Who was around during the Spy/ Sniper update? Who remembers the original Razorback, which dragged your speed down to ~85%? Remember how it was removed? Here's my question.
Right now, Crit-a-Cola offers minicrits for 6 seconds as well as minicrit damage taken for 6 seconds. It's always struck me as a bit silly for this downside to be present. Here's the logic-
In exchange for your [B]pistol, a long range, high damage dealing weapon on hand all the time[/B], you have [B]the power to deal 35% extra damage for 6 seconds every 24 seconds, whilst taking extra damage.[/B]
Added-
The extra damage afforded by the minicrits also seems a little redundant. You can't meatshot a soldier/ pyro/ demo in one hit with Crit-a-Cola. If you could it'd be more potent. But the amount of extra damage dealt by it is a more minor point.
Am I the only person who thinks the loss of your pistol is enough already, without slapping on extra damage as a penalty for use?
I should probably add I don't have Crit-a-Cola (lousy drop system), but I've never seen it used much at all, and when I do see it in use I mow down/ blow up the scout before he can get damage in.
The benefit of the Crit a Cola is simply for the scout to fall into enemy lines without being sighted and land a few quick deadly blows on some distracted enemies enough to fall back. If you get shot while under the effects its simply your fault for rushing blindly and not using it how its supposed to be used.
It's fine as it is IMO.
I completely agree OP, it's way underpowered compared to the pistol or 6 seconds of complete invulnerability.
Its highly situational item. Now imagine how people would rage at FaN scouts if it was usable in every situation.
Maybe there might be some side-buff, like +5% speed when under effects of crit-a-cola.
Honestly, I can see it a bit annoying if that penalty was removed. Right now you have to plan when is the right time to use it. Without it I can see FaN or even normal Scouts going on suicidal rushes given the chance to survive more hits.
Or a slightly higher crit chance when under the effects?
Downside, you cannot jump?
But imo it's fine, if you don't use your pistol. And the pistol isn't really very long range...it's fairly hard to hit a moving target and each shot does 8 dmg.
Bat has 100% crit chance?
In my opinion, it needs a lesser downside. I crafted my Bonk to get it, and I really wish I didn't. Invincibility was great. Having a pistol is great. Crit-a-Cola needs to be used way too specifically, and it doesn't help me enough considering the damage I end up taking if I don't instantly kill people.
Maybe I'm just using it wrong, but as it is, it clearly seems to be the worst 2nd-slot item for Scout, for my playstyle.
I say the Scout should do a lot of noise or something that makes him noticeable for the duration of the buff
(and remove the "minicrits taken")
Haha! That sounds hilarious. Its not a bad idea either... Demoman can 1-shot-kill a lot of people with the charge + axe, but he's very noticeable due to his scream.
Are you crazy?
Crit-a-Cola is the most balanced weapon.
I mean You get mini-crits, they get mini-crits, its so easy.
[editline]03:43PM[/editline]
After reading some ideas the downside of mini-crit taken could be changed.
I like the 100% crit bat. :v:
I don't have it so I don't know, But ya'know....
Crit-a-cola + FaN = :fuckyou:
All scouts I see using crit-a-cola runs with the FAN out towards a heavy that already has revved his minugun and is faced towards the scout
[QUOTE=Akasolidus;22796938]The benefit of the Crit a Cola is simply for the scout to fall into enemy lines without being sighted and land a few quick deadly blows on some distracted enemies enough to fall back. If you get shot while under the effects its simply your fault for rushing blindly and not using it how its supposed to be used.[/QUOTE]
This and when you're low at health and going to die anyway.
Crit-cola is useless for 90% of scouts.
[QUOTE=RoBaDoB;22805911]Crit-cola is useless for 90% of scouts.[/QUOTE]
You are assuming that most pub players don't know how the scout works. You are off since every now and then I see the correct pub player using the scout to get in and attack and retreat to prepare for another attack. Most players don't use the scout correctly.
[QUOTE=Overseer No. 2;22796902]
Good points and spelling.
