Medic Boosting - Exploit or Not?

19 public posts in this discussion.

Post 1

So some of you have probably seen/heard about the medic boosting vid that's doing the rounds, if not see here:

[media]http://www.youtube.com/watch?v=KuHs0eLu8Is[/media]

GA forum thread here:

Medic Assisted Jumping - BigPond GameArena

Opinions have been expressed from both sides but no official response yet. So the question remains, do you think this should be allowable or not and why?

Personally, I don't really have a problem with it as long as it doesn't benefit one team in particular. Eg. it could be used during set up time in well equally by both teams, but it would unfairly benefit the defenders in gravelpit. Additionally it doesn't really appear to be an intended game mechanic. I'm in favor of it being classed as an exploit as it stands.

Opinions? Rec, do you know if there'll be a ozfortress official ruling on it for their tourney?

Post 2

as iffy as it seems i dont see a massive issue with it... other than the fact that its like being able to uber rocket jump with any class...

but valve may see it in the same light as the ability to switch out of uber and save it for later .

Post 3

GameArena TF2 ladder lead admin (Fuzzy) has stated that it's not disallowed. I have no idea about OzF though. I personally think it's perfectly fine.

Duck-rocket jumping wasn't an intended to be a game mechanic either, but would be much slower if removed.

Needle boosting is actually quite hard to use in real-world situations effectively. Heads on Sticks use it on Well to boost a hwguy to top platform before gates open, or to boost scouts over the trains before gates open. We've even boosted spies up onto the sniper deck of 2fort, but it's not extremely easy to pull off, and even less so when the pressure is on.

Post 4

Quote from uber tard;334032:
but it would unfairly benefit the defenders in gravelpit.

not really. it's a bit faster but an engy can have a teleport up to the roof about 20 seconds after setup ends.

Post 5

At least GA has taken an official stance, either way.

When I was in Violent eXcess they didnt want to do it, but I loved the idea of getting heavy+medic or spy etc up on battlements on 2fort etc :D

Post 6

Personally I think it will be removed, I don't think the syringe gun was designed to that effect, and it doesn't effect opposing players like that (ie propelling enemy targets hit backwards) so probably wont be around for long.

I don't really have a problem with it being used though, I guess it would just come down to the server you are playing on whether or not it would be acceptable in a clan war

Post 7

they may not remove it from the game but i rekon some places will ban it from there servers..

Post 8

Quote from paladin;334035:
not really. it's a bit faster but an engy can have a teleport up to the roof about 20 seconds after setup ends.

Yeah, I know but this seems like much more of an advantage. It means the engi doesn't spend the whole of set-up putting a tele exit on the roof. Plus, 20secs might be a bit too long if B gets rushed straight up.

Oh well, I guess as long as a decision is made on it then it's the same for everybody.

Post 9

Quote from ZeReaper;334043:
Personally I think it will be removed, I don't think the syringe gun was designed to that effect, and it doesn't effect opposing players like that (ie propelling enemy targets hit backwards) so probably wont be around for long.

I don't really have a problem with it being used though, I guess it would just come down to the server you are playing on whether or not it would be acceptable in a clan war

It does actually ;)

Post 10

They're removing pretty much anything that might be deemed an exploit, eg:
- Sneaky ledges
- Rocket damage going through solid surfaces
- Ubercharge not winding down when the medic's weapon is switched

I think it's only a matter of time before they remove the medic boosting too. It seems like anything that alters the way they intended a map/class to be played is removed.

Post 11

does that mean we will lose uberjumps?

say its not true??!?!?!?!!?

Post 12

Blatantly ninja'd from the GA discussion of the same "issue";

Team Fortress 2 Mapper's Reference - Valve Developer Community

Interesting that the article was made long before we even we aware of medic boosting....

Post 13

according to the edit history, syringe gun boosting was added december 12.

Post 14

Aww damn I didn't look at the history >_>

Still, it's there I guess

Post 15

I don't think they'll remove the uber rjs

Post 16

While that Valve developer community site may have it down as a reference for constructing maps, in the Steam forums it has medic boosting as a "critical bug", although the list is unofficial.

>> *Unofficial* TF2 Bug List (for PC) << - Steam Users Forums

Post 17

And it got removed with last nights patch so DENIED!

Post 18

Hahahah, arc's prediction wins

Post 19

Geeze... I thought medics where giving free extacy pills...