The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
1,430 replies, posted
[QUOTE=Metaru;40799523]The hype metter should increase with damage dealt, but [b]reseted if you reload.[/b]
you have two shots? if you land enough damage with these two, you gain a small crit boost wich keeps you on the offensive in order to keep pumping damage over your foes.
you can pair it with the crit-a-cola to boost your effort and increase your speed, but still get exposed to damage.
in the end you'd have the following scenario:
can be used as a regular FAN, with no knockback. it still deals considerable damage.
you are rewarded and encouraged to aim and get close to your enemies for an extra boost of damage.
running away from danger makes you lose that boost, and the chance to get minicrits as they last for mere seconds.
basically, the concept of the original popper is still there (keep running). but you are rewarded for actually working towards gettingthat bost instead of simply jogging.[/QUOTE]
That right there is just a bad idea in my opinion.
It would fuck with people who use auto-reload, it has a reload speed increase that would be discouraged, and it's based on "if i can hit him with enough pellets in two shots". The Direct Hit and Loch-n-Load work with that because they are a single projectile weapon that requires a decent amount of skill (or luck) to hit an enemy.
The mention of "hype to battle" makes me think of something interesting
How about, you gain hype while running. If you shoot before the hype meter isn't full, it empties. If you shoot when the hype meter is filled, it activates the minicrits.
It goes well with the whole "running up to battle" thing without giving you free minicrits for simply dodging bullets
Thoughts?
[QUOTE=RandomGamer342;40799794]The mention of "hype to battle" makes me think of something interesting
How about, you gain hype while running. If you shoot before the hype meter isn't full, it empties. If you shoot when the hype meter is filled, it activates the minicrits.
It goes well with the whole "running up to battle" thing without giving you free minicrits for simply dodging bullets
Thoughts?[/QUOTE]
Now instead of randomly giving Scouts mini-crit boosts while they're fighting if they weren't paying attention to their Hype meter, there'll be morons doing absolutely nothing productive just so they can get their 8 seconds of mini-crits.
Drop the idea of awarding Scouts for doing something that's not contributing to the fight.
[QUOTE=lastshark;40795702]What a scout should do if he sees a mini: Take it down out of its range with his pistol.
What the scout does: Run at it trying to take it out with his scatter, gets killed, and then rages that they are op.[/QUOTE]
Because we all know that the pistol is accurate enough to take out the Minisentry's tiny hit box. Not to mention we'd have to go through about 4 mags to do so because 3 out of 12 bullets hit it. And the engineer or someone else would have noticed you by then so you're a sitting duck.
[QUOTE=lastshark;40795702]What a scout should do if he sees a mini: Take it down out of its range with his pistol.
What the scout does: Run at it trying to take it out with his scatter, gets killed, and then rages that they are op.[/QUOTE]
Then the scout is actually pyro.
And he's fucked.
What if hype was built by capturing an objective? Stay on the cart or the point for X seconds, minicrits.
Of course, that lessens it's effectiveness on defense...
Make the Soda Popper like the Babyface to where it builds up causing damage. Boom, done, instantly balanced. Just have it like it used to be where you pressed M2 to use the crits when you want to and it's done.
Soda Popper should just always build up hype. Even when it's holstered. This way it would actually require good timing to be used at its full potential. There's no concept of reward, it just gives you a rhythm to follow.
Making it build up Hype from damage or any gameplay related event would make it either underpowered or overpowered.
Just an idea to throw out - it boosts slowly at all times but you get a small increase in your bar when you take damage, relative to how much damage you took? It would be a cool pairing with a Quick Fix Medic, because you could soak up some damage and then unload mini crits everywhere.
[QUOTE=lastshark;40795702][B]What a scout should do if he sees a mini: Take it down out of its range with his pistol.[/B]
What the scout does: Run at it trying to take it out with his scatter, gets killed, and then rages that they are op.[/QUOTE]
Not always an option.
What Soda Popper needs the most is lower hype duration.
Because at the moment you get minicrits 40% of time.
