Megahealth.
Posted: Thu Jun 22, 2017 4:38 pm
How come the mega healths don't give the normal +100 health? Some maps have megahealths as an item, and the current setting really makes them underwhelming.
I haven't changed (or even looked at) megahealth, it is 100% legacy TF code. I'm not sure I'm a fan tbh, its a challenge enough to balance the game without having to deal with stuff map makers included - otoh sometimes there's a logic there ..Jonan wrote:How come the mega healths don't give the normal +100 health? Some maps have megahealths as an item, and the current setting really makes them underwhelming.
This applies to ammo boxes too. :/Jonan wrote:For some reason the health packs, +15, and +25, stop you from firing, and only give you 1 health, and then respawn very fast.
This can leave you very vulnerable in maps like 2mages or sewer1.
Once you have been stopped from firing you have to then let go of trigger, and move away from health pack. It also stops building and priming grens.
This can be extended if you keep holding fire, you will never be able to attack or prime until released.
If a medic picks up the +25 Health Pack, it goes to his medikit over his health. TF used to have it the other way. Heals the player first, then once maxed, it would top up the medikit.Jonan wrote:For some reason the health packs, +15, and +25, stop you from firing, and only give you 1 health, and then respawn very fast.
This can leave you very vulnerable in maps like 2mages or sewer1.
Once you have been stopped from firing you have to then let go of trigger, and move away from health pack. It also stops building and priming grens.
This can be extended if you keep holding fire, you will never be able to attack or prime until released.