Why double-time is useless to me


(DarkangelUK) #41

That is replying to multiple people in 1 thingy…

If you’re still struggling, just @ them and they’ll be tagged e.g.

@HadronZodiac - reply text here

@DarkangelUK - reply text here

There’s no need to make multiple replies in a row, 1 single reply is all that’s required.


(Xenithos) #42

And your teammate dodges the nader shot that you couldn’t see or the nader’s bad aim hits you… If we play pubs, you CANT rely on your team, if we play at the tippiest toppiest play you can’t rely on your team to take every hit either, 5v5 doesn’t allow that. The top tier medic players are going to be in the front of the action almost as much as the person they’re pocketing, OR they’re going to go between the two people they’re meant to be healing.

It’s not about the time savings for get up, it’s for having the extra HP to give to different mercs that need it etc, and yeah, it IS quicker. I would never once in my life use extended range on any medics, good point on aura. That 1 second cooldown savings on Phoenix isn’t just one second. On a full pulse it’s a FULL 2 seconds minimum, and that 1 second is EVERY single time you use it. Thus if you play in a 20 minute match, you’re getting a possible FORTY (out of 6 second rotation with 1 second cut off) more uses out of your main healing ability. You guys are looking at things so weird. The speedier health pack refill for Sawbonez is a little lackluster compared to potent packs in a COMPETITIVE atmosphere (when you have usually ONE person you’re pocketing). I personally would pick Phoenix almost anyday over Sawbonez. You’re also speaking to the creator of the “Phoenix - You’re Doing It Wrong” Guide. I know the numbers, I know what works. For Sparks, getting get up is almost mandatory, and many Sparks players prefer quick charge on her or drilled since she’s stuck with low ammo machine pistols. And if we’re going to talk about augments like the way we are. I absolutely do not play either Aura OR Sparks without flying pig. That extra mobility helps you get around corners and different areas where you’re needed constantly. It also closes the gap in the cases where you are forced to use a melee weapon.

Good tip, but alas I already knew it. And no, nothing is saying you’re doing anything wrong, but is your match a complete stomp too? Are you focusing solely on healing? Do you have MULTIPLE medics? Just because you’re on top (and I’m on top consistently with Phoenix too) doesn’t mean that a better augment selection couldn’t make your playing even BETTER! Also, if you rarely have a cooldown above 5 seconds on a card without any extra supplies augment then you are constantly tap pulsing and NOT paying attention. Default cooldown at the lowest possible amount healed is by default, 5 seconds.
hatemebecauseimbetterthanyou
The description under numbers is without/with extra supplies. Point blank, having extra supplies removes a full second+ guaranteed from your cool-down every time you use it. Over a course of a match this WILL mean you can heal more.

If you would rather die from your mistake, that’s you. I’d rather be able to abuse the safety net, or get the most out of whatever augments I’m served.

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So if you’re so used to augments making your mistakes feel like legitimate tactics because your augment helps you survive them, you’re just going to get wasted at higher levels. Stronger play > Augments. The augments support the strong play. They don’t make stupid plays into strong ones.
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Playing smart absolutely reigns supreme, on that I agree. I am used to using augments, but I NEVER use them to simply allow myself to survive mistakes. (I CAN use them for such a purpose, but I don’t intentionally rely on them) I abuse the augment the most that I can. And yeah, flying pigging into someone’s face with a cricket bat doesn’t always work on higher levels, but you know what does? Surviving that random nade that was meant for a teammate, or healing your fragger back up to full HP INSTANTLY with Phoenix anytime he needs it. Those two things are only possible because of Augments.

but when it comes to relying or not relying on your team, augments are a great addition to Dirty Bomb that improve the playstyle or options of every different players preferences. Mine are about speed and giving more. Who doesn’t play Skyhammer without explodydendron?


(bgyoshi) #43

It’s impossible to determine a stomp based on my personal medic play alone so I couldn’t answer one way or the other. Yeah, I stomp teams when I’m Phoenix. Yeah, I don’t stomp teams when I’m Phoenix. Yeah, I get stomped by teams when I’m Phoenix. All of those scenarios have happened yes, and in a team game it’s almost impossible to tell if it’s solely on your performance alone. And in those rare moments you CAN tell, it’s usually because you’re killing everyone and doing all of the objectives alone, meaning you don’t need to heal or res ever.

Yes, that’s the point of medic. You keep your team alive and provide fire support on your cooldowns. The only thing better than a 5 man team is a 4 man team that never dies, consistently proven by the pocket medic tactic specifically designed to ensure the strongest player never dies.

lmao in pubs? Hell to the no

But it won’t make my playing even BETTER. That’s the point; I’m not in highly competitive environments with the best of players. Most people aren’t, won’t ever be, and designing the game for that environment alone would make it dull and horrible and I’m glad they aren’t.

