• Stuff that annoys you in TF2: Constructor doesn't make this thread Edition
    10,002 replies, posted
[B]STILL WAITING ON THOSE MEDIC/SCOUT GRODBORT ITEMS[/B]
And pair of engineers screams for my help and I go pybro: [img]http://cloud.steampowered.com/ugc/918990204037896139/DD23D5E473BF5C1D4138E6A321485E76D7AB53CC/[/img] Why the fuck I waste myself. Im too kind sometimes.
[QUOTE=MRTW113;37851187][B]STILL WAITING ON THOSE MEDIC/SCOUT GRODBORT ITEMS[/B][/QUOTE] We've been hoping for a while... and I guess we'll be hoping a little while longer... ...maybe until next Smissmas
[QUOTE=Ayane-152;37851146]It annoys me the Engineer hasn't gotten many promo items since the Manno-Technology bundle.[/QUOTE] On the other hand they gave us this: [img]http://wiki.teamfortress.com/w/images/thumb/3/3c/RED_Pomson_6000.png/250px-RED_Pomson_6000.png[/img] when they ran out of good ideas, so I'm kind of okay with them ignoring Engie.
Here's an absurdly simple way to nerf the Soda Popper: *Hype builds while running *Hype quickly depletes when you stand still Bam. One of the biggest crutch weapons in the game is now the weapon of choice for the skilled Scout who can keep moving and is a crackshot to boot. You have to keep moving to get mini-crits, you have to have careful aim to make those mini-crits count.
[QUOTE=BanthaFodder;37852207]Here's an absurdly simple way to nerf the Soda Popper: *Hype builds while running *Hype quickly depletes when you stand still Bam. One of the biggest crutch weapons in the game is now the weapon of choice for the skilled Scout who can keep moving and is a crackshot to boot. You have to keep moving to get mini-crits, you have to have careful aim to make those mini-crits count.[/QUOTE] I'd prefer if if you actually did something to get those mini-crits. Run2win is bad, no matter how you slice it.
[QUOTE=BanthaFodder;37852207]Here's an absurdly simple way to nerf the Soda Popper: *Hype builds while running *Hype quickly depletes when you stand still Bam. One of the biggest crutch weapons in the game is now the weapon of choice for the skilled Scout who can keep moving and is a crackshot to boot. You have to keep moving to get mini-crits, you have to have careful aim to make those mini-crits count.[/QUOTE] I don't think that'll really do much, as someone previously stated a still Scout is a dead Scout. What I think they should do is move the Baby Face's Blaster downside of loosing boost on jump over to the Soda Popper. You get a weapon that rewards a Scout for doing what he always does but also punishes him for doing something else he always does.
[QUOTE=Bazkip;37852298]I don't think that'll really do much, as someone previously stated a still Scout is a dead Scout. What I think they should do is move the Baby Face's Blaster downside of loosing boost on jump over to the Soda Popper. You get a weapon that rewards a Scout for doing what he always does but also punishes him for doing something else he always does.[/QUOTE] Then what's the downside to the Baby-face's?
They should have made the BfB lose only a quarter of your boost when you jump, they're just some maps that require a jump you have to make and I don't want to make a massive detour because of some lip I can't jump without severely gimping myself.
[QUOTE=slapdown3;37852445]They should have made the BfB lose only a quarter of your boost when you jump, they're just some maps that require a jump you have to make and I don't want to make a massive detour because of some lip I can't jump without severely gimping myself.[/QUOTE] It should be at least 75% otherwise there basically won't be any downsides anymore.
[QUOTE=BanthaFodder;37852207]Here's an absurdly simple way to nerf the Soda Popper: *Hype builds while running *Hype quickly depletes when you stand still Bam. One of the biggest crutch weapons in the game is now the weapon of choice for the skilled Scout who can keep moving and is a crackshot to boot. You have to keep moving to get mini-crits, you have to have careful aim to make those mini-crits count.[/QUOTE] I still like that idea someone had a while back (or many people probably), that it does the phlog "get hits, taunt for crits" thing.
[QUOTE=slapdown3;37852445]They should have made the BfB lose only a quarter of your boost when you jump, they're just some maps that require a jump you have to make and I don't want to make a massive detour because of some lip I can't jump without severely gimping myself.[/QUOTE] BfB needs either this or a decent-sized damage buff. It's fun as shit to use, but it does so little damage, it takes an entire clip (or whatever the proper term would be) to finish off anything at or above 175 health. It's so weak, I can't call it a viable weapon.
[QUOTE=BanthaFodder;37852490]BfB needs either this or a decent-sized damage buff. It's fun as shit to use, but it does so little damage, it takes an [B]entire clip (or whatever the proper term would be)[/B] to finish off anything at or above 175 health. It's so weak, I can't call it a viable weapon.[/QUOTE] Magazine. A clip is basically a holding device used to quickly load several rounds into a (generally) fixed magazine (or cylinder, if you're using moon clips with a revolver) [img]http://facepunch.com/fp/emoot/eng101.gif[/img] Also yes it freaking needs a buff.
[QUOTE=LaughingStock;37852452]It should be at least 75% otherwise there basically won't be any downsides anymore.[/QUOTE] A double jump would take you down to 50% boost, about as fast as a regular scout but 75% would take you down to about demoman speed. I think
[QUOTE=Bazkip;37852638] Also yes it freaking needs a buff.[/QUOTE] It's a fairly good weapon, actually try it and you'll find you can kill anything before they realise.
