Current: 15hp/s for 4 seconds, heal rate increases by 10hp/s every sec over 3 seconds, 45hp/s
This: 15hp/s for 1 second, heal rate increases by 5hp/s every sec over 2 seconds, 25hp/s for 4 seconds, 45hp/s.
Basically instead of waiting for a long time then getting a really fast and high ramp up, you get a decently fast and high ramp up very quickly. A 4 second wait time is too long for heals to only start increasing, but you don't need 45hp/s heals either. This compliments gg2's fast pace by ramping up quickly during short breaks, and rewarding constant pressure. One second is a long enough interval for every class to attack except sniper, but really being a fraction of a second late will be hardly noticeable.
I also support/like this. And while we're on that topic can I suggest that the heal ramp NOT be affected by self damage? Healing explosive jumpers with 45hp/s during set up(or to get into battle, after spawn, faster) would help with carrying more players. Don't think that is broken since the pocket(s) is still limited to the medic's speed.
While playing around with the heal ramp, I found a big issue; uber was gained based on time(also taking into account whether any healing was going on) and not amount healed. This meant healing a recently damaged demo gave me a lot
more uber than healing a demo who was damaged more than 7 seconds ago (3 times as much!).
Something I recently saw in v2.3.7, and later checked in v2.4, was that an explosion is capable of affecting the physics of another friendly
projectile i.e I saw a blu demo and a blu soldier shoot their weapon, at about the same time and angle, and in mid-air I saw a explosion suddenly appear inside of the rocket, causing it to turn 45 deg. upwards; we had no demos and the rocket didn't switch team color. Don't see any benefits except making a rocket turn around a corner (that kind of coordination and teamwork rarely happens, but then again so does this "bug"). Should this be removed?