Forum
Keeping ubercharge when switching spawns
Created 5th March 2011 @ 17:57
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Quoted from ashkan
[…]
“Being able to switch spawn with über intact does not have as great of an impact and is forced upon us.”
As great of an impact as *what*? :S
Quoted from Daleth
[…]
As great of an impact as *what*? :S
Considering the fact that the team is already behind massively in either case, it has less of an impact then wallhack obviously.
Last edited by RaCio,
mad cuz everyone bad
Quoted from Daleth
[…]
As great of an impact as *what*? :S
Wallhack. I thought it was obvious.
Quoted from Dummy
this could really change part of the meta of playing medic
It doesn’t change the metagame. It give a shorter flee option in a very specific situation on one map.
Last edited by MEGAMIDDIE,
Quoted from RaCio
[…]Considering the fact that the team is already behind massively in either case, it has less of an impact then wallhack obviously.
So, teams that are behind should be helped? Why not give the losing team +50hp? Help ‘m a bit. Besides it can create situations in which you can turn around the game completely instead of just losing another round.
Last edited by Koeitje,
I don’t understand why anyone would assume that I would rather have it allowed than banned. I have been arguing against over-reacting claims that it breaks the game, not that it would be a preferable feature to have added into the game. If you think that my intentions were otherwise, please re-read my posts with this in mind, and you should overcome my apparently lacking communication skills.
If it were possible to enforce a rule against it, it would have been in effect weeks ago when we discussed it, with my support. I was hoping for this discussion to go in a direction where we try to find a solution (not flame and insult each other), when writing this:
Quoted from ashkan
Now, if the game could somehow understand what spawn you are in, and respawn you into that same spawn after changing loadouts, then that would be a possible solution worth discussing from both a technical and a gameplay perspective, not what we are doing right now.
Currently, it is practically not possible to implement and enforce a ban, so please focus your energy on finding a solution, instead of arguing about how severely it would break the game.
Quoted from ashkan
[…]
Currently, it is practically not possible to implement and enforce a ban, so please focus your energy on finding a solution, instead of arguing about how severely it would break the game.
As Rake already mentioned it can be very easy. Suspect the enemy medic from doing it? Request demo or stv. Check. No demo or stv? Penalty point. Its the same with teleports inside gravelpit spawns. You can do that, and there is no way to check for it until after the game. Yet it is still banned.
4.6 cp_gravelpit: Red players may not build a teleport in their spawn area
4.7 cp_gravelpit: Players may not place sticky traps on the underside of capture point A
Last edited by Koeitje,
Quoted from ashkan
[…]
Wallhack. I thought it was obvious.
inb4 flame, but I would rather have an uber than 8 seconds of seeing through walls
Quoted from Koeitje
[…]
So, teams that are behind should be helped? Why not give the losing team +50hp? Help ‘m a bit. Besides it can create situations in which you can turn around the game completely instead of just losing another round.
+50 hp gives the team an advantage over the other team. A medic fleeing after losing mid (and probably cp2) does not give the defending team an advantage. An important difference as one changes the mechanics (bad team is behind), while the other only alters map gameplay.
Only in a very specific situation on one map if the medic flees trough house rather then choke and has no teammates left and the opponent team does not succeed in killing the medic the medic will be able to flee.
Quoted from RaCio
[…] A medic fleeing after losing mid (and probably cp2) does not give the defending team an advantage.
if he goes through resup, gets cut off, does this bug/feature, yes it does give them an advantage (50-50 chance of defending last instead of loosing a round
so basiaclly you guys are gonna ban ppl changing loadout on fwd spawn
great
Also, noone noticed that if you wanna change the loadout and don’t want to change spawn you got no choice, you’ll be spawned on the spawn at the back (well, if you lost mid, 4th CP)
Quoted from Dummy
[…]
if he goes through resup, gets cut off, does this bug/feature, yes it does give them an advantage (50-50 chance of defending last instead of loosing a round
No, it puts their team behind less. Huge difference.
Quoted from RaCio
[…]No, it puts their team behind less. Huge difference.
So does giving an instabuff of 50hp. Why not implement that?
Quoted from Mors Immortalis
so basiaclly you guys are gonna ban ppl changing loadout on fwd spawn
greatAlso, noone noticed that if you wanna change the loadout and don’t want to change spawn you got no choice, you’ll be spawned on the spawn at the back (well, if you lost mid, 4th CP)
What medic must change his blautsauger or ubersaw in a forward resup? Or even during the game? Besides a scout swapping to pistol instead of bonk does not have such a big impact as allowing to keep uber.
Last edited by Koeitje,
Quoted from Mors Immortalis
so basiaclly you guys are gonna ban ppl changing loadout on fwd spawn
greatAlso, noone noticed that if you wanna change the loadout and don’t want to change spawn you got no choice, you’ll be spawned on the spawn at the back (well, if you lost mid, 4th CP)
wtf r u smoking? its a medic bug, no other classes are affected or discussed here… and medics dont need to switch hats or needle guns anyway
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