• The weapon fixing megathread v2: Yes, we know, the Gunslinger and Degreastinguisher are broken, get
    5,001 replies, posted
The taunt on the Phlog isn't so that the pyro's vulnerable, it's so you can get the fuck away
[QUOTE=Omninerd;43108750]IIRC, knockback already cancels the Phlog taunt, no? At least it cancels the Sandvich and Bonk effects if you get knockbacked while taunting...[/QUOTE] It gives him crits without the taunt time, so he gets to run around with crits for longer.
[QUOTE=Drury;43090006]Solemn Vow isn't that bad. Amputator is awesome, never using ubersaw again.[/QUOTE] Ubersaw is still generally better. You only get the additional regen when it's the active weapon.
[QUOTE=Xyrofen;43110668]Ubersaw is still generally better. You only get the additional regen when it's the active weapon.[/QUOTE] You also only get uber when it's the active weapon. Plus you also have to hit people with it.
[QUOTE=Drury;43110928]You also only get uber when it's the active weapon. Plus you also have to hit people with it.[/QUOTE] a weapon with 25% uber on hit while active + normal damage + slower fire speed (which is trivial because you have to time your shots with the thing anyway) + M1 for its main function is better than a weapon with barely noticeable health regen while active + less damage + taunt key (enjoy being completely defenseless when you could just rapidly overheal players with the medigun or quick fix instead) for its main function amputator still doesnt even come close to ubersaw, it's a joke weapon except in medieval where it's a straight upgrade. the only time i can see amputator being somewhat practical is if you're a second medic or you're in a pub with a lot of players. still, you aren't building uber and you're staying behind like a jackass so you don't get killed by the other team if they discover you while taunting. as for a getaway weapon the medic already has passive regen no matter what wep he is holding, it may stop a death or two if you get down to the wire on HP but overall there is not much difference. it isn't like blutsauger where you get the regen (or lack thereof) on all weapons. because of this you cant flee and shoot needles/arrows at enemies with the extra regen, so it is essentially useless unless you want to have the thing out to heal yourself -slightly- faster at the cost of not being able to attack in defense while doing so.
[QUOTE=Omninerd;43108750]IIRC, knockback already cancels the Phlog taunt, no? At least it cancels the Sandvich and Bonk effects if you get knockbacked while taunting...[/QUOTE] It does cancel the taunt, but you get the effects the instant you taunt, so it just helps the Pyro out (instant crits + health without taunting for long).
So I just had a dream where the soda popper did this: [t]http://wiki.teamfortress.com/w/images/thumb/f/f1/Soda_Popper.PNG/250px-Soda_Popper.PNG?t=20120220160042[/t] [All existing stats retained] -2 health per second on wearer when active Hype resets on weapon switch What this does is: 1. Encourage a playstyle where you only keep the weapon out in combat, or else you're at a health disadvantage 2. If you don't keep the weapon out when encountering someone, you're at a slight disadvantage switching to it 3. You don't get hype unless you sacrifice 15-20 HP 4. You can't store the minicrits at will Edit: well it seems the general consensus is that this would not make a fair sidegrade. I'd love to hear your thoughts on why.