[/QUOTE]
That is what I see in your post, but some people see [U][B]SCOUT BUFF[/B][/U] which is'nt a very popular thing, as we all know.
It's fine as it is. Taking Mini-Crits sucks, but it's balanced. It's what stops the Scout from charging headlong into a field of enemies with reckless abandon.
FaN + Crit a Cola is basically the apex of the Hit and Run strategy
Oh look the bars look like a dick.
Btw haven't seen any problem with CaC its very balanced demo is the problem at the moment some classes take 2 hits to die and with the targe ur a killing machine.Sandman was fine without the nerf,buffs whatever.FaN is a bitch right now (attack jump around attack jump around attack) fuck
Hurr durr nerf nerf.
It's fine. You can get random crits just as your enemy can. You can play heavy just as your enemy can. You can jump, run and crouch just as your enemy can.
Crit-a-cola makes you get mini-crits on your enemy just as he can on you.
NERF IT!!!!
While under effect, you shouldn't be able to shoot.
Bawksies please? :v:
[QUOTE=Akasolidus;22806154]You are assuming that most pub players don't know how the scout works. You are off since every now and then I see the correct pub player using the scout to get in and attack and retreat to prepare for another attack. Most players don't use the scout correctly.[/QUOTE]
this isn't the scout's only use
assuming your aim is flawless the scout is the #1 offensive and defensive class in the game, as he can deal massive damage (and dodge easily) at close range whilst putting considerable damage donwnrange with the pistol, which is extremely deadly at close-to-medium range, too
when I say extremely deadly, I mean it's more effective than the scattergun at close range in some situations (22 damage per shot at SMG firerate)
Under effect, you can't double jump.
But you get 10% more speed under effect.
[QUOTE=Eggo;22807223]Oh look the bars look like a dick.
Btw haven't seen any problem with CaC its very balanced demo is the problem at the moment some classes take 2 hits to die and with the targe ur a killing machine.Sandman was fine without the nerf,buffs whatever.FaN is a bitch right now (attack jump around attack jump around attack) fuck[/QUOTE]
Targedemos are pretty easy to kill, in my opinion.
An airblast or some quick footwork at the start of their charge can put them off pretty nicely, I've managed to counter targes with all the classes I play.
Only time you should really be truly murdered by one is when they've caught you unaware.
The FaN's pretty wimpy in comparison to the scattergun, too.
Using the FaN means, yes, you have an extra jump and instantly kill most classes when you're right up their arse, but even in combat across the room you're at a disadavantage, as an enemy scattergun scout will have more time to reload and a lower spread, combined with the fact that their bullets do more individual damage than yours.
CaC is absolutely fine IMO. Its just a somewhat situational item fit to a very specific playstyle: Surprise the enemy, deal very high damage quickly, and get out before they can react.
Its perfect for clearing sniper nests, taking down retreating enemies, and very quickly bringing down low-HP classes (Medics in particular).
Honestly, a good side-buff/nerf might be upping the duration of the effects. I would like to see maybe 8 seconds.
Haven't tried it yet, but it seems fine. Sure, I like the Bonk's 'get-behind-enemy-lines-bloody-fast-or-the-enemy-will-kill-you-when-you-slow-down' tactic, but I really wouldn't give it up for something you'd use only when you're already there. Invluln for the last 2 seconds or so would be a nice little buff, but I guess the CaC is fine as it is.
'Sides, the Scout had enough controversy over the Sandman.
Actually, a bigger damage boost might be nice. 65% or so.
What I'd like to see is something like this:
- The Crit-a-Cola mini-crit buff still lasts for 6 seconds.
- For the first three seconds, the scout can deal mini-crits while taking normal damage.
- For the last three seconds, while the scout is still able to deal mini-crits, enemies now can deal mini-crits to the scout.
Why change it like this? For the first three seconds a scout can essentially sneak up on an unsuspecting enemy or attempt an escape from a large group of enemies and deal quite a bit of damage. If the scout continues on past the three second grace period, critical damage would then be taken.
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