Yes that means you charge your paddles for THREE seconds instead of FOUR. If you give extra health with Get Up, you just have to charge longer if you don’t have it. And as any medic, charging paddles for two seconds and tossing health is both FASTER and gives MORE health than using a whole augment and an extra second for the sake of saving a pack. And considering you usually get four whole packs that have a negligible/ignorable cooldown, it’s not damaging to spend a pack on picking someone up.

I’m absolutely paying attention and buffing everyone around me a completely unfair 20HP and giving them fire support for 5 full seconds at the cost of a half second tap, instead of sitting there for 3 or 4 seconds while my team dies on the chance that I can heal them before they go down. TTK is too fast to try and time it, I’d rather buff them more than they need to outlast the enemy and then add my own DPS to the mix. I can revive anyone that falls during a retreat if needed or after the firefight ends and then top everyone off with a one or two seconds hold to give them 30 - 50 revive HP and 40 - 60 heal HP. I pretty much never hold my heal in the middle of a firefight; you don’t need to give much instant HP to make the fight completely one sided in your favor. Yeah you COULD hold your charge for 4 seconds for your Fragger to survive a 2 on 2, OR you could double the DPS and take down one guy, tap him an extra 20 health and take down the next guy, then have 2 seconds before you get to heal AGAIN. By that time, I’m sure more players will be running over for health and you won’t have just wasted your entire health ability on a single Fragger, and you can do all of it without augments helping your cooldowns. Although I suppose you’ll have some rare and random situations where that extra whole FIVE HP will matter on your tap heal, right?

Most of the time, after throwing packs or zapping people up, there’s a good 5 - 15 or 20 seconds of no fighting where everyone’s cooldowns can pop/packs recharge/etc, so lowering your cooldowns on those things is pretty unnecessary, and it’s PLENTY of time for you to top off the team, and plenty of time for the automatic recovery to heal up high HP classes the rest of the way.

Again, they aren’t needed for 99% of players. In competitive, it only gives you an edge if both teams are equally skilled in tactics and shooting. A team of marginally higher skilled players with strong tactics and no augments will roll over a team of marginally lower skilled players with strong-ish tactics and good augments.

This game is far more focused on player skill and tactics for the augments to truly matter.


(Xenithos) #44

Bgyoshi, I for the most part agree with you, I was just trying to stress when you said that they were meaningless or close to, that there WERE scenarios where having them flat out WAS better than having nothing, and especially when players get to the point of skill where they prefer certain augments over others for themselves.

Secondly, above? I said you weren’t paying attention because the default cool-down HAS to be 5 seconds, I wasn’t trying to say you weren’t paying attention in general, only that you weren’t in regards to what your cool-down actually was. Apologies, as that seems to have been taken a different way than what I was saying.

And yeah, you may choose to tap, but I absolutely prefer medics that heal me close to or closer to the brim than the ones that play the way you do. Getting just over double the cooldown for over 4x the heal makes it worth it. But, I’d rather not get into a disagreement over the proper way to play a character like Phoenix. He’s got skill-levels that are more positioning and guaging the way the battle will run (gets somewhat complicated) compared to pub tapping. Fun fact, with extra supplies, it’s incredibly hard to tap and get it down to 4 second cooldown, because you would have to so perfectly tap that you would heal exactly 20hp JUST to get the 4 second cooldown. It was very hard to test these numbers and find that out.


(bgyoshi) #45

I meant to say in there somewhere that we could agree to disagree but it must have gotten lost in my thoughts on explanations

And yes of course there will be scenarios when having them is clearly better, but the point is that those scenarios are so rare and only matter at such a high level of play that the majority of players don’t need to play as if said scenario is going to happen, and that the majority of players are not going to benefit in such a substantial manner to make augments necessary.

I don’t like talking specific use cases because they’re not helpful. You can always find a niche, you can always find an outlier, you can always find SOMETHING. It’s better to look at the majority use and judge it on that. And in the vast majority of all DB games, competitive or casual, the augments are not going to make much of a difference in the outcome of the match.

That’s my point


(Nail) #46

exactly, there are VERY FEW people who can use augments to affect the game, if you think you need them ,you’ve already lost, primary weapon and first ability are what counts outside of comp matches imo


(HadronZodiac) #47

I completely agree with all of that. The medical augments are a huge help on phoenix, and kinda on aura. It is the main reason I enjoy the KE81 and CR81 so much, heavily healing targeted loadouts not meant for just gunning down everything, but instead providing consistent and powerful healing bursts. In a gunfight, 1 second is basically everything.


(Szakalot) #48

one merc i found double time most effective on is Phoenix.

Since he is all about poke-heal-poke, you are always able to sprint away from a pushing opponent while reloading. come back fresh 100hp and full clip. while opponent is hurting and soon to use secondary. Stomp, move on to the next. Without double time you would have to significantly slow down to reload, allowing opponents to regroup as well.

Another great merc is phantom. Typically you flank-poke-rotate, and double time makes that much faster