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3786 Views Created 8 months ago By Philipp • Updated 8 months ago

Created By Philipp • Updated 8 months ago

Madcap in retrospect A tf2 slideshow u/l-am-sandvich Who was madcap? Pt2 His weapons consisted of SMG An smg that was like the snipers GREASE GUN A slow grease gun that inflicted min-critson hit Should madcap have been removed? I'm on the side of no, let's address the complaints one by one BASHER And A 75 damage melee with a bleed-on-hit effect Grease gun was too strong While minicrits on hit sounds busted on paper, the grease gun had a slow projectile and a really slow reload speed, with no switch speed buff, it was quite a risky move to hit a player with your grease gun, and even riskier to follow up on it yourself, as you just told the enemy that your there, and you have to wait for the bashers draw animation to complete, then close the distance, speaking of closing the distance, And for the complaints about spy countering and wm1, FR We kept that, Who was madcap? TEAM FORTRESS 2 Madcap was the 10th class in tf2, he focused on a melee based playstyle, had 225 health and ran as fast as a modern day medic. He also had an ability to go as fast as a scout when a player was in his crosshairs called a sprint. In 2008 he was removed from tf2 due to complaints. What complaints? Here were some common complaints about madcap • He had too much health ● ● ● He countered spy too hard Credit to u/doksumar for the above image His w+m1 was too effective • His grease gun was too strong His sprint was too gimmicky and janky Too much health I don't see this as a reason to remove him, as this can be changed with a simple nerf The sprint The madcaps sprint was very simple, if there's an enemy on your crosshair and you are moving foreward, you move faster, the problem, as often, was source engine jank. sprinting was supposed to halt when you attacked, but often it just got all jittery and messy, as the game thought you were trying to sprint again when it ended, causing you to just continue, also, sometimes when you are in close range, the game with think your trying to sprint and have the sprint begin animation halt your attack pattern, causing you to die unfairly. It was very buggy for something that wasn't even that useful. I feel like a good way to fix madcap sprinting when you didn't want him to would be to have the sprint begin animation not interrupt your attack. the sprint was good for closing the distance, and was better than just having him move faster, as that would make madcap to similar to scout. So should madcap have been removed? No, he provided an intresting playstyle and wasn't that messy of a character. if spy and pyro were both kept and improved, I don't see why we can't do the same with madcap
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Madcap (TF2)

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