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My CommunityForumGamingTeam Fortress 2Topic: Server Heavy Limit 3 --> 2?
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Blue Geezer
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« Reply #15 on: February 13, 2011, 11:32:32 PM »

I find it really frustrating running into 2 or more heavy/medic combos and you literally have no chance against them unless you're backed by the rest of your team.
This comment stands on any double medic + other class combo IMHO. I've been rolled by enough double uber soldiers, demos etc. Beau has a point, it's the medic protection and the medic ability to deliver the uber. Enough people make the same mistake! Don't ignore the medic.... Wink

I will discuss this with the leaders/admins and we might put it to the vote or run a trial period with a 2 heavy classlimit.
Yes, I'd hope to see the clan members having a say on this for sure. Needless to say that I personally wouldn't be voting for it, as it would lessen my chances of playing a favoured class.

i cant believe i am saying this but i agree with junta. find solutions not restrictions.

ps. i will play more if you want heavy disadvantage Wink
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« Reply #16 on: February 13, 2011, 11:59:42 PM »

I'm all for the reduced limit, as much as it is possible to beat 2 or 3 heavies with an uber, those don't happen all that often and you spend a lot more time accidentally running into a million bullets than not.

When I'm playing, having a good time and the teams are fairly even, then discover that 3 of the other team has gone heavy (of course with 2/3 medics) and are forming an impenetrable wall of death. Sure we could counter it by also having several heavies, but if none of our team wants to play heavy then quite often I stop wanting to play at all.

And does any team really need a quarter(ish) of their team playing heavy?
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« Reply #17 on: February 14, 2011, 12:30:28 AM »

find solutions not restrictions.

Alternatively, ban Junta. Or make him play spy instead.
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« Reply #18 on: February 14, 2011, 12:37:34 AM »

This comment stands on any double medic + other class combo IMHO. I've been rolled by enough double uber soldiers, demos etc. Beau has a point, it's the medic protection and the medic ability to deliver the uber. Enough people make the same mistake! Don't ignore the medic.... Wink

I don't think anybody ignores the Medic, John. The Medic is probably the easiest to kill considering his lack of self-defense. The reason Heavy/Medic combos are so effective is because of the Heavy's ability to protect his Medic from close range threats (such as Scouts, Pyros) whilst Soldiers and Demos offer little in terms of protection by comparison. With no protection, how can a Medic build an uber safely?

All it takes is a decent sniper or spy on the other team to make playing Heavy hell.

Snipers have to be scoped in, completely vulnerable to Spies, Scouts, Pyros, etc, to get a fully charged headshot to take down a Heavy. Not only that, but one could argue a Heavy shooting at the Sniper was medium range is enough to put off his shot. I know a few Snipers that can take that sort of mechanic into consideration when they take a shot but nobody on the WDG pub is JH are they?

Spies have to get in position and wait. Although I'm not a good Spy by any stretch of the imagination, one would assume they would get after the easier kill over killing a Heavy. Secondly, Heavies tend to stand near Sentry nests -- especially on A/D type games -- a majority of the time and only play aggressively when his Medic has an Uber.

I cant believe i am saying this but i agree with junta. find solutions not restrictions.

Then why was it last year after the Engineer update the Engineer limit was reduced down to 2? One could argue  On that note, why have class limits on in the first place if we don't want restrictions?

My argument still remains the same, which has yet to be rebutted:

- A Heavy/Medic combo can roam around the map happily, traveling as fast as the Medic (GRU), and still offer instant protection for his Medic at mid/close range (Minigun) and even keep the perp in sight whilst they try and retreat (Natascha) but don't worry too much about ammo because your primary weapon doesn't need reloading! Grin What's wrong? Oh, did your Medic get injured and there isn't a health kit for miles? Don't worry, because Heavies can also act as a traveling health kit for your Medic (Sandvich), it'll regenerate in 30 seconds time so don't worry about losing it forever. Wink

- By comparison a Soldier/Medic combo can still roam around the map well (via RJ'ing) and the Soldier can protect his Medic quite well with his rocket launcher, he can even juggle the perp away, perfect! Until his magazine runs out of rockets and then he's left to fend off anything with a shotgun or wait until he reloads a rocket or two -- if the pocket picks the latter route then his medic is left out in the open to die. Oh, and to top it all off, the Soldier has a weapon which blocks healing. Smiley As a sidenote, even though one can argue the shear damage power of the Demo/Medic combo, using pipes effectively takes time and even then they're difficult to connect with opponents, especially Scouts. Sad Sadly, Soldiers and Demos don't have a means individually to heal their Medics without the need for a health kit.
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« Reply #19 on: February 14, 2011, 01:45:19 AM »

All it takes is a decent sniper or spy on the other team to make playing Heavy hell.

