#disable random crits in medieval
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yeee i agree
better idea get rid of medieval mode
tbh ye its a filler mode
fixed it for u
+1 on completely removing medieval mode maps from the official pool.
otherwise i support removing random crits from medieval by default with an option to enable by the map maker.
medieval haters smh
medieval mode is awesome
but Chekhov's Punch is basically High Risk, High Reward since mostly everyone in Medieval is using melee. So practically, it's very risky strategy in Medieval mode because 7/9 classes can two shoot you with melee or scouts and spies (not counting backstabs) three shoot you with melee.
you say that cuz u havent seen a heavy one shotting everyone yet ๐
i played degroptkeep once and saw a dude boxxing the hell out of people on the point
i saw it already and it's basically luck if the team the heavy is going up against and if there are huntsman snipers who will keep the distance away from you
also Chekhov's Punch has 65% more melee range (hidden stat).
also while having crits with Chekhov's punch, eating crit sandwich restores 3x amount of health [360 HP] with potentional overheal and dropping Crit Sandwich on the ground acts like Large Health Pack.
I feel like itd make a boring gamemode even more boring lol
honestly eh, the way i see medieval is that until we get more weapons that work in medieval, you either make it boring or make it unbalanced
and id rather unbalanced over boring
really?
i noticed that med melee unlock has longer range too
Medieval without crossbow, volcano fragment, and demoknight is foolish
if more medieval weapons were added, i would like engineer medieval buildings like replacing sentry gun to ballista (that still acts like sentry but fires projectile arrows instead of hitscan bullets), replacing dispenser with healing fountain (that only heals but doesn't give ammo).
these medieval buildings would be exclusive to medieval mode for engineer.
why though?
doesnt it just bring more viariation? why limit it for a certain map only?
because engineer is basically useless in medieval mode and he needs medieval rework by adding him buildings that can build in medieval mode. well, in TF2C at least, he can build jump pads in medieval mode. but being able to build jump pads in medieval mode is still not enough to justify playing engineer in Medieval mode.
you can kill people with the jump pad pretty sure theres even an achievment for it
i know but still not justified enough to play engineer in the first placen in medieval mode.
this is a issue with engie having no variety overall not just medieval
jump pad and coil gun are cool but still lack some sauce
but adding medieval buildings would justify enough to play engineer. If it was an Medieval Tier List of classes, Engineer is still in F Tier. with medieval buildings, i would bump him up to either A or S Tier.
i get ur point but why make a unlock restricted to medieval?
because as the devs said, only three weapons per slot for each class (stock included).
yeah i remember that
so basically two new weapons per slot for each class.
jump pad in medieval is very powerful
degroot keep blu can get in the castle before the gates open and red can get to the front lines quicker and not take fall damage
but engie doesnt have that many unlocks (1 secondary, 1 teleporter, maybe we gonna get one slot for each building?)
would buildings count towards this counter like two of each buildings slot (Sentry, Dispenser, Teleporter).
but sure why not.
we should make it so we can have medieval buildings outside of medieval mode.
but they would basically be downgrade to stock buildings outside of medieval mode.
just make it a normal building
i remember this post talking about that engineer should be able to change his building like each building has it's own loadout slot.
https://discord.com/channels/196337717267791874/1467552079651410104
this would made engineer more modular
yeah when i said this i had this in mind
and expand engie to have many more possible combinations
sure
but how could medieval buildings work?
i imagine engineer building small balista instead of sentry and it would fire arrow projectiles that deal heavy dmg but it's projectile so it can be dodged.
and it would have 100 Hp instead of 150 and can't be upgraded.
and cost 75-100 metal to build.
basically it would be medieval mini sentry
you know this discussion was supposed to be about random crits in medieval and now we entering #1375954618952974388 territory
meanwhile the dispenser would be replaced with wooden foutain that sprays the healing liquid medic uses in his mediguns so it would only heal.
but yea a ballista that replaced the sentry and shot huntsman-like arrows sounds like a good concept
yeah, i noticed.
this isnt even related to random crits in medieval
ye lmao
i should make a new post in weapon ideas about this. let me cook.
maybe the name could be a reference to clash royale? the H-bow