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CG Gaming Section => General Gaming Talk => Team Fortress 2 => Topic started by: Old Crow on August 28, 2013, 06:51:06 PM

Title: Eureka Effect
Post by: Old Crow on August 28, 2013, 06:51:06 PM
Can we make it available to use again for Hale. It at least gives engies a chance to set up. I know its annoying when they tele away as the last person but we can add something akin to the scout rule to slay them for this.
Title: Re: Eureka Effect
Post by: Yahtzee on August 28, 2013, 09:39:03 PM
Yeah, lemme take a crack at et
Title: Re: Eureka Effect
Post by: IsYn Wooley on August 29, 2013, 04:07:18 PM
Slay for engy using EE?

The eureka is the only reason I ever play as an engy on hale...it gives us a much needed buff considering 99% of the time we are stationary, on top of that we are slow as fuck.

Vote +1 for enable EE

Vote -1 For slay on last engineer

It takes 3-5 seconds for the EE to engage the teleport. Even halfway thru the tele the hale can hit the player.  The fact that it takes the hale forever to kill the engineer, is not the engineers fault. Now scunts on the other hand, all you have to do is run around to waste time.

I mean think about this... The engineer has now teleported back to spawn, Hale knows exactly where he is...Not wise for the engineer to start setting up shop at spawn since if he has to use EE to evade hale he is going to teleport 2 feet back into spawn.

I can understand that it does waste time the engineer having to run away and find a good distance to be safe enough to start building again, but really the engineer is such an important role in the entire scheme of things, unless ofcourse he is an azzhat and is camping from the start of the map without a dispenser in a decent place for the rest of the team to utilize.

In these cases where the engineer is doing little to no damage at all to hale I will have to agree.

But, most of you have seen me in action with EE and taking hale down to zero from 3k+

My defense is...it wouldn't take so damn long if the Hale was wise enough to go after the engineers first, or if the rest of the engineers' team didn't get straight owned so fast -_-

Anyway, Let's see what others think...


I also had to edit this in:
Engineer + EE +Oil Rig = Just tons of fun. Specially against HHH.
Title: Re: Eureka Effect
Post by: Old Crow on August 29, 2013, 04:43:10 PM
I refer more to the scout rule, where if they is only one Scout left and Hale has 5K, the Scout should get slayed. That way the engie can't just EE for five minutes until he gets killed. Maybe even 3K. I state that because the average player will not be able to take Hale down from 5K to nothing but will just EE til he dies.
Title: Re: Eureka Effect
Post by: Inject OH 4 on August 29, 2013, 08:52:45 PM
EE is not OP in any way. It will be reenabled.

Done and fixed. Yahtezee please add this to server cfg if you have trouble PM me.
Title: Re: Eureka Effect
Post by: Leetgrain on August 29, 2013, 09:00:12 PM
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