Major Update Speculation Thread V4: Tonight's the Night For QR Codes
8,431 replies, posted
" Dumb x 2
BanthaFodder
Tacos"
care to explain why? just because you like being an engineer's pet dog doesn't make the homewrecker a good weapon.
Would a shotgun that did no direct damage but caused afterburn to anybody a pellet hit be overpowered? I was thinking about it earlier, and having the ability to light up a huge crowd from a distance seems a bit powerful, but I want to do it anyway.
I wouldn't say this week has passed slow.
And i am sure we won't get the update right on monday.
[QUOTE=AbrahamLincoln;36466063]Would a shotgun that did no direct damage but caused afterburn to anybody a pellet hit be overpowered? I was thinking about it earlier, and having the ability to light up a huge crowd from a distance seems a bit powerful, but I want to do it anyway.[/QUOTE]
I was thinking of the same thing. Maybe make it similar to the default shotty, but 50% less damage, temporary after burn, and faster reload.
[QUOTE=7331;36466066]I wouldn't say this week has passed slow.
And i am sure we won't get the update right on monday.[/QUOTE]
No, but this weekend sure has. Also, we all know chances are high we don't get the update until the end of next week, but we at least want to know and get hyped for what changes will be coming to the game.
[QUOTE==DarkStar=;36466032]I know the detonator made more damage over time but I can't use it. Im so bad with the detonator.[/QUOTE]
Detonator is quite a good jumper weapon though, and it doesn't take too much skill to do the jumps. They're two different types of Detonator jumps that I can remember, one the regular shoot on your feet one, as for the other requires you to be in the air with a flare under you and detonate it, this jump gives you less overall distance but as does less damage than the other one.
If you get good at with the Detonator, than you get a lot more diverse options for areas to suprise the enemy team, it also makes you more agile.
[QUOTE=AbrahamLincoln;36466063]Would a shotgun that did no direct damage but caused afterburn to anybody a pellet hit be overpowered? I was thinking about it earlier, and having the ability to light up a huge crowd from a distance seems a bit powerful, but I want to do it anyway.[/QUOTE]
Depends. There's a number of variables that could affect it. Does it fully ignite an enemy for the full time + damage even if a single pellet hits from across the map? What's the minimum damage + burn time? Does it gain a bonus for a meatshot since damage won't do anything?
I personally think it wouldn't necessarily be unbalanced, it'd just be really boring.
[QUOTE=PSI Guy;36466057]" Dumb x 2
BanthaFodder
Tacos"
care to explain why? just because you like being an engineer's pet dog doesn't make the homewrecker a good weapon.[/QUOTE]
Explanation: The game is called "Team Fortress 2"
Not "Puff'n'Sting Pyrofort 2"
[QUOTE=Drury;36466104]Explanation: The game is called "Team Fortress 2"
Not "Puff'n'Sting Pyrofort 2"[/QUOTE]
so let's let the sniper lend heavy and engineer his razorback! i mean it's teamwork
let's let other classes upgrade engineer's buildings and repair them
hey how about scout gives his critacola to the heavy
regardless of the 'teamwork' it adds I've already explain that the homewrecker makes turtling easier. pyro is already amazing at sentry protection, he can repel ubers and projectiles and root out spies. does he really need to be able to protect a sentry from every form of abuse? there's a class for killing sappers and taking care of sentries, it's called ENGINEER
[QUOTE=PSI Guy;36466114]hey how about scout gives his critacola to the heavy[/QUOTE]
[img]http://wiki.teamfortress.com/w/images/thumb/6/62/Item_icon_Buffalo_Steak_Sandvich.png/100px-Item_icon_Buffalo_Steak_Sandvich.png[/img]
[QUOTE=AbrahamLincoln;36466063]Would a shotgun that did no direct damage but caused afterburn to anybody a pellet hit be overpowered? I was thinking about it earlier, and having the ability to light up a huge crowd from a distance seems a bit powerful, but I want to do it anyway.[/QUOTE]
I think it would be either overpowered or just really unskillfully annoying.
The Flaregun's ability to light people on fire from across the map is balanced by the fact that it requires careful aim and because it does not deal as much damage as the shotgun in close combat. If shotgun pellets had the ability to light people on fire, lighting someone on fire across the map would be pretty easy because stray shots from the shotgun (although dealing low damage) can often hit people at long range. So unless it had large amount of spread and reduced damage compared to the shotgun, it would not be a balanced unlock, and either way I'm not sure if it would be a fun unlock.
[QUOTE=Lufttygger306;36466130][img]http://wiki.teamfortress.com/w/images/thumb/6/62/Item_icon_Buffalo_Steak_Sandvich.png/100px-Item_icon_Buffalo_Steak_Sandvich.png[/img][/QUOTE]
>melee only
Not the same.
There's a difference between being able to use boolet and not being able to.
