• Robin Walker on lack of Engineer items
    269 replies, posted
[QUOTE=garrynohome;31401701]It isn't an implication. The Soldier and Demo have some of the largest if not the largest arsenals in the game. You'll also notice that any time people see Robin on a server he plays Soldier or Demo. He even has special "Valve" demo and soldier weapons. It's a fact that classes he play have gotten more new weapons, I'm not trying to call him out like he's trying to break the game but numbers are numbers.[/QUOTE] Maybe the reason Soldier and Demo have the most weapons is because a lot of people like to play those classes and thus more high-quality content is created for them? You know, just using some logic here. Count the average number of Soldier/Demo items compared to the average number of items for other classes posted in the Emporium or on Polycount. You'll find that Soldier/Demo items far exceed items for other classes. The reason they have more items is because more people make items for them. Luckily, a lot of people are starting to create items for other classes now, but that doesn't change the fact that probably 70% of item submissions have been for Soldier, Demo, and probably Spy. Robin's class preference has [i]nothing[/i] to do with what gets in the game. If anything, it's the class preference of people who create items for the game. That said, I do agree that Valve needs to at least try to set up a system for accepting custom animations so we can break the mold for weapons a little bit. They don't even have to create the animations themselves; the community is perfectly capable of doing that. They just need to give us the ability to successfully get them in the game. Right now they have none.
You have found a statistical correlation; now you need to show that there is a causal link occurring or you're just pulling shit from your arse.
[QUOTE=garrynohome;31401701]It isn't an implication. The Soldier and Demo have some of the largest if not the largest arsenals in the game. You'll also notice that any time people see Robin on a server he plays Soldier or Demo. He even has special "Valve" demo and soldier weapons. It's a fact that classes he play have gotten more new weapons, I'm not trying to call him out like he's trying to break the game but numbers are numbers.[/QUOTE]Ok then why is the sniper not loaded to the brim, its his 2nd most played class [url]http://steamcommunity.com/id/robinwalker/stats/TF2[/url]
[QUOTE=garrynohome;31401701]It isn't an implication. The Soldier and Demo have some of the largest if not the largest arsenals in the game. You'll also notice that any time people see Robin on a server he plays Soldier or Demo. He even has special "Valve" demo and soldier weapons. It's a fact that classes he play have gotten more new weapons, I'm not trying to call him out like he's trying to break the game but numbers are numbers.[/QUOTE] You're basically saying that just because Robin likes those certain classes, he AUTOMATICALLY accepts every weapon made for those classes? I have a few words for you: Games do not work like that, and if TF2 worked like that, it wouldn't be where it is today.
[QUOTE=butters757;31400898]Animations. The engineer doesn't have any animations that fit a revolver.[/QUOTE] The Soldier doesn't have any animations that fit a pi- oh right.
[QUOTE=Psychopath12;31401554]I could rattle a few attributes off of the top of my head.[/QUOTE] I agree. All the other classes have been given a new set of abilities with unlocks, why not Engineer? Scout was a hit-and-run flank master, with Mad Milk and the Fan o War he can support his team quite well. Soldier has the Banners and the Disciplinary Action. Pyro got sapper-destroying abilities on his Homewrecker. Demoman has an entirely new playstyle. Heavy became self-succificient. Sniper got Jarate. Spy is deadlier now with the Ambassador for long-range and the Enforcer for short. Let's allow the Engineer to do something new. Give him the "Goal Keeper" attribute of destroying enemy projectiles instead of the overfed-literally-and-unlocks-wise Heavy. Let him recharge unlock abilities like Charge and Lunchbox. Set up a sort of reverse-amplifier that increases damage resistance. He has a mini-sentry, why not a Mini-Dispenser? Set one up on a point and give some needed healing to everyone.
[QUOTE=PSI Guy;31401893] Scout was a hit-and-run flank master, with Mad Milk and the Fan o War he can support his team quite well.[/QUOTE] Now this is the only part of your post I sort of disagree with. The Fan o' War makes scout the ultimate hit and run master. Just run up behind a heavy, whap him, and triple shot him without breaking a sweat, aka the ultimate hit and run.
[QUOTE=Ian;31401945]Now this is the only part of your post I sort of disagree with. The Fan o' War makes scout the ultimate hit and run master. Just run up behind a heavy, whap him, and triple shot him without breaking a sweat, aka the ultimate hit and run.[/QUOTE] You can support your team through hit and run as well. Mark someone for death and then double jump your ass away as your victim takes minicrits from your teammates. It's not like you're going to keep hitting the same person with the Fan-o-War anyway.