[QUOTE=Drury;40802256]What Soda Popper needs the most is lower hype duration.
Because at the moment you get minicrits 40% of time.[/QUOTE]
Hype Decreases when weapon is not active, perhaps?
And a slower filling-rate.
Mantreads needs a slight buff.
OLD
-75% reduction in push force taken from damage
Deals 3x falling damage to the player you land on
NEW 1
-75% reduction in push force taken from damage
Deals 5x falling damage to the player you land on
NEW 2
-75% reduction in push force taken from damage
Deals 3x falling damage to the player you land on
Wearer takes no falling damage
NEW 3
No push force taken from anything
Deals 3x falling damage to the player you land on
I like how I mention the Winger and it turns immediately into a Soda Popper discussion.
[QUOTE=Wunder;40809596]Mantreads needs a slight buff.
OLD
-75% reduction in push force taken from damage
Deals 3x falling damage to the player you land on
NEW 1
-75% reduction in push force taken from damage
Deals 5x falling damage to the player you land on
NEW 2
-75% reduction in push force taken from damage
Deals 3x falling damage to the player you land on
Wearer takes no falling damage
NEW 3
No push force taken from anything
Deals 3x falling damage to the player you land on[/QUOTE]
#2, definitely. Hell, remove the -75%, leave on the no fall damage, and I'd fucking use em instead of my gunboats.
Not a weapon but..
[img]http://wiki.teamfortress.com/w/images/thumb/f/f6/Item_icon_Pyrovision_Goggles.png/75px-Item_icon_Pyrovision_Goggles.png[/img]
[B]The Pyrovision Goggles[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] You can now see cloaked Spies
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] You can only move forward
Edit:
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/6d/Item_icon_Ghastlier_Gibus.png/75px-Item_icon_Ghastlier_Gibus.png[/IMG]
[B]The Ghastly Gibus[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] +5pt font size for the ingame chat
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Can't use team chat
[B]Set Bonus[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] +50% chance to find a salvaged crate
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Can only join servers with official maps running
[QUOTE=Prollgurke;40811226]Not a weapon but..
[img]http://wiki.teamfortress.com/w/images/thumb/f/f6/Item_icon_Pyrovision_Goggles.png/75px-Item_icon_Pyrovision_Goggles.png[/img]
[B]The Pyrovision Goggles[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] You can now see cloaked Spies
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] You can only move forward
Edit:
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/6d/Item_icon_Ghastlier_Gibus.png/75px-Item_icon_Ghastlier_Gibus.png[/IMG]
[B]The Ghastly Gibus[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] +5pt font size for the ingame chat
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Can't use team chat
[B]Set Bonus[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] +50% chance to find a salvaged crate
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Can only join servers with official maps running[/QUOTE]
This is stupid because it doesn't change anything.
[QUOTE=Prollgurke;40811226]Not a weapon but..
[img]http://wiki.teamfortress.com/w/images/thumb/f/f6/Item_icon_Pyrovision_Goggles.png/75px-Item_icon_Pyrovision_Goggles.png[/img]
[B]The Pyrovision Goggles[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] You can now see cloaked Spies
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] You can only move forward
Edit:
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/6d/Item_icon_Ghastlier_Gibus.png/75px-Item_icon_Ghastlier_Gibus.png[/IMG]
[B]The Ghastly Gibus[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] +5pt font size for the ingame chat
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Can't use team chat
[B]Set Bonus[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] +50% chance to find a salvaged crate
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Can only join servers with official maps running[/QUOTE]
Suddenly competitive is like
"omg y r balve make gibis set so op??? y not be balunced like polycaunt sets"
[sp]I actually have no problem with competitive, so don't take this seriously (unless you run ETF2L)~[/sp]
[QUOTE='TF2 Wiki']If a Spy is cloaked for more than 6.5 seconds using the Dead Ringer, through collecting ammo or other sources, it will revert to a standard Cloak, losing the 90% damage reduction and flickering if the player collides with an enemy or gets shot.[/QUOTE]
I can imagine that this already got suggested, but how about changing those 6.5 seconds to like 0.5-1 seconds?
