• TF2 General Chat and Speculation Station V13 - Heavy times
    999 replies, posted
I think just HHH would have been fine for slasher, since he's the least chaotic, and imo fits the theme more than the other bosses.
https://youtu.be/b56i5n5k9lw
Man Hellstone is such a piece of shit jesus christ
I tried this 2 years ago and got a load of nothing
honestly I still hate the sandman nerf I know "stun is bad mmkay" but I cant help but feel like its something that could have been designed around rather than nixed outright imo they should have kept the stun but removed the movement penalty, like the loser state during the post-round humiliation. that way you're still able to bob and weave around the incoming fire but temporarily lose your weapons. I feel like that would have been appropriate, keeping the sandman's niche while reducing the frustration of getting clocked by it. In fact, some of my most exciting TF2 moments are in the post-round dodging crockets and having a laugh when nobody was able to kill me.
They should've kept range-stun sandman, but make it so you had to earn the ball with damage, like a soldier banner. Hell, they should do that with every throwable.
it doesnt matter if the stun is a reward, its still a stupid stun
i'd rather not be able to move, but still shoot normally rather than the other way around
Honestly though it should just be reworked into it being a form of ranged damage, like the wrap assassin, but without the bleed. Have the damage scale based on distance. Done.
why would you ever use when you already have the pistol and the scattergun for dealing sustained and burst damage respectively sandman needs a niche to fill, not just another damage source to be forgotten like the sharpened volcano fragment which is why I propose that, on hit with any player or surface, the sandman ball explodes into a literal cloud of sand, impossible to see through. this sand can be used to make pushing dangerous and blind, allowing his teammates to clean up choke points. perhaps to avoid griefing teammates, the cloud of sand shows enemies as an outline if they'd normally be visible on the other side of the sand.
Nobody likes crowd control, stuns, or slows. Otherwise we would play Overwatch.
Overwatch has all of those too.
there's a need for crowd control in a game where 12 people are fighting another 12 people even on small maps there's even an entire class designed around crowd control
on the note of the gas passer, it's kinda sad that it doesn't offer anything else other than "slightly increased afterburn damage and also afterburn from any non-burning attack" it'd be cool if it worked more similarly to jarate, where the initial splash would make them take minicrits for a couple seconds, but only from fire damage, and the lingering effect would just do as it does now
I had an idea for the Gas Passer, though I don't know if it'd be a good solution. What if it had the highest DPS afterburn compared to the flame throwers, doing about 8 damage per second and have it so that even if you take health kits, crossbow shots and get healed by a medic it'll still go afterburn damage nonetheless?
what if people burning from the gas just couldn't be healed by medics like the equalizer/escape plan used to as long as they're on burning from it?
Shitty idea: the gas inflicts the plague effect from TFC and Mannpower
Best idea: On miss, you explode. Idiot.
Make the sandman ranged with ammo rather than cool down. Implement the range crits like Zadrave mentioned. Now it's an alternative to the pistol that sucks at close range, but let's you take a drink and still pester enemies (like snipers). I hate stuns and slows, and if there's knockback there's got to be some way to work with it like explosions. I hated Overwatch's stuns and roots and they're just not fun to play against. One of the few things Blizzard should have learned from TF2.
its not an alternative to the pistol if you can stll use the pistol.
this damage-based sandman concept seems a bit too similar to the cleaver
The point is to be a side grade, when you aren't using the pistol. There's other weapons that work similar to weapons in other slots but are intended to be used when the weapon it's similar to is not equipped.
Sandman could work if it marked your enemies on death at range for 5 seconds, and if people really love the cleaver for some reason they can make it crit on minicrits instead of slow down.
On hit: enemies coated will be set on fire with bright blue flames, that can only be put out by medkits. On miss: set yourself on fire with bright blue flames. Idiot.
I don’t know why the gas passer hasn’t been reworked to be useful yet. A solution that would make sense would be to make the thing a bomb that goes off a few seconds after being thrown or when it strikes an enemy, causing an explosion and coating enemies in a strong afterburn. It would give pyro an “ultimate” and something to break chokes and holds with as a mobile offensive class, befitting his chaos-inducing nature. With an increased recharge rate it could also be used to explosive jump.
I just think Pyro should spawn with Gas Passer immediately available, instead of having to refill it before even being able to use it. It's not like its effect would be so overbearing that buffing it would make it OP like Mad Milk. Oh no, Pyro can help set a group of enemies on fire without having to constantly endanger himself by doing that anyway to actually get the chance. Whatever is the enemy team to do? Give the Pyro a Gas Passer as soon as he respawns instead of needing to be charged, make the cloud much more visible, and boom, the weapon is usable. Pyro gives up a secondary and a way to win 1v1s against other Pyros or mid-range for team utility.
The gas passer is such a fundamentally bad idea. Pyro has so many far better options for lighting people on fire, that don't require other teammates to actually make use of it. Maybe make it so you can dump gasoline on the ground, maybe as a liquid? You could pour it out as a stream to make a long line of gasoline. And then you can use the flamethrower to ignite it, so it's sort of a big fuse that burns for like 5-10 seconds? Then anybody who steps in the burning gasoline takes direct fire damage and afterburn. That way you can actually do some area denial while still having the idea of igniting gasoline with other weapons. I think some youtuber had an idea like that before the gas passer came out, but as a primary weapon (jerma?). But yeah burning walls of fire sound like a way to change up the map in a cool way.
The point of Gas Passer is to give Pyro some utility beyond airblasting. It's a sound item design, because aside from the Flare Gun, which sets one person on fire at a time, and the Detonator, which sets at most 3 people on fire at a time, it gives Pyro a medium- or long-ranged projectile that can allow teammates to set enemies on fire. Pyro contributes to the team with their fire, but it's not given to him for free. It's the same precedent as the Soldier's banners or Scout's Mad Milk: give up a gun that isn't your primary to provide utility, so more classes besides Medic can contribute to the team beyond shooting or stabbing. Just because it offers no solo use doesn't mean that automatically makes it worthless.
It depends on when you do it. I tried a few years ago, no go. I tried earlier last year, specifically requesting my Cheater's Lament, Proof of Purchase, ID Badge and Vintage Lo-Fi Longwave back because I deleted all four. They granted the request and gave me all four back.
If the entire team is grouped up enough to all get covered in gas at once, the scorch shot would be a far, far better choice for igniting them all. Gas passer is completely worthless because the scorch shot does everything the gas passer does, but it can do that at much greater range while simultaneously dealing direct damage fires every 1.6 seconds or so with a chance at being hit with a minicrit projectile afterward without the need for teammates to hit those enemies after you do with big knockback Even if the gas passer required none of the damage-dealing stuff to build charge and had a 10 second recharge time I still would never use it over the scorch shot. Afterburn isn't that powerful, and pyro already has far better and more reliable options for dealing it out. Taking an ability a character is already able to do extremely easily and efficiently with other options, and replacing his best option for using that ability with a neutered version of that ability that can only be used if a teammate is nearby barely qualifies as a support weapon. The gas passer isn't analogous to mad milk replacing scout's pistol, it's analogous to mad milk replacing medic's crossbow. The medic already can heal, and they can already heal much more efficiently with a weapon in the same slot, while also providing other useful . Why would you ever equip the mad milk in that scenario?
Sorry, you need to Log In to post a reply to this thread.