TF2 General Chat and Speculation Station V13 - Heavy times
999 replies, posted
The saddest part is that unless Valve got that TF2-saving Heavy update up their sleeve I probably will not play any PvP until next halloween or so.
https://files.facepunch.com/forum/upload/239377/07f8e742-89f2-4e96-a1d5-701dbaaf2a50/hl2 2018-11-25 14-47-30-94.png
I guess they never miss huh?
I distinctly remember one-shotting heavies and demos while running around at near-scout speed with the pre-split equalizer, it was pretty fucking crazy
The fundamental problem with the current split is that the Escape Plan (the mobility option) is more consistent at dealing damage than the Equalizer (the "damage" option). The base damage level for the Equalizer is WAY too low.
Surprisingly enough with the removal of damage spread ye old Equalizer used to have a very small niche that it guaranteed that in a melee 1vs1 fight against a class that has 125 HP, you'd always kill em given the second hit (where youve already taken damage) would be guaranteed to be over 65, making annoying 63+63 combos impossible - but even that was just an insanely small benefit thats now gone.
I love Team Fortress 2, but I won't hide my excitation for new weaponry to enjoy.
What I wish is a big update that could polish the game, fix many bugs&improve the game graphically by a lot just to make it look "cleaner" as the addition of countless cosmetics turned it into some kind of visual mess, and then, I would love consistent new weapon release, or even just, simple weapon as reskin release, I think one of the decent thing is to have weapon fitting with your cosmetics choice
which is pretty cool.
I don't understand what push modders to still create weapons for TF2 (and why are we even allowed to vote for them since they are never going to be added to the game), but I love their works and I feel
like there are quite a lot of weapon that would make many of the characters even more fun, make the game feel fresher, and overall it's always nice to get new toys.
I would like Valve to explore someday a replacement for the engineer PDA or the spy cigs gadget, but I don't expect them to do anything about that ;)
The infamous Loch n' Load 50% Chance insta-kill on light classes has been a wild rodeo for years
Do we even know if the heavy update is a real thing?
As far as I'm aware, it was mentioned once in a blog post for the MyM update. But only the blog post, the actaul update page made it sound like only one of the classes were getting an update.
They basically went like "oh its not like heavy is locked out of an update forever if he doesnt win this lol" in the Blog Post. Does this guarantee Heavy is next? No. Is the Community very much expecting that and if the next Update is "Merasmus' visit in clown school" well have a fallout? Yea.
no more weapons. only rebalances.
That isn't for you to decide but the Team Fortress 2 Team.
New weapon can happens alongside rebalance too, and anyway.. new weapon as simple reskin of existing weapon would be nice
that's the logical answer
it's too bad it never happened
infact with JI i'm pretty sure the new weapon to rebalance ratio is pretty similar to eachother
I'd rather they add reskins of weapons at this point. There's a lot of rad community made weapons that just sit in the workshop collecting dust.
However, the flip side of that is add to many new model reskins and it gets harder and harder to keep track of what weapons do what, and that's probably the biggest contributing factor as to why they don't.
That Baleful Beacon weapon for Pyro could be a good Gas Passer reskin if they made the GP worth a damn.
I'd rtake Valve's bi-monthly balance over Blizzard's bi-gone balace any day.
Ah, yes, Valve mismanaging of Team Fortress 2 is really incredible. It is unacceptable, and if there's one thing I am tired with, it's the repetitive joke about how long it has taken since the last issue. Hahahaha, it was funny, you missed the deadlines one time! Be serious about it, geez. It became non funny and concerning after the second time. Not being able to maintain consistent schedule for update, and content release is super unprofessional.
I have no problems with new weapons like what the Pyro got with Jungle Inferno that are different enough that they couldn't have really been applied to existing weapons (well maybe the melee could have but it was pretty much a joke weapon and I'm fine with those occasionally).
Those weapons do still need some reworking but I think Valve will eventually get them in a good place balance wise.
Stock melees (save for Spy and Engineer) shouldn't be balanced around. The Ubersaw is blatantly better than the bonesaw in every single way, but it's way more interesting and fun to use.
I think it'd be better to make stock melee worth using in its own merit rather than bring down fine weapons because ThEN ThErES NoO ReASoN To USe StoCk
that's like asking hitscan to act differently on every class because it's iNtErEsTiNg
heavy bullets should have travel time and sniper bullet should have an arc and pistol shots should just plop down the ground with a fart sound.
Stock melee are fine for their function - last resort weapon in case you run out of ammo (except for Spy and Engineer). Giving them utility is fine, but the utility should be balanced around a lack of actual combat use.
I just don't think fucking over good weapons to bow down to something that'll always be shit is a good way to balance. I think stock weapons should just be made better to be up to par with non-stock if anything.
as if we get either
hot opinion
the grenade launcher is the best and most balanced weapon in the entire game
The stock grenade launcher is probably one of the greatest feeling weapons in multiplayer history. The sound design and projectile mechanics all come together to make an amazing weapon. Hitting pipes is so
damn good.
i think the stock melees (and all weapons for that matter) should have random crits removed, but the 3-hit crit rule of the gunslinger should apply to every stock melee that is not spy's
i think a lot of melee fights last way too long and killing most opponents in 3 hits with melee seems appropriate considering how already obnoxious it is to even land melee swings with the dog-ass hit detection
that way stock melees can be used simply for having the fastest option out of a melee confrontation and as a better last-resort pick when out of ammo, but other weapons can have non-combative utility.
Random crits are much better and, ironically, more reliable than the Gunslinger's triple hit combo, which really only becomes relevant on oblivious and distracted Heavies. Everyone else dies in three hits without a crit anyway except for Heavies and full health Soldiers, which you shouldn't be getting three hits on anyway.
Well the biggest issue I see with melees is that Melee in tf2 is buggy and broken.
The hit detection is questionable at best, and overall its just not reliable. And then of course its balanced to be a last resort sort of thing, so it really shouldn't be coming up that often for you.
So anything that offers utility with no major downside to your character's stats is always going to be an upgrade to stock. Scout can jump 3 times but my melee damage is slightly lower is worth running every single time.
3 hits takes forever though? more so than the current system which usually ends the encounter in 1-2 hits.
I miss when you could "prepare" the gunslinger crit by hitting teammates twice while holding reload until you collide with an enemy on the third hit
If there is anything I regret, its using my Proof of Purchase and Gastilieriest Gibus in crafting. I wish I could get them back as uncraft/untrade.
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