a viable tactic anymore?!?! ))) ps. I never stay alive long enough to get a charge anyway so i guess this wouldnt affect diggy in anyway. Peace n love yo.
Last edited by agron,
You could set it so that every time a team has an uber, the roundtime clock (gran/bad resets to 10mins on capturing a point iirc) speeds up by say 2x’s normal speed, meaning that a team will have generally under 5minutes to attack and atleast capture the next point with an uber.
If both teams have an uber, maybe a 4x’s roundtime speed could be used, giving only a small timescale in which to use the uber or lose out to roundtime.
Some might question the idea that this puts the attacking team at a disadvantage, given the relatively small timescale that a team has in order to push (especially if both teams have an uberchagre). Once an uber is triggered remember from one team, the time goes down to 2x’s normal speed, and then when the other is used, normal playtime is back in play.
Also its pretty difficult for a team to push back from losing middle easily, so the chances are still in favour of the attacking team. Considering a CP1 defence->CP5 attack is not very common, it could open up to more attacking/thinking-playstyle.
It would also bring a whole host of defensive and offensive playing styles, such as the use of kritz to waste the other teams “attacking” time?. Could play nicely, and help speed up the choke areas around TF2, but not totally killing the choke-holdoffs which make TF2 a game of attrition.
epic bait
Like the idea. Would give it a try
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