Would removing the inverse distance scaling on the Loose Cannon be a good idea?
[QUOTE=Steel & Iron;40886800]Would removing the inverse distance scaling on the Loose Cannon be a good idea?[/QUOTE]
On the subject, it would be nice if they gave the Loose Cannon a unique sound.
As it stands I keep thinking that it will go further the longer I hold it because the sound matches the sticky launchers.
[QUOTE=Steel & Iron;40886800]Would removing the inverse distance scaling on the Loose Cannon be a good idea?[/QUOTE]
It's not OP or UP or anything.
[img]http://wiki.teamfortress.com/w/images/thumb/3/36/Backpack_Sun-on-a-Stick.png/90px-Backpack_Sun-on-a-Stick.png[/img]
[B]Sun-on-a-Stick[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 100% critical hit vs. burning players
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img]-25% Damage Penalty
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] [B]No Random Critical Hits[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/6/6b/Item_icon_Wrap_Assassin.png/63px-Item_icon_Wrap_Assassin.png[/img]
[B]The Wrap Assassin[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Alt-Fire: Launches a festive ornament that shatters causing bleed
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] -70% Damage Penalty
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] [B]No Random Critical Hits[/B] [in relation to the ball, not the bat]
[img]http://wiki.teamfortress.com/w/images/thumb/1/1d/Backpack_Flare_Gun.png/90px-Backpack_Flare_Gun.png[/img]
[B]The Flare Gun[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] [B]No Random Critical Hits[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/6/6e/Backpack_Killing_Gloves_of_Boxing.png/90px-Backpack_Killing_Gloves_of_Boxing.png[/img]
[B]The Killing Gloves of Boxing[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] On Kill: 5 seconds of 100% critical hit chance
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] 20% slower firing speed
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] [B]No Random Critical Hits[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/3/37/Backpack_Holiday_Punch.png/90px-Backpack_Holiday_Punch.png[/img]
[B]The Holiday Punch[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Critical hit forces victim to laugh
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Always critical hit from behind
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] On-hit Force enemies to laugh who are also wearing this item
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] Critical hits do no damage
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] [B]No Random Critical Hits[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/8/86/Backpack_Bushwacka.png/90px-Backpack_Bushwacka.png[/img]
[B]The Bushwacka[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Crits whenever it would normally mini-crit
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] 20% fire damage vulnerability on wearer
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] [B]No Random Critical Hits[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/5/58/Backpack_Half-Zatoichi.png/90px-Backpack_Half-Zatoichi.png[/img]
[B]The Half-Zatoichi[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] On kill: Restores you to 100% health
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] Honorbound: Once drawn cannot be sheathed until it kills.
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] [B]No Random Critical Hits[/B]
This weapon has a large melee range.
This isn't a vendetta against random crits. I actually love random crits, unlike many people who try to balance TF2. This is for consistency's sake. Why should a weapon whose primary attribute is related to dealing crits be able to deal random crits? Numerous other weapons (the Axtinguisher is one that comes to mind, as it was the first weapon of its kind) are based on attaining crits cannot randomly crit, so all weapons of this type should follow the same path. My main gripe is with the Half-Zatoichi and the Bushwacka, as the former grants full health to its wearer (something that shouldn't be determined by a diceroll against 7/9 of the classes), and the latter is no different than the Axtinguisher. Also, to balance out no random cirts (since it's a Soldier weapon too!), I think that the Zatoichi should have the same range as other Demo melees. It'd make more sense to balance it that way than to balance it with crits.
While I see the reasoning behind this, some of your choices just seem forced. No random crits on the Sun-on-a-Stick and on the Wrap Assassin? As if those two weren't underpowered enough, you could have at least tried to balance their stats out.
No random crits on the Flare Gun is pointless. Melee weapons have a higher crit chance (15% as opposed to around 2% for ranged weapons), that's why removing random crits from them actually makes such a difference. On other weapons, it barely makes a difference (which is why they changed the Blutsauger).
