Major Update Speculation: V8: Rise of the Machines!
10,002 replies, posted
the escape plan needs to do 90% less damage.
And even then it'd be still an upgrade. It'd just make my Strange EP cry
They need to tone the EQ's damage back up to pre-way back when nerf. It's pretty weak now, almost under powered.
[QUOTE=JohnnyGoGo;37430775]Personally think they should have left the equalizer alone. The only issue it had was that it could crit which was overkill. It was a fun unlock, the speed and damage worked well together to make it worth trying to melee people with low health as a last ditch effort to win a fight.
It had legitimate downsides, sure they were negligible for the upsides, but a true upgrade should leave you no reasons to use the stock. You had to lose 96 health to even match the shovels damage, and be at 54 health to match it's minicrit damage. That's a downside, it's a trade off! Then there's the speed, this makes soldier less tedious to play and more mobile to grab health packs or find cover, doesn't put potential attackers at a huge disadvantage either, if anything it tells them the soldier is an easy kill. Healing being blocked doesn't matter so much when you have your shotty for back up, but when you've got a passive secondary like the buff banner, that melee comes in handy. You might not have time to reload, or have ammo while being pocketed or ubered, you no longer have your reliable melee in this situation. Whenever I don't equip the shotty, I go for a different melee so I wont be a tight spot if I need to melee why being healed. So no, while it is was by far a better choice than any other melee, it had downsides and trade offs.
It's annoying when they listen to the wrong people, now we have a nerfed equalizer that gives you speed, and one that I see little point in using at all. So while the equalizer needed splitting aparrently the mentioned weapons with literally no downsides are fine. The southern hospitality is fine, you know a weapon that's actually irritating to play against as spy, with no real downside but a substantial upside.[/QUOTE]
But are you really even using your shovel when you have the Shotgun or Rocket Launcher?
[QUOTE=DatWut?;37430770][URL=http://www.facepunch.com/showthread.php?t=1202184&p=37032334&viewfull=1#post37032334]This, actually.[/URL][/QUOTE]
why did out EXACT same ideas get different ratings?
goddamn popularity contests :c
have to deal with it EVERYWHERE
[QUOTE=ned_ballad;37431556]the escape plan needs to do 90% less damage.
And even then it'd be still an upgrade. It'd just make my Strange EP cry
They need to tone the EQ's damage back up to pre-way back when nerf. It's pretty weak now, almost under powered.[/QUOTE]
I agree on a Equalizer nerf, but that EP one seems a bit too excesive; half damage makes it unable to one-hit anything but kunai spies even with crits. Good enough, and fits with the split Equalizer theme.
[QUOTE=slapdown3;37430801]I miss that thread.[/QUOTE]
Hey it's my thread!
[QUOTE=Eriorguez;37431596]I agree on a Equalizer nerf, but that EP one seems a bit too excesive; half damage makes it unable to one-hit anything but kunai spies even with crits. Good enough, and fits with the split Equalizer theme.[/QUOTE]
The EP wasn't really used much in combat anyway. It's only used now because its damage is pretty respectable and higher than the EQ most of the time.
I wonder if they could do something like no being healed by ANY source at all while it's active, plus a 2 second cooldown after where you STILL can't be healed. But then keep the damage the same.
[QUOTE=Scarabix;37430919]I do. They're great. The bonus is awesome, too. The crossbow is a very viable weapon and I don't like the ubersaw. I also have the hat for it.[/QUOTE]
I used the crossbow set because I got the plague doctor hat and misc combo. I've began to love it more and more.
[QUOTE=Erfly;37431663]I used the crossbow set because I got the plague doctor hat and misc combo. I've began to love it more and more.[/QUOTE]
I like my Vintage weapons
[IMG]http://cloud-2.steampowered.com/ugc/542933952274047081/A701A67EB0EE1B2A67DC065A344050A49B7B846A/[/IMG]
The Crossbow is a mighty fine weapon. There's a success story in balance, it only took a year and a half though... heh.
BUT IT STILL NEEDS SOUNDS AND A CUSTOM PROJECTILE
D:
[IMG]http://i.imgur.com/lXkMn.png[/IMG][IMG]http://i.imgur.com/2x7Un.png[/IMG][IMG]http://i.imgur.com/kWF0j.png[/IMG][IMG]http://i.imgur.com/OnBaQ.png[/IMG][IMG]http://i.imgur.com/vCVPl.png[/IMG][IMG]http://i.imgur.com/BOuEJ.jpg[/IMG][IMG]http://i.imgur.com/64Xhn.jpg[/IMG]
the pyro really likes that flamethower
[QUOTE=TectoImprov;37431776]I like my Vintage weapons
[IMG]http://cloud-2.steampowered.com/ugc/542933952274047081/A701A67EB0EE1B2A67DC065A344050A49B7B846A/[/IMG][/QUOTE]
I need a vintage amputator, I already have a blue crossbow.
I liked the Crossbow before it got buffed :x
[editline]27th August 2012[/editline]
I still like it now.
Is it just me or the crossbow's world reload animations too slow, and get skipped halfway through?