[QUOTE=TheRealFierce;36466075]Detonator is quite a good jumper weapon though, and it doesn't take too much skill to do the jumps. They're two different types of Detonator jumps that I can remember, one the regular shoot on your feet one, as for the other requires you to be in the air with a flare under you and detonate it, this jump gives you less overall distance but as does less damage than the other one.
If you get good at with the Detonator, than you get a lot more diverse options for areas to suprise the enemy team, it also makes you more agile.[/QUOTE]
Is not that, is the damn detonation timing I never get it to work when I want. But for the other side the flare gun just hits the enemy and alot of players when they get hit by the flare they keep going and the don't see the next critical hit right in the face.
[QUOTE=PSI Guy;36466114]so let's let the sniper lend heavy and engineer his razorback! i mean it's teamwork
let's let other classes upgrade engineer's buildings and repair them
hey how about scout gives his critacola to the heavy
regardless of the 'teamwork' it adds I've already explain that the homewrecker makes turtling easier. pyro is already amazing at sentry protection, he can repel ubers and projectiles and root out spies. does he really need to be able to protect a sentry from every form of abuse? there's a class for killing sappers and taking care of sentries, it's called ENGINEER[/QUOTE]
Okay, now I'd like to ask you two simple yes-no questions:
1. Have you ever played this game?
2. Are you trolling?
Ever since Valve buffed the Detonator explosion jumping back during the Hatless update, how far was flare jumping improved?
EDIT: Don't know what I was thinking. I meant whatever update it was where they buffed the Detonator...
[QUOTE=Drury;36466144]Okay, now I'd like to ask you two simple yes-no questions:
1. Have you ever played this game?
2. Are you trolling?[/QUOTE]
I think my profile can vouch for my answer on that first question.
For the second, I don't THINK I'm trolling but last time I checked different opinions! = trolling so I dunno.
Games flow better when sentries have a clear counter. The sapper was designed to allow spies to defeat a sentry that the engineer is no longer attending; Engineers get powerful aimbots in return for being restricted near their buildings. Sentries are powerful, as I said, so this balances it out; do you risk adding to the frontline while a spy can get your stuff? Or do you stay with your buildings, safer for the buildings but not as interesting?
The homewrecker messes that up; now the Engineer doesn't even need to worry, because not only is his arch enemy countered to hell and back by his pet pyro, the pet pyro can even do parts of the engineer's job.
I find it interesting no-one is really contesting my points; I have made valid complaints and people are just replying with "UR TROLLIN'" or "IT'S TEAM FORTRESS".
Prove that the Homewrecker DOESN'T make turtley games. Prove that it DOESN'T go against the entire point of sappers.
[QUOTE=Lufttygger306;36466130][img]http://wiki.teamfortress.com/w/images/thumb/6/62/Item_icon_Buffalo_Steak_Sandvich.png/100px-Item_icon_Buffalo_Steak_Sandvich.png[/img][/QUOTE]
Like PSI Guy said, it restricts you to only melee.
I remember the times the Buffalo Steak was glitched in a way that you could use a primary. And it was perfectly fine back then.
[QUOTE==DarkStar=;36466136]Is not that, is the damn detonation timing I never get it to work when I want. But for the other side the flare gun just hits the enemy and alot of players when they get hit by the flare they keep going and the don't see the next critical hit right in the face.[/QUOTE]
Yeah, the Detonation is a litte wonky, but if you use it more often you'll get used to the timing and be able to hit Sniper's from corners, but the jumping is definatly what makes it quite a good weapon.
[QUOTE=BlindSniper17;36466153]Ever since Valve buffed the Detonator explosion jumping back during the Hatless update, how far was flare jumping improved?[/QUOTE]
It didn't exist during the hatless update...
[QUOTE=mooman1080;36466198]It didn't exist during the hatless update...[/QUOTE]
Don't know what I was thinking. I meant the Update where they buffed the Detonator. Sorry, I must be tired lol.
Also if you thought that the Steak Sandvich allowing you to use your primary was a bad glitch, that was nothing compared to this.
[video=youtube;7shqb9gmKm8]http://www.youtube.com/watch?v=7shqb9gmKm8[/video]
[QUOTE=PSI Guy;36466114]so let's let the sniper lend heavy and engineer his razorback! i mean it's teamwork
let's let other classes upgrade engineer's buildings and repair them
hey how about scout gives his critacola to the heavy
regardless of the 'teamwork' it adds I've already explain that the homewrecker makes turtling easier. pyro is already amazing at sentry protection, he can repel ubers and projectiles and root out spies. does he really need to be able to protect a sentry from every form of abuse? there's a class for killing sappers and taking care of sentries, it's called ENGINEER[/QUOTE]
Your problem is pretty simple and you say it in the post but you don't think out of the box:
Team fortress 2.