[QUOTE=Psychopath12;31401982]You can support your team through hit and run as well. Mark someone for death and then double jump your ass away as your victim takes minicrits from your teammates. It's not like you're going to keep hitting the same person with the Fan-o-War anyway.[/QUOTE] Two different playstyles but I get what you're saying. Also why would you keep hitting someone with the Fan o' War? I does -90% less damage and it just makes you a huge target.
The Fan o War works for both solo and team play, really. Which is pretty amazing, since that makes it an unlock that both expands what the class can do, while also still letting him do his original job better.
[QUOTE=Ian;31402010]Also why would you keep hitting someone with the Fan o' War? I does -90% less damage and it just makes you a huge target.[/QUOTE] If you felt ballsy and wanted to completely humiliate someone, of course :v:
[QUOTE=PSI Guy;31402026]The Fan o War works for both solo and team play, really. Which is pretty amazing, since that makes it an unlock that both expands what the class can do, while also still letting him do his original job better.[/QUOTE] The Shogun Update was amazing, it's a shame the Kunai got the short end of the stick, though.
[QUOTE=Ian;31402082]The Shogun Update was amazing, it's a shame the Kunai got the short end of the stick, though.[/QUOTE] HP siphoning isn't a thing that's really suited for a ninja knife... +10% movement speed +100% Critical on Backstab +30% Cloak Duration -15 Health -No OHKO Backstab Lack of OHKO Backstab prevents OHKOs on fully healed Soldier, Heavy, and Booties Demo. It also prevents OHKO Backstabs to some overhealed classes. Full critical backstabs mean the knife will deal 195 damage, the standard melee crit damage, on backstabs instead of the Knife's regular 495 damage.
[QUOTE=Ian;31402082]The Shogun Update was amazing, it's a shame the Kunai got the short end of the stick, though.[/QUOTE] Kunai can be useful, equipped with the Enforcer and the Invisible Watch. You know, after a backstab you can easly escape with the your cloack device, thanks to the overheal and the depleting at 2 health per second; also you have 185 hp to ''spend'' and you become a full combat Spy.
Knife deals double the enemy's current hp and if random crits are enabled it then triples that, so they deal 6 times the enemy's hp in most situations. Just sayin'.
[QUOTE=PSI Guy;31404214]Knife deals double the enemy's current hp and if random crits are enabled it then triples that, so they deal 6 times the enemy's hp in most situations. Just sayin'.[/QUOTE] What do you mean? On backstab or on random crit or 100% crit servers? a) Backstabs always deal 495 damage, regardless of class. The most any class can get to is 450 Health as an overhealed Heavy. b) Spy knives cannot randomly crit. They also deal less damage than most other base damage vanilla weapons. I think it's about 30 - 40% less damage, last time I checked. More damage on hit than the Bat, but it doesn't have its speed. c) I wouldn't know about full crit servers, and even then the typical weapon use is usually Enforcer for easy OHKO's, Sydney Sleeper for minimum 150 damage bodyshots, Pistol, or in some cases the Rocket Launcher. Hitscan weapons are incredibly powerful on full crit servers.
Backstabs deal damage based on thrice the class' health.
[QUOTE=Joey JoJo;31404298]What do you mean? On backstab or on random crit or 100% crit servers? a) Backstabs always deal 495 damage, regardless of class. The most any class can get to is 450 Health as an overhealed Heavy. b) Spy knives cannot randomly crit. They also deal less damage than most other base damage vanilla weapons. I think it's about 30 - 40% less damage, last time I checked. More damage on hit than the Bat, but it doesn't have its speed. c) I wouldn't know about full crit servers, and even then the typical weapon use is usually Enforcer for easy OHKO's, Sydney Sleeper for minimum 150 damage bodyshots, Pistol, or in some cases the Rocket Launcher. Hitscan weapons are incredibly powerful on full crit servers.[/QUOTE] 495 is the fully charged Headshot's damage. [editline]29th July 2011[/editline] Backstabs deal damage equal to 600% of the target's current health
[QUOTE=maxumym;31404735]495 is the fully charged Headshot's damage.[/QUOTE] Isn't it 450?
im guessing they might throw in some engie items in the UBER update part 2 since its not been done yet
[QUOTE=k2.;31411561]im guessing they might throw in some engie items in the UBER update part 2 since its not been done yet[/QUOTE] And the only clue we have that there will be a part two is that they didn't include [del]enough[/del] all of the soldier weapons. Good lord, this is getting meta.
