Team Fortress 2
ZIG-ZOAG Jun 8, 2014 @ 9:20am
Capture the flag: sticky jumper + quickfix = unfair?
I'm just raising the question here, cause I'm not really sure how to feel about that combo myself. Don't start raging at me...

A while ago, I saw a Medic player with the Quickfix and a Demoman player with a Sticky Jumper bypassing a weakness of the sticky jumper. As most of you know, you can't pick up the intel if you have the sticky jumper or rocket jumper equipped (for a VERY good reason). What these players did, is have the medic pick up the intel (since the demoman himself can't pick it up). The demoman would then use his sticky jumper while the medic heals him and, of course, the medic blasts off into the sunset, together with his trusty demoman and the intel on his back.

Isn't that...kind of unfair? I thought the weakness of not being able to grab the intel is there to prevent capture the flag matches from being finished in under a minute. But all it takes is a quickfix-medic to bypass this weakness.

What do you think about it?
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Showing 1-15 of 20 comments
BushElito Jun 8, 2014 @ 9:21am 
Originally posted by tanker:
I'm just raising the question here, cause I'm not really sure how to feel about that combo myself. Don't start raging at me...

A while ago, I saw a Medic player with the Quickfix and a Demoman player with a Sticky Jumper bypassing a weakness of the sticky jumper. As most of you know, you can't pick up the intel if you have the sticky jumper or rocket jumper equipped (for a VERY good reason). What these players did, is have the medic pick up the intel (since the demoman himself can't pick it up). The demoman would then use his sticky jumper while the medic heals him and, of course, the medic blasts off into the sunset, together with his trusty demoman and the intel on his back.

Isn't that...kind of unfair? I thought the weakness of not being able to grab the intel is there to prevent capture the flag matches from being finished in under a minute. But all it takes is a quickfix-medic to bypass this weakness.

What do you think about it?
Well, they used teamwork, and Team fortress 2 is Team Fortress 2, soooo.
icyfrenzy Jun 8, 2014 @ 9:22am 
Plus it's a stragety.
newturtlebread3 senpai (Banned) Jun 8, 2014 @ 11:02am 
Originally posted by tanker:
I'm just raising the question here, cause I'm not really sure how to feel about that combo myself. Don't start raging at me...

A while ago, I saw a Medic player with the Quickfix and a Demoman player with a Sticky Jumper bypassing a weakness of the sticky jumper. As most of you know, you can't pick up the intel if you have the sticky jumper or rocket jumper equipped (for a VERY good reason). What these players did, is have the medic pick up the intel (since the demoman himself can't pick it up). The demoman would then use his sticky jumper while the medic heals him and, of course, the medic blasts off into the sunset, together with his trusty demoman and the intel on his back.

Isn't that...kind of unfair? I thought the weakness of not being able to grab the intel is there to prevent capture the flag matches from being finished in under a minute. But all it takes is a quickfix-medic to bypass this weakness.

What do you think about it?
I'm not even mad, that is actually amazing, teamwork at its finest. Honestly i would kill for a good teamwork combo like that. All demo men do on servers i join is charge blindly with a shield and sword, and all medics do is heal heavies nonstop.
The Master of Disguise (Banned) Jun 8, 2014 @ 11:04am 
that's bloody amazing... I wish I had thought of that before o.o
Woobie :3 Jun 8, 2014 @ 11:20am 
That's actually pretty damn good coordination. As an occasional Quick Fix medic, I find it pretty difficult to coordinate jumps with a Demoman and Soldier and actually get a good distance into the air, nevertheless actually end up where they're going. However, it can be seen as unfair as it's only two players working together, which isn't difficult or fun for everyone else, and it's tough to defend against if the intel is in an open air spot.
Last edited by Woobie :3; Jun 8, 2014 @ 11:21am
newturtlebread3 senpai (Banned) Jun 8, 2014 @ 11:22am 
Originally posted by Woobie :3:
That's actually pretty damn good coordination. As an occasional Quick Fix medic, I find it pretty difficult to coordinate jumps with a Demoman and Soldier and actually get a good distance into the air, nevertheless actually end up where they're going. However, it can be seen as unfair as it's only two players working together, which isn't as difficult nor fun for everyone else to push, and it's tough to defend against if the intel is in an open air spot.
i thought most capture the flag (intel servers) had the intel in a room. you'd still have to get past the entire team and sentry guns to get it.
JarateKing newsens Jun 8, 2014 @ 11:25am 
The main issue is that the majority of CTF maps are heavily enclosed. It's very good but it isn't gamebreaking in a lot of cases.

