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[TF2] [QoL Change Request] Don't apply the revive penalty during Setup on Mann vs. Machine #4782

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gabrielwoj opened this issue Feb 17, 2023 · 1 comment

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@gabrielwoj
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gabrielwoj commented Feb 17, 2023

Hello. I have a Quality of Life request for Team Fortress 2.

On Mann vs. Machine, the Medic has a passive ability (that does not require upgrades) that lets revive teammates. The larger the health pool of the class being revived, the longer it takes to revive someone. Additionally, every time a teammate is successfully revived, a small penalty is applied to the next revive (in case they die on the same wave).

The more the same teammate gets revived, the longer the next revive will take. This is represented in-game by the bubble flatline icons that show up above the Reanimator (the thing that shows the hologram of the class who died). This penalty is reset upon Wave Lost or Wave Won.

image
( Source: https://wiki.teamfortress.com/wiki/Reanimator )

However, it seems that this penalty is still applied during Setup time (before the team is ready to fight the horde of robots). If a teammate purposely dies (either by damaging themselves, or typing kill or explode in the console), and the Medic revives that teammate, the penalty carries over throughout the entire upcoming wave.

This can be a problem, as many people don't know about the penalty, and may use these two commands when waiting for players, or just to goof around. The game doesn't have a clear information as to what these flatline bubbles are either, so a lot of people gets surprised when I mention regarding the revive penalty via chat, and asking them not to purposely die, though it's a lot of players, and it does get tiring for me to repeat the same stuff over and over again.

My suggestion is either two things:

  1. Make so that no revive penalty is applied during Setup Time, so there's no risk of teammates who are unaware of the penalty constantly dying due to boredom (waiting for players to join), or just goofing around. Using the commands kill and explode are often referred by "killbind" by the community. Many players find it funny and humorous using these commands, often being used anywhere, not just MVM. Although, many don't realize of the revive penalty that is applied upon each successful revive.

  2. Make so the revive penalty is reset upon Wave Start as well. While someone may "killbind" a few seconds before the wave starts (and only gets revived once the wave has started), it's a lot less troublesome as the revive penalty won't stack (by the number of times the teammate got revived during Setup). There will be only 1x penalty since the teammate was revived after the wave started.

Hopefully this may be possible to improve it, as it would make the game experience for Medics a lot better in MVM.

Thanks.

@Arbitz
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Arbitz commented Feb 22, 2023

Yes PLEASE!

mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Apr 11, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Apr 15, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Apr 16, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
melvyn2 pushed a commit to melvyn2/tf2-patches that referenced this issue Apr 16, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Apr 17, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Apr 19, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Apr 19, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Apr 19, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Apr 19, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Apr 20, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Apr 22, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Apr 25, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Apr 30, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
mastercoms added a commit to mastercomfig/tf2-patches that referenced this issue Aug 24, 2023
when the game is not in active play, we shouldn't count any
revives. revives during this time are irrelevant and often happen
for jokes.

the revive stat also causes a revive speed penalty for each
revive done, so these irrelevant revives should not count against that.

ref: ValveSoftware/Source-1-Games#4782
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