[QUOTE=wari65;31411331]Isn't it 450?[/QUOTE] It is. And unless I'm mistaken and it was like damage spread or something, a fully overhealed Heavy with a Medic latched onto him can survive it, provided the Medic's heal tics just perfectly. He'll still have only like 6 HP left, but he won't be dead. Could very well have been a fluke, though, or I might not have had a full 100% charge. It's happened a few times, but I never play with the rifle so I don't have enough experience with it to say either way.
[QUOTE=Lijitsu;31411652]It is. And unless I'm mistaken and it was like damage spread or something, a fully overhealed Heavy with a Medic latched onto him can survive it, provided the Medic's heal tics just perfectly. He'll still have only like 6 HP left, but he won't be dead. Could very well have been a fluke, though, or I might not have had a full 100% charge. It's happened a few times, but I never play with the rifle so I don't have enough experience with it to say either way.[/QUOTE] [IMG]http://digg.com/story/r/TF2_Comic_Shoot_the_Medic[/IMG]
[QUOTE=Mentlegen;31411773][IMG]http://digg.com/story/r/TF2_Comic_Shoot_the_Medic[/IMG][/QUOTE] I rarely find a time where taking out the Heavy isn't the better choice. If I've got my guys being pushed back by a heavy, I'll take him out and let them take care of the medic. The only time I really go for the medic first is if he's got an Uber ready, or if there's none of my teammates nearby.
[QUOTE=Mentlegen;31411773][IMG]http://digg.com/story/r/TF2_Comic_Shoot_the_Medic[/IMG][/QUOTE] Because you can always 100% of the time have a perfect shot on the Medic. Besides that, I fucking suck with the sniper rifle. I'm lucky to get a body shot on pretty much every class, and yes that includes the Heavy, while scoped in.
[QUOTE=Mentlegen;31411773][IMG]http://digg.com/story/r/TF2_Comic_Shoot_the_Medic[/IMG][/QUOTE] Admittedly, in every game I've been in lately, when the team sees a Heavy/Medic pair, the Heavy becomes everyone's top priority. Without anyone having to say anything, the whole team seems to bring down an ungodly firestorm on the Heavy, and it's too much damage incoming at once for the Medic to heal. Now, if you see the pair and there's no one else around, by all means, take out the Medic first.
[QUOTE=Megafanx13;31399296]How not?[/QUOTE] The huntsman isn't some super Australian weapon, it's just a practical functional bow. While the eyelander [I]is[/I] a Scottish claymore, the demoman isn't an ancient Scottish knight, he just happens to be from the same area. Although I understand the point they were trying to make, Valve wanted to give him a sword, and really does it matter what kind of sword they give him? It's not like they decided "LET'S GIVE HIM A CLAYMORE CAUSE HE'S SCOTTISH YEAH" they said in an interview they wanted to try out giving him a melee role.
[QUOTE=Joey JoJo;31404298]What do you mean? On backstab or on random crit or 100% crit servers? a) Backstabs always deal 495 damage, regardless of class. The most any class can get to is 450 Health as an overhealed Heavy. [b]It's 600%[/b] b) Spy knives cannot randomly crit. They also deal less damage than most other base damage vanilla weapons. I think it's about 30 - 40% less damage, last time I checked. More damage on hit than the Bat, but it doesn't have its speed. [b]The vanilla knife is the weakest vanilla weapon in the game, excluding its backstab ability.[/b] c) I wouldn't know about full crit servers, and even then the typical weapon use is usually Enforcer for easy OHKO's, Sydney Sleeper for minimum 150 damage bodyshots, Pistol, or in some cases the Rocket Launcher. Hitscan weapons are incredibly powerful on full crit servers. [b]I don't get your point here; the spy backstab isn't a crit, it's a mechanic. It only says CRITICAL HIT to exaggerate the fact that you just did 600% of your opponent's health.[/b][/QUOTE]
[QUOTE=Mentlegen;31411773][IMG]http://digg.com/story/r/TF2_Comic_Shoot_the_Medic[/IMG][/QUOTE] Killing the Medic is really the scout or spies job. Otherwise let the bigger guys try to distract or kill the heavy.
or you can just lob crit grenade and kill medic :o
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