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Maps and Unlocks OPEN Survey
Created 21st February 2011 @ 03:48
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Quoted from Koeitje
[…]
What takes more skill:
– Healing 1 soldier
– 1 soldier making his jumpsOr
– Healing 2 soldiers
– 2 soldiers making their jumps
1. I never said it would take more or less skill, and yes the 2nd takes more.
2. I can be just as fast without equalizing or without receiving the heals, meaning our medic can just focus on the pocket while I do my jumps, I get healed up just as fast on mid as I would equalizing.
Is this a bad effect on the game though, I can see how it “lowers” the required skill in rollouts, but I wouldn’t say that using it lowers the skill ceiling you still need to be able to do rocket jumps to be a succesfull soldier, and the rollout jumps are pretty easy as far as rocket jumping goes.
Quoted from Koeitje
[…]
What takes more skill:
– Healing 1 soldier
– 1 soldier making his jumpsOr
– Healing 2 soldiers
– 2 soldiers making their jumps
The skill part of rollouts as medic is not switching heals between jumping soldiers. In fact, the addition of the equalizer means theres an extra factor you need to take into account when making a perfect rollout. They will both need different heals, as opposed to the nearly the same when they rocketjump.
Quoted from RaCio
[…]
The skill part of rollouts as medic is not switching heals between jumping soldiers. In fact, the addition of the equalizer means theres an extra factor you need to take into account when making a perfect rollout. They will both need different heals, as opposed to the nearly the same when they rocketjump.
No, you just heal one soldier to 300 until the other one takes off his equalizer?
Quoted from Memento Mori
[…]
No, you just heal one soldier to 300 until the other one takes off his equalizer?
No, you need the soldier not to jump when in spawn, then after healing the demo you switch to him. Then give the scouts a small buff and switch to the soldier.
In any case, healing 2 soldiers is not harder or more skilled at all.
Quoted from Koeitje
What takes more skill:
– Healing 1 soldier
– 1 soldier making his jumpsOr
– Healing 2 soldiers
– 2 soldiers making their jumps
so you’re ignoring the fact that you can use the equalizer to perform some more advanced movement skills like tighter airstrafing / faster rocket jumping / dodging explosions. these skills far out-weigh the holy fuck skill of healing 2 soldiers and some division 6 rollouts. at least have the right argument when you want things to be skill based
Quoted from steve
[…]
so you’re ignoring the fact that you can use the equalizer to perform some more advanced movement skills like tighter airstrafing / faster rocket jumping / dodging explosions. these skills far out-weigh the holy fuck skill of healing 2 soldiers and some division 6 rollouts. at least have the right argument when you want things to be skill based
Dodging explosions = get better positioning in the first place. (not that is matters in div5, at that level any div1+ soldier can just W+M1 all the way to your last point, sorry).
Faster jumps = skip jumping, harder to perform + to gain the speed from equalizer while jumping you need to have lower hp anyways. So I double RJ isn’t really much worse, just harder to perform.
Quoted from Koeitje
Dodging explosions = get better positioning in the first place.
are you kidding me
Quoted from steve
[…]
are you kidding me
Well the dodging explosions usually happens when you are out of ammo and can’t shoot or are to low to actually fight. Both could have been prevented by actually playing well.
This still going on? o.O
Turned into a moan about equaliser. GJ guys.
(Fuck I just remember I took part in this)
The best part about most of these unlock discussions, is how a large number of competitive players came up with the ideas for a load of these unlocks in the first beta.
People asked for faster rockets and a reward for airshots (TDH).
People asked for a way to allow the heavy to be part of mid fights (GRU).
People asked for a method that the soldier could escape a fight and not always be considered ‘all in’ (Equaliser).
People asked for a way that soldiers could rocket jump around without taking so much self damage (Gunboats).
And then people’s requests for modifications to the existing unlocks.
People asked for the sandman to not stun through ubers.
People asked for the minicrit to be removed from the TDH for players who simply jump.
People asked for the sandman’s ball to still allow movement and a change from losing the double jump to having less HP.
People asked for FaN’s straight up player freeze to be removed and converted into momentum based knock back.
People asked for natasha to not stop players when a single bullet hits them at long range.
People asked for a faster spin up time for the heavy’s gun.
These suggestions were thought of by several of the high profile players in this community who then wanted them banned when they became a reality. It’s all quite hillarious to me :) They were all pretty good suggestions. The heavy was not viable on most map’s mid fight. Scouts didn’t really need a double jump and a ball that can stun an ubered combo was such an easy choice. Most of the other unlocks barely have any effect on the game, such as the pyro unlocks, melee unlocks etc..
Obviously there are some clear unlocks that really twist and alter the balance and style of the game. But in my opinion, the ones listed above aren’t in that category.
Gonna be pretty common, but +1 arx.
Also interesting to see 27% of people not hearing of goldrush. 22% wanting the holy mackerel banned highlights some people’s attitude of banning everything without actually knowing the weap, along with every pyro/spy/heavy/engi/sniper weapon also being voted as something that should be banned (except for the homewrecker, which has limit 2 winning by 1!11).
Shame some people just vote no if they don’t have a clue.
People asked for those, but how could they have guessed the impact it would have on the game we all cherish?
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