Amputator - 20% damage vulnerability while taunting:
Doesn't punish players who don't taunt by slapping an unnecessary downside on them and also prevents people from spamming the healing taunt. [I]Boom. Headshot.[/I] I have balanced the Amputator.
hello guys how you doin
[QUOTE=BlindSniper17;37432080]Amputator - 20% damage vulnerability while taunting:
Doesn't punish players who don't taunt by slapping an unnecessary downside on them and also prevents people from spamming the healing taunt. [I]Boom. Headshot.[/I] I have balanced the Amputator.[/QUOTE]
And since your team just ditches you while you taunt, this'll just make the death go by quicker.
Welp, I just got the coolest idea for a MvM-style Halloween Event. I have no idea how it'd work storywise, but that wouldn't really matter anyway since that'd be up to Valve. However, I do have a bit of a simple map idea:
Your team is defending a giant graveyard. This opens up plenty of ideas for funky tomb and mausoleum designs that would allow for good defenses, but regardless, at the bottom of this hilly graveyard is a giant portal from the netherworld. And from this portal spews waves of robots dressed in halloween costumes, some from last year and some just made from regular TF2 items. With this set of funky costumes also comes one or two specific weapon sets to go with the costumes. Beyond that robots could just as easily dress in costumes but otherwise use their regular weapons
i.e.
Pirate Demo: One of the various pirate hats/Pegleg/Rum
Robot Soldier: Robot set from last halloween with the Cow Mangler equipped
and so on.
But that's just infantry. With the giant special classes, mini-Monoculuses could replace Giant Crit Soldiers (or maybe crit soldiers wearing Monoculus heads), and there could be waves of small-Horsemenn (demoknight bots using the Horsemann's head and Axe?) to replace chargin' targe demos or crit heavies, along with 1 or 2 large Horsemenn to replace a giant robot. And perhaps a there's a chance that a ghost could be dispatched with each little squad of robots during waves to make it more difficult. I think that'd be quite interesting to play against.
I have some ideas for what the actual map could look like, but I figure that's a simple enough summary to inspire someone into making custom waves with that idea in mind. Making the map would probably be a massive ordeal on it's own, but it'd be a neat community wavetype in time for Halloween.
EDIT: You know what? I wanna try my hand at making this. I'll post more ideas as I come up with them.
[QUOTE=DatWut?;37430290]The "see enemy health" should become a base stat.[/QUOTE]
I really really really hate this idea.
that's Spy's niche, and it works a lot better on Spy both character and useage wise.
[QUOTE=testinglol;37432221]hello guys how you doin[/QUOTE]
Testinglol posted. New update confirmed.
hey guys hey guys i have a theory for what the halloween event will be
both teams have to fight giant zombified versions of redmond and blutarch; basically, the same sort of thing as the Horsemann, where they run around and do ridiculous amounts of damage
and then
and then when you kill them
they go to the edge of the map and give birth to robots and the game becomes mvm
The "enemies can see the medics health when using the solemn vow" seems like the perfect nerf imo. Subtle, fair, ironic.
[QUOTE=Simski;37432359]The "enemies can see the medics health when using the solemn vow" seems like the perfect nerf imo. Subtle, fair, ironic.[/QUOTE]
Yea, I'm really loving it a lot. I'll see what I can do about letting Valve know.
[QUOTE=ned_ballad;37432381]Yea, I'm really loving it a lot. I'll see what I can do about letting Valve know.[/QUOTE]
Ha, like they'd ever listen to nerfing weapons that are straight upgrades.
[QUOTE=AbeX300;37432416]Ha, like they'd ever listen to nerfing weapons that are straight upgrades.[/QUOTE]
this is my extent of letting them know heh
[url]http://forums.steampowered.com/forums/showthread.php?t=2908406[/url]
[QUOTE=testinglol;37432221]hello guys how you doin[/QUOTE]
Good, you?
To be honest I have never really found the use of giving the medic the ability to see other's health, he isn't a big damage giver and really should not be the first line of attack...
[QUOTE=TMBGFan;37432358]hey guys hey guys i have a theory for what the halloween event will be
both teams have to fight giant zombified versions of redmond and blutarch; basically, the same sort of thing as the Horsemann, where they run around and do ridiculous amounts of damage
and then
and then when you kill them
they go to the edge of the map and give birth to robots and the game becomes mvm[/QUOTE]
I thought that would be pretty cool, fighting Blutarch and Redmond, until I realized you're essentially defending their bases so... it'd be an odd reason to fight them. But perhaps in some kind of MvM mode they could be the final wave, kind of like when you have to fight 2 tanks at the same time on some missions.
[QUOTE=wickedplayer494;37432456]Good, you?[/QUOTE]
fiiineee
playing with upcoming meet the set in sfm
;)
You know those zombie mod maps that actually have players to push forward? Like, go from cap point to cap point?
What if they did something like that for Halloween MvM, where the BLU team goes from cap point to cap point. While moving from Cap A to Cap B you'd get attacked by fairly standard bots, and once you'd reached an actual cap point more difficult and diverse bots would attack you. The difficulty and cap time would progressivly ramp up as you went along, or maybe PLAYERS would have to deliver a bomb of some sorts, like a mix between payload and Special delivery.
Something almost L4D-esc is what I'm playing at.
Sorry, you need to Log In to post a reply to this thread.