Yes, this is a team game when is very odd to find someone alone and your battle engi vs spy becomes null. Engineers are pretty much the 80% with someone else and they [b]WILL[/b] shoot you down as spy. 1-1 the spy will win if the engi isn't smart to check his own dispenser for leech spies Plus is not being the engi lapdog but his teammate just like heavy+medic
[QUOTE=BlindSniper17;36466153]Ever since Valve buffed the Detonator explosion jumping back during the Hatless update, how far was flare jumping improved?[/QUOTE]
In the TF2 Beta the Detonator made you go a LOT higher, I think it was twice as high as the Detonator we have now.
[QUOTE=BlindSniper17;36466200]Ah, glitched Buffalo Steak Sandvich. Brings back memories...
[video=youtube;7shqb9gmKm8]http://www.youtube.com/watch?v=7shqb9gmKm8[/video][/QUOTE]
I really miss super heavy, it would completely freak out traders on trade servers.
[QUOTE==DarkStar=;36466210]Your problem is pretty simple and you say it in the post but you don't think out of the box:
Team fortress 2.
Yes, this is a team game when is very odd to find someone alone and your battle engi vs spy becomes null. Engineers are pretty much the 80% with someone else and they [b]WILL[/b] shoot you down as spy. 1-1 the spy will win if the engi isn't smart to check his own dispenser for leech spies Plus is not being the engi lapdog but his teammate just like heavy+medic[/QUOTE]
Just because it's "TEAMWORK" doesn't make it good.
And "Battle Engineer" is not the same as "Engineer", so obviously his weaknesses will be different, as are his strengths. Mini-sentries are incredibly annoying to fight against (as fun as they are to build), so I welcome any method of destroying them.
As a combat engi, you excel at flanking, attacking from multiple angles and forward bases. Your babies are not meant to live for long; just long enough to distract, or to injure.
And Medics do not equip loadouts that restrict them to helping heavies. They exist outside of heavies.
A pyro with a homewrecker is just an extension of an engineer.
[QUOTE=BlindSniper17;36466200]Don't know what I was thinking. I meant the Update where they buffed the Detonator. Sorry, I must be tired lol.
Also if you thought that the Steak Sandvich allowing you to use your primary was a bad glitch, that was nothing compared to this.
[video=youtube;7shqb9gmKm8]http://www.youtube.com/watch?v=7shqb9gmKm8[/video][/QUOTE]
They could of kept it somehow, maybe so you take mini-crit damage from the GRU? Running around that fast would be useful and fun in a lot of occasions.
[QUOTE=Simski;36466132]I think it would be either overpowered or just really unskillfully annoying.
The Flaregun's ability to light people on fire from across the map is balanced by the fact that it requires careful aim and because it does not deal as much damage as the shotgun in close combat. If shotgun pellets had the ability to light people on fire, lighting someone on fire across the map would be pretty easy because stray shots from the shotgun (although dealing low damage) can often hit people at long range. So unless it had large amount of spread and reduced damage compared to the shotgun, it would not be a balanced unlock, and either way I'm not sure if it would be a fun unlock.[/QUOTE]
Well, less aim's required with the Detonator, and that still keeps a bit of the Flare Gun's damage, and adds some utility. Maybe reduced direct damage (25% less, 50% less), and it applies a non-damaging afterburn with a unique look, but it would still "set up" other weapons like the axtinguisher or other pyros with the flare gun, or anything else that says "requires enemy to be on fire."
Basically I can't choose between using a flare gun or a shotgun and I refuse to compromise.
[QUOTE=AbrahamLincoln;36466232]
Basically I can't choose between using a flare gun or a shotgun and I refuse to compromise.[/QUOTE]
You can't have your cake and eat it. That'd be like having a Tomislass Beastascha.
[QUOTE=TheRealFierce;36466231]They could of kept it somehow, maybe so you take mini-crit damage from the GRU? Running around that fast would be useful and fun in a lot of occasions.[/QUOTE]
Fun? Absolutely. However, I kind of doubt it would be right to have Heavies running as fast as Scouts on a regular basis in actual gameplay.
[QUOTE=PSI Guy;36466245]That'd be like having a Tomislass Beastascha.[/QUOTE]
I see absolutely no problems with this.
None at all.
[I]ever[/I]
[QUOTE=PSI Guy;36466229]Just because it's "TEAMWORK" doesn't make it good.
And "Battle Engineer" is not the same as "Engineer", so obviously his weaknesses will be different, as are his strengths. Mini-sentries are incredibly annoying to fight against (as fun as they are to build), so I welcome any method of destroying them.
As a combat engi, you excel at flanking, attacking from multiple angles and forward bases. Your babies are not meant to live for long; just long enough to distract, or to injure.
And Medics do not equip loadouts that restrict them to helping heavies. They exist outside of heavies.
A pyro with a homewrecker is just an extension of an engineer.[/QUOTE]
Don't try to be a lone wolf spy, they die most of the time.
First I never say combat engies so don't try to move the theme.
Second the heavy+ medic was just and example of teamwork don't get cocky I know they work wonderfull with any other class aside for heavys.
And third you are half way right, just half way. The homewrecker needs only one hit while the engi needs two to remove the sapper, a little cheap but is ok and may be get a change in the future.
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