One? Yes. But yesterday on granary me and sonic weren't able to come even close to holding down 3.
Though granary was probably an extreme example since you can just put a heavy on every corner and any chance of flanking is lost.
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« Reply #20 on: February 14, 2011, 08:35:23 AM »

I could argue with you Lefty, and I do agree that you do make some valid points. I don't agree with everything that you've said though. Most heavies I see (on WDG at least) don't turtle next to engineers nests - they roam and attack. In addition, the engy limit was done purely to stop server lockdowns at a point where engy was the popular class to play (because of the actual engy update).  A heavy cannot lock down an area in the same way as 2 or 3 sentry guns. Traditionally, class limits were placed on WDG for the less offensive classes which if taken up in extreme numbers actually don't allow a team to attack effectively in normal pub play (key word "pub" - not meant to reflect what happens when the classes are taken by people of considerable skill and ability - you know who you are!).

As for the medic and heavy combo - I reckon it's the communication that is the key tbh. I prize my medic safety above my own and regularly tell my medic to bug out or to back off in order to preserve uber. Perhaps if more soldiers and demo men did communicate more then the medics would deliver more uber and smack down 2 or 3 heavies. It's not impossible Wink - Cheez manages to pocket a medic through countless ubers as demo or soldier, he also denies ground to a heavy (the best use of sticky bombs in the game - heavy takedowns, pipes too are extremely effective).

As for 3 heavies, I myself usually change class myself if I see 3 heavies in my team - probably subconsciously backing up your proposal that 3 is too many. It gives me a chance to go "off class" - something I find myself doing rather a lot of lately for specific reasons I don't want to go into right now (and no, they're not good reasons!).

Try the limit if  people feel particularly strongly about it - just let the members have their say via a vote Wink



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« Reply #21 on: February 14, 2011, 10:28:12 AM »

To update all on this topic, a vote thread has been created for all WDG Clan members to vote in, in order to get their opinion on whether we should trial lefty's proposal. The vote closes on the 17th Feb. The outcome will be posted here.
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« Reply #22 on: February 14, 2011, 02:55:08 PM »

Kind of had an epiphany, It's not really about the three heavies ... It's about the three medics.  Limit medics to two instead if preventing stalemates is the plan.
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« Reply #23 on: February 14, 2011, 03:05:33 PM »

Nooooooooo i love playing heavy and i lurve playing heavy next to Junta that will be all the slots taken up Sad

If i see a 3 heavy medic combo on the opposite team i switch to medic and kritzcrieg and uber a soldier. Tactics folks not restrictions.
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« Reply #24 on: February 14, 2011, 03:16:07 PM »

...and you'll be dead before you can fire 1 rocket.

I agree with your point though (loath as I am to say it Tongue), comms and changing class to counter what you're up against is the way forward here. More then happy to trial a reduction though Wink.
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« Reply #25 on: February 14, 2011, 03:22:57 PM »

I agree with Lefty here (even though I haven't been around on the server regularly since before Christmas Smiley).

I can see why those who play heavy might find this unfair, as it might stop them from playing their favoured class. However, as everyone has already said, it's incredibly frustrating to see three heavy-medic combos coming at you.

Alternatively, ban Junta. Or make him play spy instead.

If thats too harsh, all medics who heal Junta should receive damage over time. A modest 100hp / second should suffice.
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« Reply #26 on: February 14, 2011, 03:26:41 PM »

I am 100% against anything that lefti is 100% for

increase heavy limit to 10
go go go
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« Reply #27 on: February 14, 2011, 03:38:51 PM »

I am 100% against anything that lefti is 100% for

Does that mean I don't have to heal you during matches then? Grin
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« Reply #28 on: February 14, 2011, 03:50:20 PM »

I am 100% against anything that lefti is 100% for

Does that mean I don't have to heal you during matches then? Grin
not like I ever get ubered or anything.. why bother?
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« Reply #29 on: February 14, 2011, 06:42:08 PM »

Quote
If thats too harsh, all medics who heal Junta should receive damage over time. A modest 100hp / second should suffice.

Whoa now, let's not go crazy here.

I'm not sure if a restriction will get the desired effect. Must think on this.
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