No random crits on the Holiday Punch completely ruins its purpose. How often are you going to be able to hit someone from behind with your mediocre speed? I really don't see the need to further nerf what's essentially a joke weapon.
The others are alright I guess. The Half Zatoichi nerf is the one I agree the most with. A minimum 15% chance to restore 100% health per successful swing does seem rather unfair. And that's without taking into account the fact that the Soldier and Demoman both naturally do a lot of damage with their other weapons, boosting their crit rate even further.
[QUOTE=_Kilburn;40887208]While I see the reasoning behind this, some of your choices just seem forced. No random crits on the Sun-on-a-Stick and on the Wrap Assassin? As if those two weren't underpowered enough, you could have at least tried to balance their stats out.
No random crits on the Flare Gun is pointless. Melee weapons have a higher crit chance (15% as opposed to around 2% for ranged weapons), that's why removing random crits from them actually makes such a difference. On other weapons, it barely makes a difference (which is why they changed the Blutsauger).
No random crits on the Holiday Punch completely ruins its purpose. How often are you going to be able to hit someone from behind with your mediocre speed? I really don't see the need to further nerf what's essentially a joke weapon.
The others are alright I guess. The Half Zatoichi nerf is the one I agree the most with. A minimum 15% chance to restore 100% health per successful swing does seem rather unfair. And that's without taking into account the fact that the Soldier and Demoman both naturally do a lot of damage with their other weapons, boosting their crit rate even further.[/QUOTE]
I see most of these more as bug fixes than actual balance changes. SO many weapons that fill the same role as these don't have crits. What makes these special? If the actual weapon isn't going to be buffed in the case of the Sun-on-a-Stick and the Wrap Assassin, you may as well make everything consistent.
[QUOTE=Unisath;40886990]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] +100% more snip
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] No Random Critical Hits
[/QUOTE]
I agree that all those weapons should have a 'no random crits' trait added, for the reasons you describe.
[QUOTE=_Kilburn;40887208]While I see the reasoning behind this, some of your choices just seem forced. No random crits on the Sun-on-a-Stick and on the Wrap Assassin? As if those two weren't underpowered enough, you could have at least tried to balance their stats out.
No random crits on the Flare Gun is pointless. Melee weapons have a higher crit chance (15% as opposed to around 2% for ranged weapons), that's why removing random crits from them actually makes such a difference. On other weapons, it barely makes a difference (which is why they changed the Blutsauger).
No random crits on the Holiday Punch completely ruins its purpose. How often are you going to be able to hit someone from behind with your mediocre speed? I really don't see the need to further nerf what's essentially a joke weapon.
The others are alright I guess. The Half Zatoichi nerf is the one I agree the most with. A minimum 15% chance to restore 100% health per successful swing does seem rather unfair. And that's without taking into account the fact that the Soldier and Demoman both naturally do a lot of damage with their other weapons, boosting their crit rate even further.[/QUOTE]
I agree that the Sun-On-A-Stick - and possibly the Wrap Assassin as well - needs to be buffed, but I don't see why it couldn't get both a buff [I]and[/I] a 'no random crits' nerf. I'm guessing Unisath didn't try to balance them out because that wasn't the point of the post. S/he suggested one trait to be added to a bunch of weapons for the sake of consistency and reasonable weapon design, and left any miscellaneous balance tweaks to the rest of us.
No random crits on the Flare Gun would be as pointless as No Random Crits on the Diamondback is. It might not do a big difference, but it wouldn't hurt either, and it would make the stats more neat and consistent.
Random crits on the Holiday Punch completely ruins its purpose. The whole bloody point of the weapon is to sneak up on people like a ridiculous fat russian ninja. If you're punching people in the face with it hoping to get a lucky crit, you're using it wrong.