Originally posted by Woobie :3:
That's actually pretty damn good coordination. As an occasional Quick Fix medic, I find it pretty difficult to coordinate jumps with a Demoman and Soldier and actually get a good distance into the air, nevertheless actually end up where they're going. However, it can be seen as unfair as it's only two players working together, which isn't difficult or fun for everyone else, and it's tough to defend against if the intel is in an open air spot.
In most cases you can jump right when the soldier twitches or when the demo's sticky's armed/he's over it. Quick fix actually gives you more speed than them so as long as you are mid-jump while they rocket/stickyjump you will end up going further than them (and you can always press S when it's needed).
BushElito Jun 8, 2014 @ 11:27am 
Originally posted by J_ͣ_ͬ_ͣ_ͭ_ͤ King ˙ ͜ʟ˙:
The main issue is that the majority of CTF maps are heavily enclosed. It's very good but it isn't gamebreaking in a lot of cases.

Originally posted by Woobie :3:
That's actually pretty damn good coordination. As an occasional Quick Fix medic, I find it pretty difficult to coordinate jumps with a Demoman and Soldier and actually get a good distance into the air, nevertheless actually end up where they're going. However, it can be seen as unfair as it's only two players working together, which isn't difficult or fun for everyone else, and it's tough to defend against if the intel is in an open air spot.
In most cases you can jump right when the soldier twitches or when the demo's sticky's armed/he's over it. Quick fix actually gives you more speed than them so as long as you are mid-jump while they rocket/stickyjump you will end up going further than them (and you can always press S when it's needed).
And air-strafe.
Bloody air-strafe, mate.
Woobie :3 Jun 8, 2014 @ 12:20pm 
Originally posted by J_ͣ_ͬ_ͣ_ͭ_ͤ King ˙ ͜ʟ˙:
The main issue is that the majority of CTF maps are heavily enclosed. It's very good but it isn't gamebreaking in a lot of cases.
That's what I was thinking, as turbine and 2fort were the first that came to my mind. Both have their intels in closed spaces, and the only open space is the center.

Originally posted by J_ͣ_ͬ_ͣ_ͭ_ͤ King ˙ ͜ʟ˙:
In most cases you can jump right when the soldier twitches or when the demo's sticky's armed/he's over it. Quick fix actually gives you more speed than them so as long as you are mid-jump while they rocket/stickyjump you will end up going further than them (and you can always press S when it's needed).
It's mostly a problem with Soldiers, because I'm not quite as attentive enough to notice a twitch, especially if I have no idea where they're jumping. Demomen are usually alright.
[KI] KingLego Jun 8, 2014 @ 12:22pm 
I want to see this happen in game, it would be so glorious.
Teamwork in tf2 makes me happeh.
Darkrath1 Jun 8, 2014 @ 12:23pm 
Doesnt the discription say you cant pick up the intelegence with the jumper weps equiped
Woobie :3 Jun 8, 2014 @ 12:25pm 
Originally posted by {o.W.n.}Darkrath1:
Doesnt the discription say you cant pick up the intelegence with the jumper weps equiped
Originally posted by tanker:
. As most of you know, you can't pick up the intel if you have the sticky jumper or rocket jumper equipped (for a VERY good reason). What these players did, is have the medic pick up the intel (since the demoman himself can't pick it up). The demoman would then use his sticky jumper while the medic heals him and, of course, the medic blasts off into the sunset, together with his trusty demoman and the intel on his back.
Last edited by Woobie :3; Jun 8, 2014 @ 12:35pm
[EH] Shadow_Mantis Jun 8, 2014 @ 12:28pm 
Originally posted by {o.W.n.}Darkrath1:
Doesnt the discription say you cant pick up the intelegence with the jumper weps equiped

If the Demo or Soldier is being healed by a Quick-Fix Medic... then they can pick it up indirectly. By 'indirectly' I mean that the Medic picks up the intel while the Soldier or Demo does their best to get that Medic to safety.

Also... learn to read. As clearly you didn't read the posts here and the OP's post at the top very well.
ShenanAgain Jun 8, 2014 @ 1:16pm 
If they're using teamwork against you, be sure to use teamwork back.

Besides that, using this combo means the Demo isn't utilizing the Sticky Launcher, the Quick-Fix means he isn't fully overhealed, and I'm pretty sure the Medic can't Über while carrying the intel. It's not a bad plan, especially at the start of the match, but it isn't flawless.
JarateKing newsens Jun 8, 2014 @ 1:18pm 
Originally posted by ShenanAgain:
If they're using teamwork against you, be sure to use teamwork back.

Besides that, using this combo means the Demo isn't utilizing the Sticky Launcher, the Quick-Fix means he isn't fully overhealed, and I'm pretty sure the Medic can't Über while carrying the intel. It's not a bad plan, especially at the start of the match, but it isn't flawless.
Not sure, feel free to correct me on this, but quick-fix uber is a different case and allows capping and intel holding.
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Date Posted: Jun 8, 2014 @ 9:20am
Posts: 20