How about this then? Allow the Scout to jump at minimal penalty, but force him to do it in safety only. + 25% faster firing speed - On jump: Lose 1/4 boost and take mini-crits for three seconds - On double-jump: Lose all of your boost Increased firing speed makes it more viable against targets with lesser health, and more help against enemies with more.
Engineers and Spies get shafted when it comes to all-class weaponry Just once would I like to bash someone in the back of a head with a frying pan or use a road sign to build a teleporter.
[QUOTE=TheEyes;37853039]It's a fairly good weapon, actually try it and you'll find you can kill anything before they realise.[/QUOTE] But to do that generally you need to flank, that's a tad difficult when you're not up to speed. I'm sure it's amazing when you get your boost up but I imagine getting killed before you're able to do that is not too uncommon, and even once you have built it up you're still going to die eventually and have to schlep yourself back to the frontlines all over again. I just prefer the stock, which you can rely on to be consistently good. [QUOTE=Everything;37853088]How about this then? Allow the Scout to jump at minimal penalty, but force him to do it in safety only. + 25% faster firing speed - On jump: Lose 1/4 boost and take mini-crits for three seconds - On double-jump: Lose all of your boost Increased firing speed makes it more viable against targets with lesser health, and more help against enemies with more.[/QUOTE] Hmm I think taking mini-crits is a bit much actually, but I rather like your idea of 25% reduction on jump and then full loss on double jump.
[QUOTE=Bazkip;37853130]But to do that generally you need to flank, that's a tad difficult when you're not up to speed. I'm sure it's amazing when you get your boost up but I imagine getting killed before you're able to do that is not too uncommon, and even once you have built it up you're still going to die eventually and have to schlep yourself back to the frontlines all over again. I just prefer the stock, which you can rely on to be consistently good.[/QUOTE] Blaster plus Winger is actually pretty stellar, as it gets you more boost at longer ranges due to the damage buff. Shame the Winger's generally UP... Any ideas how to buff that one?
[QUOTE=Everything;37853145]Blaster plus Winger is actually pretty stellar, as it gets you more boost at longer ranges due to the damage buff. Shame the Winger's generally UP... Any ideas how to buff that one?[/QUOTE] Increase the magazine size a tad (say to 7, that's the carrying capacity of the gun it's based off anywho) and bump the increased damaged by 10-15% or so to make the difference significant. 15% is really negligible.
[QUOTE=Bazkip;37853169]Increase the magazine size a tad (say to 7, that's the carrying capacity of the gun it's based off anywho) and bump the increased damaged by 10-15% or so to make the difference significant. 15% is really negligible.[/QUOTE] I think a significantly faster reload time could suffice, or shorter weaponswitch duration. Either of those could make it crazy useful. Like, +45% faster reloading speed, or +45% faster weapon switch?
[QUOTE=Everything;37853195]I think a significantly faster reload time could suffice, or shorter weaponswitch duration. Either of those could make it crazy useful. Like, +45% faster reloading speed, or +45% faster weapon switch?[/QUOTE] Making it better for picking off fleeing targets? Might work, though I don't think it'd be quite as useful as you think considering you are faster than anyone trying to escape you save for enemy Scouts. Could still be handy. I dunno, either way I'd like to see it get some sort of damage buff.
[QUOTE=Bazkip;37853232]Making it better for picking off fleeing targets? Might work, though I don't think it'd be quite as useful as you think considering you are faster than anyone trying to escape you save for enemy Scouts. Could still be handy. I dunno, either way I'd like to see it get some sort of damage buff.[/QUOTE] Well, in the case of faster weapon switch it would be used after using up your scattergun of choice. Much faster than reloading in almost any case, which would be helpful against targets who you overestimated and failed to kill with two mid-range FaN shots, for instance, or for fighting other Scouts who can go from scatter to pistol range and back very quickly.
[QUOTE=mnyfrsh;37852112]On the other hand they gave us this: [img]http://wiki.teamfortress.com/w/images/thumb/3/3c/RED_Pomson_6000.png/250px-RED_Pomson_6000.png[/img] when they ran out of good ideas, so I'm kind of okay with them ignoring Engie.[/QUOTE] And then they nerfed it.
[QUOTE=emmens;37853777]And then they nerfed it.[/QUOTE] "Nerfed."
[QUOTE=TectoImprov;37853847]"Nerfed."[/QUOTE] Yes, nerfed.
[QUOTE=Pocket Medic;37853898]Yes, nerfed.[/QUOTE] Like most of Heavy's new miniguns, can't have one without at least one nerf.
[QUOTE=Ayane-152;37854246]Like most of Heavy's new miniguns, can't have one without at least one nerf.[/QUOTE] Brass Beast wasn't nerfed since release.
[QUOTE=DatWut?;37854267]Brass Beast wasn't nerfed since release.[/QUOTE] but brass beast never needed a nerf, its two downsides were big enough of a hinderance
[QUOTE=Pocket Medic;37853898]Yes, nerfed.[/QUOTE] By removing the interesting/balanced part of the weapon and keeping the retarded drains
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