[IMG]http://i.imgur.com/hcoanyc.png[/IMG] So here's a big OP weapon; I don't like this weapon with crits,so here's my nerf: Normal: 50% faster firing speed Knockback on the target and shooter +20% bullets per shot -10% damage penalty -66% clip size Nerfed: 50% faster firing speed Knockback the enemy and the shooter (same knockback on enemy and shooter) +20% bullets per shot -10% damage penalty -66% clip size -Crits will turn into mini crits +%15 more overheal -Second jump will give 10 points of damage to player
[QUOTE=Demo-the-man;43115015][IMG]http://i.imgur.com/hcoanyc.png[/IMG] So here's a big OP weapon; I don't like this weapon with crits,so here's my nerf: Normal: 50% faster firing speed Knockback on the target and shooter +20% bullets per shot -10% damage penalty -66% clip size Nerfed: 50% faster firing speed Knockback the enemy and the shooter (same knockback on enemy and shooter) +20% bullets per shot -10% damage penalty -66% clip size -Crits will turn into mini crits +%15 more overheal -Second jump will give 10 points of damage to player[/QUOTE] It's not any worse than a regular scatter gun with crits, so this balancing idea is pretty much pointless and makes the weapon too underpowered considering the downsides it already has,
[QUOTE=Snowshoe;43111740]a weapon with 25% uber on hit while active + normal damage + slower fire speed (which is trivial because you have to time your shots with the thing anyway) + M1 for its main function is better than a weapon with barely noticeable health regen while active + less damage + taunt key (enjoy being completely defenseless when you could just rapidly overheal players with the medigun or quick fix instead) for its main function amputator still doesnt even come close to ubersaw, it's a joke weapon except in medieval where it's a straight upgrade. the only time i can see amputator being somewhat practical is if you're a second medic or you're in a pub with a lot of players. still, you aren't building uber and you're staying behind like a jackass so you don't get killed by the other team if they discover you while taunting. as for a getaway weapon the medic already has passive regen no matter what wep he is holding, it may stop a death or two if you get down to the wire on HP but overall there is not much difference. it isn't like blutsauger where you get the regen (or lack thereof) on all weapons. because of this you cant flee and shoot needles/arrows at enemies with the extra regen, so it is essentially useless unless you want to have the thing out to heal yourself -slightly- faster at the cost of not being able to attack in defense while doing so.[/QUOTE] The regen is not barely noticeable, it nullifies afterburn. I was surprised myself when I whipped it out for the first time. You underestimate it quite a bit.
[QUOTE=gigazelle;43114487]So I just had a dream where the soda popper did this: [t]http://wiki.teamfortress.com/w/images/thumb/f/f1/Soda_Popper.PNG/250px-Soda_Popper.PNG?t=20120220160042[/t] [All existing stats retained] -2 health per second on wearer when active Hype resets on weapon switch What this does is: 1. Encourage a playstyle where you only keep the weapon out in combat, or else you're at a health disadvantage 2. If you don't keep the weapon out when encountering someone, you're at a slight disadvantage switching to it 3. You don't get hype unless you sacrifice 15-20 HP 4. You can't store the minicrits at will Edit: well it seems the general consensus is that this would not make a fair sidegrade. I'd love to hear your thoughts on why.[/QUOTE] Just let the hype decay at some moderate point while the weapon is not active. As much as i don't like the hype mechanic, soda popper doesn't need a total overhaul. Page king? Well, must as well rant about this little thingy. [IMG]http://wiki.teamfortress.com/w/images/thumb/b/bf/Fan_O'War.png/250px-Fan_O'War.png?t=20110323201307[/IMG] I actually adore the idea of fan'o'war and think that concept-wise it's one of the most interesting and fun weapons to use. But The execution is flawed. You should be put in a very risky situation of meleeing someone to make use of this, but, arbitrarily, it has zero use in 1v1 combat, as it's easier to just use your primary. It's great for putting a pressure on a particular offensive class representative, but again, the risk is too high. I believe that somehow, fan'o'war should retain its capabilities at making that heavy or demo be taken down easier, but also get usage in 1v1 combat and benefits for the scout himself. I propose that, in addition to the current stats: [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] Scout deals critical hits against a marked for death target. [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG] The weapon is honorbound (until a successful melee hit). As the scout is pretty much vulnerable while meleeing, i think that the bonus isn't remotely op. The downside, while also coinciding with all the Japan theme, offsets the newly gained upside and promotes a careful usage of the weapon.
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[QUOTE=hawk18727;43115694]Just let the hype decay at some moderate point while the weapon is not active. As much as i don't like the hype mechanic, soda popper doesn't need a total overhaul.[/QUOTE] The problem with Hype is that it rewards doing nothing. Then there's the raw stats to take into account, which outpace the stock scattergun in terms of raw DPS even without the minicrits. I can understand them wanting it to be a pressure-based primary weapon for Scout, but the Hype mechanic needs to be based in some sort of reward system such as for damage or for killing/assisting and the raw stats need altering so it's not just plain stupid.
the problem is that there is no viable alternative to stock sticky cause its so strong so i propose this: Shotgun level 1 stock weapon (+)Hitscan (-)Not the sticky bomb launcher Give demo access to the shotgun as a stickybomb replacement option
[QUOTE=Psychopath12;43115799]The problem with Hype is that it rewards doing nothing. Then there's the raw stats to take into account, which outpace the stock scattergun in terms of raw DPS even without the minicrits. I can understand them wanting it to be a pressure-based primary weapon for Scout, but the Hype mechanic needs to be based in some sort of reward system such as for damage or for killing/assisting and the raw stats need altering so it's not just plain stupid.[/QUOTE] Never understood why they gave it extra firing speed AND reload speed. One or the other would've sufficed.