And because I haven't gathered enough disagree ratings in this thread already, here are two SOAS ideas:
[img]http://wiki.teamfortress.com/w/images/thumb/3/36/Backpack_Sun-on-a-Stick.png/90px-Backpack_Sun-on-a-Stick.png[/img]
[B]Sun-on-a-Stick V1[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 100% critical hit vs. burning players
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] No Random Critical Hits
Removing the damage penalty turns the weapon into a straightforward 'trade random crits for controlled crits' weapon like the Market Gardener, except stupid and situational instead of skill-reliant.
[img]http://wiki.teamfortress.com/w/images/thumb/3/36/Backpack_Sun-on-a-Stick.png/90px-Backpack_Sun-on-a-Stick.png[/img]
[B]Sun-on-a-Stick V2[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 100% mini-crits vs. burning players
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 100% mini-crits vs. wet players
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 100% mini-crits vs. airborne players
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 30% faster weapon switch speed.
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] No Random Critical Hits
Basically the same thing, but with so many types of situationality that it practically becomes versatile. Carry it around wherever you go, and whip it out whenever one of the crit-inducing situations arise. Gimmicky, but could be kind of fun.
[QUOTE=Deodorant;40887442]
[B]Sun-on-a-Stick V2[/B]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 100% mini-crits vs. burning players
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 100% mini-crits vs. wet players
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 100% mini-crits vs. airborne players
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 30% faster weapon switch speed.
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] No Random Critical Hits
Basically the same thing, but with so many types of situationality that it practically becomes versatile. Carry it around wherever you go, and whip it out whenever one of the crit-inducing situations arise. Gimmicky, but could be kind of fun.[/QUOTE]
literally a direct upgrade
[QUOTE=Judas;40887814]literally a direct upgrade[/QUOTE]
I think 'a' is the only term in that post you're not misusing.
'Direct upgrade' is not the same thing as 'overpowered' and people need to stop using it to say that. A direct upgrade is an item that has at least one upside - no matter how insignificant - and not a single downside compared to its stock counterpart. The Axtinguisher is generally considered more powerful than the Third Degree, but the Third Degree is a direct upgrade and the Axtinguisher is not.
The 'no random crits' trait is a negative one, and the weapon is therefore not a direct upgrade.
If you think the weapon sounds [I]overpowered[/I], though... You may very well be right. Care to elaborate on your reasoning?
[QUOTE=Deodorant;40887967]I think 'a' is the only term in that post you're not misusing.
'Direct upgrade' is not the same thing as 'overpowered' and people need to stop using it to say that. A direct upgrade is an item that has at least one upside - no matter how insignificant - and not a single downside compared to its stock counterpart. The Axtinguisher is generally considered more powerful than the Third Degree, but the Third Degree is a direct upgrade and the Axtinguisher is not.
The 'no random crits' trait is a negative one, and the weapon is therefore not a direct upgrade.
If you think the weapon sounds [I]overpowered[/I], though... You may very well be right. Care to elaborate on your reasoning?[/QUOTE]
Because there's no reason not to use the regular bat. If it had all those lovely traits along with the original damage reduction, it'd be perfectly fine.
[IMG]http://wiki.teamfortress.com/w/images/thumb/b/b7/Reserve_Shooter.png/250px-Reserve_Shooter.png[/IMG]
[B]The Reserve 'Chuter[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]+30% switch speed (from 15%)
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]Minicrits on targets launched or falling*
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]Cannot be equipped by Pyro
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]-50% clip size
*The Reserve Shooter will only minicrit (sans Buff Banner/Jarate/Mark of Death) under the following conditions: Any form of explosive knockback (including flare-based knockback). A FaN, Atomizer, or Boston Basher extra jump. Knockback from Airblast or the FaN. Being at a distance above the surface directly below you exceeding 256 Hammer Units (ie any height at which fall damage would be taken)
This was an effort to both buff the Reserve Shooter while removing some of the more annoying parts, like that whole 'haha no jumping allowed round these parts' business, or the whole 'Pyro-with-a-Reserve-Shooter' business. The usual rocket-their-feet-then-bang-band-ded strategy is completely unchanged, except with an increase in switch speed.
[sp]help I have so many stupid ideas[/sp]
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