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#1
Old 20-08-2011, 05:48
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Open question, should the Primary soldier also use pain train?
or reworded, does the equalizer offer more beyond 1 player equipping it for rollout efficiency?


***
hatchet edit: I created this thread from posts in the discussion on demoman/paintrain, to keep that thread on topic.
Last edited by hatchet; 23-08-2011 at 12:06.
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#2
Old 20-08-2011, 14:34
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Quote:
Originally Posted by No Mercy View Post
Open question, should the Primary soldier also use pain train?
or reworded, does the equalizer offer more beyond 1 player equipping it for rollout efficiency?
whip rollouts? :O thoughts on the whip? when it was first released we tried to use it but had little success, thats probably because we didnt think about what we were doing with it though.
Last edited by hatchet; 23-08-2011 at 12:08. Reason: copied from demoman/paintrain thread. edited quoted text to match new OP
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#3
Old 20-08-2011, 14:47
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Quote:
Originally Posted by Klinger View Post
whip rollouts? :O thoughts on the whip? when it was first released we tried to use it but had little success, thats probably because we didnt think about what we were doing with it though.
i dont see how you can fail with it? whip demoman before he jumps, whip medic and soldier the rest of the way?
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#4
Old 20-08-2011, 19:37
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Quote:
Originally Posted by Klinger View Post
whip rollouts? :O thoughts on the whip? when it was first released we tried to use it but had little success, thats probably because we didnt think about what we were doing with it though.
Whip was banned, but i found it was great on rollouts. Whip the medic to middle and you can beat your oppoenents without any health detriment by 3 seconds
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#5
Old 20-08-2011, 19:48
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whip makes it possible for a gru heavy to get to badlands mid 2 seconds before opposing pocket soldier

yeah na
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#6
Old 21-08-2011, 00:16
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Yeah that is pretty gay tbh.

Maybe Whip or GRU but not both would make things interesting.
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#7
Old 21-08-2011, 00:42
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the problem/upside of the whip is the boost it gives to rocket/sticky jumping, id guess around 1.5x stronger/faster
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#8
Old 24-08-2011, 13:23
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to answer your question, depends on playstyle of your primary. If he has a habit of overextending, or jumps away now and again for specific plays the equalizer helps him to get out if that goes wrong or he needs to get back to you quickly. If the above doesn't apply, then pain train all the way.
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#9
Old 24-08-2011, 14:02
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^ no

equalizer helps you get out of situations where you normally shouldn't have been able to. Also allows for some hilarious but clutch plays (see Vic in C4C2 final) and just makes some rollouts easier in terms of healing, or if you are bad at rocketjumping. In no way on a soldier should pain train be used over equalizer
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#10
Old 24-08-2011, 15:57
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Like yuki said, it's basic survival. It allows you to quickly get a hp and rejoin the battle with a quick buff. I would only sacrifice this for the whip
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#11
Old 26-08-2011, 10:58
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gravelpit attacking c, only time i'd ever consider pain-train.
otherwise a cheap badlands cp5 suicide cap.
Last edited by eko; 26-08-2011 at 15:42. Reason: 0 trophies
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#12
Old 18-09-2011, 22:50
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equalizer !
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#13
Old 20-04-2012, 16:43
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The double capture speed that the Pain Train provides allows Soldiers to perform back-caps on unguarded capture points more effectively. This can be useful in forcing advancing enemies to abandon a push in order to save their besieged point. Soldiers using the Pain Train must be wary, however, as they become slightly more vulnerable Shotguns, Scatterguns, and Pistols.
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#14
Old 20-04-2012, 16:56
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A++++ would throw up again
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#15
Old 20-04-2012, 17:22
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Hmmmmm...
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#16
Old 20-04-2012, 20:05
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Man, paintrain is good in this one luck-based situation that makes it an incredible weapon.
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#17
Old 20-04-2012, 20:58
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what about on koth maps? (in regards to using the pain train).
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#18
Old 20-04-2012, 22:47
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http://wiki.teamfortress.com/wiki/So...The_Pain_Train

just for those who didnt catch it
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#19
Old 20-04-2012, 22:49
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Originally Posted by povohat View Post
Oh yeah, that's why I don't visit the wiki...
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#20
Old 20-04-2012, 23:10
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"The Eyelander is useful for a Demoman who expects to stay alive for a longer time."

ahahahaha
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#21
Old 21-04-2012, 22:13
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that's not an overly silly comment, no?
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#22
Old 27-04-2012, 11:22
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Originally Posted by Tony View Post
Oh yeah, that's why I don't visit the wiki...
hahaha. Let the scouts do the capping, the little bitches are all addicted to cap points anyway.
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#23
Old 27-04-2012, 14:07
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Originally Posted by Jerkov View Post
hahaha. Let the scouts do the capping, the little bitches are all addicted to cap points anyway.
didnt think of that
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#24
Old 27-04-2012, 17:08
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Originally Posted by Feresar View Post
A++++ would throw up again
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#25
Old 28-04-2012, 15:50
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To be fair most of that seems to be written for highland-

Quote:
This article is for Competitive play, based on the Standard competitive format
Oh.
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#26
Old 12-06-2012, 21:33
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It's really situational, in almost all cases equalizer is better than the pain train however there are specific moments that the pain train can be really helpful, think of the pain train as you would a scout back capping. An example of it working for me:

Failing a push into granary last and re spawning early with pain train and telling my team my intentions. As enemy team pushes into mid with uber advantage I start back capping which will pull 1-2 players away, the other team sees 2x cap and assumes it's a scout (our 2nd scout hadn't revealed himself at mid yet) so the scout heading to stop the cap enters the point unsuspecting a soldier and entering a choke doorway and dying to rockets securing the point and player advantage.

The pain train is too specific to be used all the time and best used in set plays that you communicate with your team before hand.
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#27
Old 18-06-2012, 19:04
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have seen ory use it on last pushes as well very effectively
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#28
Old 19-06-2012, 08:47
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Aporia has used it also on and off for quite a while but he sucks so wutevs lol xD
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