[QUOTE=TectoImprov;43116939]Never understood why they gave it extra firing speed AND reload speed. One or the other would've sufficed.[/QUOTE] Honestly, no scattergun should've given you extra firing speed, the only thing making the FaN not a direct upgrade is it being incapable of midair strafing and not being the scattergun. The only downside the sodapopper has is not being the scattergun. Both the dual-barrel scatterguns are essentialy direct upgrades, the soda popper literally being one. The scatter balanced it's meatshots with firing delay, and the soda popper doubles instant DPS without lowering over-time DPS for no reason at all, not counting minicrits. The only downside they truly have can be fixed by a clientside custom model+sound. They're both broken at their core
[QUOTE=zipziggy;43116740]the problem is that there is no viable alternative to stock sticky cause its so strong so i propose this: Shotgun level 1 stock weapon (+)Hitscan (-)Not the sticky bomb launcher Give demo access to the shotgun as a stickybomb replacement option[/QUOTE] That just makes demo a worse soldier
[QUOTE=wari65;43117302]That just makes demo a worse soldier[/QUOTE] Allow Demo to use the Shotgun and the Reserve Shooter in the place of the grenade launcher then. :v:
[QUOTE=Omninerd;43117570]Allow Demo to use the Shotgun and the Reserve Shooter in the place of the grenade launcher then. :v:[/QUOTE] That just would remove his weaknesses relating to close combat.
[QUOTE=wari65;43117302]That just makes demo a worse soldier[/QUOTE] soldiers rockets need more LoS and cant deal more or less 100 per direct hit [editline]8th December 2013[/editline] [QUOTE=Hell-met;43054890]bots've got 0 ping at all times. I believe that is what's making their flamers so good.[/QUOTE] Yes bot pyros consistently hit all of their flame particles so they can consistently do the theoretical 150 dps [QUOTE=A B.A. Survivor;43053783]I say that we make air stickies do considerably less damage. Demoman is a defense class. He's supposed to rely on traps and timing. He shouldn't be able to rush forward with a pocket medic and annihilate everything just by throwing stickies everywhere.[/QUOTE] If classes were defined by their “classification” then pyro wouldn’t be such a sad mess of gimmicks and would be a strong offense class like intended Yes demoman is strong, hes the highest burst damage dealer in the game but he has is weaknesses which is why hes heavily reliant on team protection the sticky bomb is his primary and the GL is his secondary Demoman is a class that excels at mid because that’s his optimum range, if your able to stomp and carry on servers with m1m2 and botties your not playing with good opponents scout stomp demos their the hard counter and their soft countered by snipers, soldiers and divebombing soldiers If you can beat him at mid that’s cause that’s his designed for range if you complain that he kills you at close range that’s cuase you weren’t aware and got out played cause he used the enviorment to his advantage You can’t nerf the sticky bomb launcher too much meta revolves around the sticky bomb launcher from MvM to engie nests becoming 10X more difficult to take out
If I were playing at a LAN would my flamethrower do better too?
[QUOTE=TectoImprov;43119139]If I were playing at a LAN would my flamethrower do better too?[/QUOTE] Well yes if you play like you do i.e your aiming is the at the same skill level then yes you will see an increase in dps done But because bots are programmed to be like brain dead ftps with hacks they can aim flame particles better than most humans
[IMG]http://wiki.teamfortress.com/w/images/thumb/7/77/Backpack_Razorback.png/90px-Backpack_Razorback.png?t=20110425024252[/IMG] Blocks a single backstab attempt On right click with melee weapon: Shields the user from a single powerful attack Right click while holding your Kukri and Sniper holds the shield out to protect himself from one spray of bullets/explosive/burst of flame. The duration is half a second and the user is immobilized during its duration. This breaks the Razorback. Nice added utility to protect the user from a crocket or something?
