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Author Topic: Team Fortress 2: World's #1 War-Based Hat Simulator  (Read 827040 times)

The Scout

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I normally go with two medics, me with a Quick-Fix and the other with the stock Medi-Gun. Quick-Fix normally isn't enough to take down a sentry nest.
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miauw62

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Medic Circlejerk is the most hilariously OP combo of them all. Two medics with ubersaws and normal mediguns constantly uber each other and use those ubers to kill people with the ubersaw. It's basically unstoppable.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Leafsnail

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Ubercharges are really good, and I don't think I've ever seen a team that's suffered due to too many medics.  On offense you probably want at least two medics so that you have enough charges to get through sentry nests, and on defense wiping out your opponent's team through kritz doesn't exactly hurt.
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Spehss _

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Medic Circlejerk is the most hilariously OP combo of them all. Two medics with ubersaws and normal mediguns constantly uber each other and use those ubers to kill people with the ubersaw. It's basically unstoppable.
2 words.

Air. Blast.
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Steam ID: Spehss Cat
Turns out you can seriously not notice how deep into this shit you went until you get out.

TamerVirus

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That can stop 2 medics, sure

BUT CAN IT STOP 8?
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10ebbor10

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Sure they can. Even 2 medics will struggle to reach enough targets. Eight is simply unsustainable.
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Greenstarfanatic

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BUT WHAT ABOUT 16
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MaximumZero

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What about 65535!?
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Graknorke

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What about 65535!?
Not even a power of 2 m80.
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JoshuaFH

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What about 65535!?
Not even a power of 2 m80.

Well the number apparently has it's own Wiki page:

http://en.wikipedia.org/wiki/65535_%28number%29

The number right after is a power of 2...

Kinda interesting, though I have no clue why we're shouting numbers now.
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miauw62

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Medic Circlejerk is the most hilariously OP combo of them all. Two medics with ubersaws and normal mediguns constantly uber each other and use those ubers to kill people with the ubersaw. It's basically unstoppable.
2 words.

Air. Blast.
That's one word, and sometimes even an airblast is not enough. If they're on a good enough roll they can just wait it out.

So, will everyone add me on Steam so we can get this team going?
http://steamcommunity.com/profiles/76561198027097161/
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Spehss _

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That's one word, and sometimes even an airblast is not enough. If they're on a good enough roll they can just wait it out.
A typical pub team will probably have multiple pyros, and any decent pyros would hopefully be smart enough to realize that airblasting an uberchain would be the best counter. Multiple pyros could keep both medics in the air and unable to do anything until uber ran out. It only takes 2 pyros really to keep both medics suspended for a bit, assuming both pyros have full ammo and not using backburners for airblasts.

Whenever I've tried uberchains or saw others trying uberchains, pyros-or just enough knockback- managed to stop any momentum.

I would start friending you guys except I'm not able to run TF2 except on weekends when I'm at home and can use my desktop. So, for 24 to 48 hours windows. And that's assuming I don't have any other errands or anything.
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TamerVirus

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I'll leave my steam ID here as well

About_7_Ninjas
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Iceblaster

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After some strong arming by miauw(:P), I've decided that, meh, why not! I shall join if only to get better at TF2!

EnigmaticHat

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The problem with medic-chaining is that you rely on preparation phase to build uber.  The enemy team can just run away from you, which almost every class in the game has something to help them with, and then once you're out you have to be essentially useless to your team if you want to safely prepare again.  Also bear in mind that pyros aren't the only class that can cause knockback.

I find the best ratio of medics to combat classes is 1:2.  One medic can safely keep two people over-healed while still being able to heal the other medics.  It also gives your team access to a truly insane number of ubers, to the point where with twelve people you can have an uber or kritz up more often than you don't.

I think my favored team comp would be something like:
4x Medics
3x Soldiers
2x Demos
2x Scouts
1x Pyro

Assuming everyone on the team knew what they were doing.  If they didn't I'd probably switch out the scouts for heavies and a soldier for another pyro, and instruct everyone to deal with sentries via the strategy of "rush them all at once you babies, do you know how much health we have?"
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