Medic Gets "Crit Gun"?

What's the counter to a "Ubercritter" medic? A regular uber medic. I don't see what all the trouble would be with the "Ubercritter". True, it's 10 seconds of pretty much killing everything you see, but unless you're getting a regular uber at the same time, you're going to be taken down quickly. And as the last poster said, sentry's are still going to be exactly the same problem as before.

Also, just because the weapon requires work to be unlocked doesn't automatically make it better. Valve said they wanted the unlockables to have pro's and con's, and will be balanced.
 
I think it sounds pretty cool. Hopefully game balance won't be affected too much. Since Sg's aren't affected by crits, it shouldn't be too bad.
 
[quote1206971229=Monkeybits]
Hey, Flippy, um, *cough *Front page article *cough*
[/quote1206971229]
Hmm ... you'd think I would have thought of that right away. Gotta stop drinking all that sterno.
 
I think you guys are forgetting that the uber-crit medic and target won't be healing. They will have basic health levels and will be just as vulnerable as they normally would be alone and by themselves. A sniper shot, a group of demo stickies, a crit rocket - anything will kill the medic and/or target. They're only as dangerous as long as they're alive. A level 3 sentry would take them out instantly.
 
[quote1206992086=tiddy]
I think you guys are forgetting that the uber-crit medic and target won't be healing. They will have basic health levels and will be just as vulnerable as they normally would be alone and by themselves. A sniper shot, a group of demo stickies, a crit rocket - anything will kill the medic and/or target. They're only as dangerous as long as they're alive. A level 3 sentry would take them out instantly.
[/quote1206992086]
Absolutely. In fact, there's an interview with some Valve developers on IGN talking about just that point.

[blockquote]Robin Walker: We'll be shipping an unlockable version of each Medic weapon. Our focus has been to produce weapons which have both pros and cons, so they're not a straight win when equipped. Much like the TF classes are aimed at different players, where the "best" class varies depending on the player's skill, we want the "best" weapon to vary based on the player's playing style. So we want players thinking about what kind of player they are, and what strategies they like to use, and trying out different weapon loadouts to see what works best. As an example of these tradeoffs, the unlockable medigun we're play testing right now switches out the 10 second invulnerability effect for 10 seconds of 100% chance of critical hits. It's the source of much debate internally as to whether it's better or worse than invulnerability, and under what circumstances it's better or worse. This is the kind of weapon we're aiming for, where you can think of many cases where it's better, and many cases where it's worse. It also affects the play of the Medic and his partner a lot, which is another goal for us. If the unlockable weapons don't significantly impact player's play style, they're not worth doing.[/blockquote]
 
Im sure they will keep it balanced. Im doubting that they would release something without ample play testing and balancing.
 
[quote1207007847=Lafinass]
I'm sorry, that just doesn't sound like any kind of good idea.

Can you imagine 10 seconds of guaranteed pyro crit?
[/quote1207007847]Dude, flippin soldier/sticky crits would just suck.

Do not want.
 
I honestly cannot wait for something like this, ever since TF2 came out Ive had ideas like this. I would love to see different types of weapons, not better than the others, just different. Maybe a demo launcher with 8 grenades, that shoots faster but they do 1/2 the damage. Maybe a flamethrower with longer range, but less damage closer up, or visa versa, maybe even let the pyro switch out his thrower for the napalm launcher again. So many possibilities. Even a super fast sapper that only takes one hit to knock it off. Id really like to see different sentry guns, maybe one with more guns instead of rockets, or one with all rockets.
 
it won't unbalance the game. Medic gives a guy ten seconds of crits, you shoot him in the head, he'll die.

I'd be scared of a sniper, getting a head shot wherever he hit you.

If a demo already laid stickies, would they become crit?

or would they stay crit after the 10 seconds wore off?
 

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