I just had an idea out of the blue. The degreaser has been discussed to death, but I felt this might be worth sharing, if only for the idea. [IMG]http://wiki.teamfortress.com/w/images/thumb/f/fa/Backpack_Degreaser.png/90px-Backpack_Degreaser.png?t=20111119193030[/IMG] [QUOTE][IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Enemies set on fire also get faster weapon switch for one or two seconds.[/QUOTE] I'd just love to see a pyro go in for a puff+sting and get stung back. It gives more ability for the enemy to fight back without nerfing the degreaser's power. I think that this would make the degreaser slightly more fun to play against without making it any less fun to play with. My initial thought was it would last the duration of the afterburn, but that would be too much and possibly exploitable.
[t]http://i.imgur.com/ajANjja.png[/t] *Same Stats [I][B]-No Random Crits[/B][/I] Better?
[QUOTE=Cyanidious;43189111][t]http://i.imgur.com/ajANjja.png[/t] *Same Stats [I][B]-No Random Crits[/B][/I] Better?[/QUOTE] The crit rate should be lessened, but having no random crits would make it underpowered. [editline]15th December 2013[/editline] Or, at least, seriously hinder the Medic's ability to self-defend.
[QUOTE=Cyanidious;43189111][t]http://i.imgur.com/ajANjja.png[/t] *Same Stats [I][B]-No Random Crits[/B][/I] Better?[/QUOTE] Random crits on this is a double-edged sword, because the Medic will succesfully kill someone and the downside becomes negligible if you one-shot someone, but the Medic also won't be able to hit the same guy 3 times because he is... dead.
[IMG]http://wiki.teamfortress.com/w/images/3/3e/Item_icon_Tomislav.png[/IMG] +20% Faster Spinup Speed Valve nerf it too much. [IMG]http://wiki.teamfortress.com/w/images/e/ec/Item_icon_Southern_Hospitality.png[/IMG] +Random Critical hit Enable -25% Damage Penalty This weapon does not deserve the no random crit [IMG]http://wiki.teamfortress.com/w/images/9/91/Item_icon_Third_Degree.png[/IMG] +No Random Critical hit vs. Non overhealed players No more straight upgrade [IMG]http://wiki.teamfortress.com/w/images/d/db/Item_icon_Solemn_Vow.png[/IMG] +Only can see enemies' health when holding it No more straight upgrade [IMG]http://wiki.teamfortress.com/w/images/b/b4/Item_icon_Diamondback.png[/IMG] +Earned crit by sapping building, 2 for destroyed with Sapper, 1 for assisted destroy building -30% Damage penalty 1 crit per building, also it need to be destroy with sapper is too nerf. [IMG]http://wiki.teamfortress.com/w/images/6/64/Item_icon_Cleaner%27s_Carbine.png[/IMG] +30% slower firing speed +7% Max secondary ammo on wearer Round the ammo to 20/80 (From 20/75) also lower the slower firing speed for a bit
1. The tomislov faster spin up speed is just a dumb concept in my opinion, heavy is supposed to have a slower reaction time with his weapon. Tomislov is best where it is right now, nerfed because it isn't a concept worth balancing. 2. Who cares if it doesn't have random crits or not. It still does a lot of damage. 3. Who cares if it's a straight upgrade, it's a fuckin' melee weapon. Melee weapons being more interesting than their stock counterpart are a GOOD thing. 4. Read above. 5. Of all the weapons to nerf you nerf the diamondback? Why? 6. Same with the carbine. Why?
[QUOTE=Wolf532;43194946]1. The tomislov faster spin up speed is just a dumb concept in my opinion, heavy is supposed to have a slower reaction time with his weapon. Tomislov is best where it is right now, nerfed because it isn't a concept worth balancing. 2. Who cares if it doesn't have random crits or not. It still does a lot of damage. 3. Who cares if it's a straight upgrade, it's a fuckin' melee weapon. Melee weapons being more interesting than their stock counterpart are a GOOD thing. 4. Read above. 5. Of all the weapons to nerf you nerf the diamondback? Why? 6. Same with the carbine. Why?[/QUOTE] 1. When Face-to-face with another heavy, Tomislav always dead first. Also, the silent spin is really useless. 2. Valve tried to use this stats before revert back in Hatless Update, you can check that. 3.-4. So, Stock Fireaxe and Bonesaw are useless after have those? Come on! 5. I nerf only damage, I buffed the mechanic to similar to Frontier Justice. (2 crit per building destroyed, 1 crit per assist) 6. Carbine is one of my less use weapon. It can kill only in certain situation. Also it's annoying when last clip has only 15 ammo.
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