>>718562591
You're sticking to the moronic health drain and yet at the same time you want it to do more, including both extra damage and extra resistance. You clearly do not understand how important consistent damage and damage breakpoints are, hell, you didn't even adress anything I said about sudden changes in something as basic as med assassination. One shot on a charged med that might change the course of a game, now entirely ineffectual because mr. retard's personal game changing boost throws balance out of the window since he can't deal with a sentry on last.
>You're only actual complaint so far has been "but you got to code it!"
Nah, that's just me making fun of you utter incompetence.
>Shit scales with how long the stalemate is. I already said this to you
How the fuck do you manage to breathe on your own? Define this shit, retard. How strong is it 1 second into the boost, and how strong is it during overtime? You cannot define their minimum and maximum values. What percentage of damage done should be healed? How strong is the damage res, what's the damage boost, etc.
I know you're not going to answer that.
Jesus, you're a little too thickheaded for this. It's unfeasible because tf2 has no developers. Wake up, this has been the case for years. It's just one guy grabbing random maps and hats to put in the crates. There are waaay more important issues in tf2 than you crying over muh stalemate 5cp maps, and not only is your head so far up your ass that you can't see that, you also propose the most idiotic, labor intensive(a million balance changes) solution to a non-issue in the world. A solution that would drive people away, and at the same time turn the mode into either a complete turtling snoozefest or competitive mode lite. On that note, why don't you play comp? No stalemates there, and I hear they love 5cp maps too.
You finally looked it up then? Bit too late now. Only one of these is a specific boost for the attacking team, and yet you're still unsure.