ติดตั้ง Steam
เข้าสู่ระบบ
|
ภาษา
简体中文 (จีนตัวย่อ)
繁體中文 (จีนตัวเต็ม)
日本語 (ญี่ปุ่น)
한국어 (เกาหลี)
български (บัลแกเรีย)
Čeština (เช็ก)
Dansk (เดนมาร์ก)
Deutsch (เยอรมัน)
English (อังกฤษ)
Español - España (สเปน)
Español - Latinoamérica (สเปน - ลาตินอเมริกา)
Ελληνικά (กรีก)
Français (ฝรั่งเศส)
Italiano (อิตาลี)
Bahasa Indonesia (อินโดนีเซีย)
Magyar (ฮังการี)
Nederlands (ดัตช์)
Norsk (นอร์เวย์)
Polski (โปแลนด์)
Português (โปรตุเกส - โปรตุเกส)
Português - Brasil (โปรตุเกส - บราซิล)
Română (โรมาเนีย)
Русский (รัสเซีย)
Suomi (ฟินแลนด์)
Svenska (สวีเดน)
Türkçe (ตุรกี)
Tiếng Việt (เวียดนาม)
Українська (ยูเครน)
รายงานปัญหาเกี่ยวกับการแปลภาษา
uber???
amputer?!?!?!
what is wrong with your everything.......
I am gonna say this for the 3rd ♥♥♥♥♥♥♥ time. The regen bonus from amputator ONLY WORKS IF YOU HAVE THE WEAPON OUT, it is not passive like everyone ♥♥♥♥♥♥♥ think it is.
Primary doesn't matter, since you're a barrier user, and you need to be with the healing gun in order to maintain it. It's not part of the strategy, really.
Yes, uber was the hardest decision. It's all about the damage made by you, so since you can't boost it with the kritzkrieg AND get extra charge when you absorb damage while invuln, it's really the way to go.
Amputator with the extra +3 regen is better for survivability. Pulling the ubersaw would cancel the barrier if you're in the middle of it, and the build don't base on the constant use of the ubercharge anyways.
Indeed, I played a lot with the new regular medic. It's awesome, but just tried to make a way to the medic to have a damage similar to a demo or heavy while also occasionally blocking projectiles, healing and reviving.
Huh, really? So I'll have to rethink the melee weapon then, but since the uber is not that important on this build I don't see many other options.
You all seem pretty skeptic about it. I would be too, but it's a good build. I just used a few times so I can't tell how good it is, but in missions with huge ammounts of bots like Broken Parts, wave 666, Bone Shaker, and maybe some of the new missions, it needs to be tested, since it's a awesome crowd controller.
I don't get it, before the update, the medic was considered a bad class for MvM because he didn't have the DPS contribution to the team. Now that he finally can have some, it's better that he doesn't. wtf?
That's up to debate. A constant use of the barrier deals way more damage than you think.
How about doing the math? I know that 10 crit stickies can take out a giant medic and/or a giant heavy in one shot. How many times must the Giant Medic pass through your barrier before he's dead? And which do you think I would prefer if I were your demo?
The stats for everything is within the wiki, so do the math -- and convince us that way.
The 10DPS is just a gimmick.
Before it was preferred you have 5 damage classes and uber canteens.
Now you should have 4 damage classes and one protector.
All the missions -- including Manhattan -- can be played without a Medic. It's not necessarily easier with a medic; in fact I've been finding it more often more difficult with a medic because they tend to pocket one person and are in the wrong place to revive players. They can only use the shield on one front, when sometimes the battle has two fronts, and they are on the less-demanding front.