[t]http://cloud.steampowered.com/ugc/541834765456318216/48E53226BEFA8FC6A39F8E30A3D353A869A4DB8E/[/t]
[B]Stickybomb launcher(s):[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/IMG]Stickybombs will deal a % of damage based on how long they've existed out of 3 seconds, ie a sticky that has existed for 1 second will only deal 33% total damage, while one that has existed for 3 seconds or more will deal 100%
If you want to do a lot of instant damage, you have the pipebombs
I think Valve already stated that they won't change any of the stock weapons.
It makes sudden traps ineffective and it's just kind of pointless in my opinion. :v:
If you hate Sticky-Spam, then I'm sorry dude.
[QUOTE=Mentlegen;41258033]It makes sudden traps ineffective and it's just kind of pointless in my opinion. :v:
If you hate Sticky-Spam, then I'm sorry dude.[/QUOTE]
50% of 120 per stickybomb is still 60 per stickybomb
if you shoot out three stickybombs at a wall and detonate them all at the same time, the first one will still do around 90% of the damage of a normal sticky, and in total will kill everyone but soldiers and heavies if done right
Hell, decide to go sticky spamming and you'll still be doing a minimum of 40 damage and most likely a lot more than this with each sticky, and you can still use the gun designed to do a lot of damage instantly - the grenade launcher
It really wouldn't punish any playstyle except M1+M2, as it currently stands, there's no reason to use the pipebombs outside of bouncing them around walls since the sticky bomb launcher outdamages it, has no distance fall-off and is much easier to use
[sp]It currently does about the same DPS as the axtinguisher, with a much longer range and not much more effort required[/sp]
[QUOTE=RandomGamer342;41258419]It really wouldn't punish any playstyle except M1+M2, as it currently stands, there's no reason to use the pipebombs outside of bouncing them around walls since the sticky bomb launcher outdamages it, has no distance fall-off and is much easier to use
[sp]It currently does about the same DPS as the axtinguisher, with a much longer range and not much more effort required[/sp][/QUOTE]
I don't think you've played much Demoman because everything I quoted here is wrong.
Pipebombs are useful for instant damage, zoning, dealing with close threats, fighting while having a trap or minefield set, or for when it's unfeasible to reload the sticky launcher but there's a desire to continue the offensive.
The Stickylauncher does have falloff and rampup, but it also has a clunky arming time to work with. This makes the weapon impossible to use to its maximum potential as indicated by the mathematics behind it. There's simply no way to consistently be able to do maximum rampup damage and actually do well. You'd have to be standing on top of your own stickies for that to happen and you'll just kill yourself in the process.
[QUOTE=Mr. Jelly;41255971][B]Pyro Reserve Shooter:[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] Doesn't exist[/QUOTE]
I seriously cannot agree with this enough. The Reserve Shooter is the absolute shittiest option they could have picked as a middle ground between the stock Shotgun and the Flare gun. Thanks to damage falloff, all the mini-crits are giving you is... the damage you lost from being so fucking far away? And if you're close enough to actually maximize the damage, [I]why not just use the flare gun and get all the other fucking benefits too?[/I]
They took the stats off of the Pyro SPUF subforum and gave it to Pyro for a reason: they realized it didn't work well on the fucking Pyro. Hell, it hardly works that well on the Soldier. It's just a failed concept that people attempt to justify because "IT WAS SUPPOSED TO BE PYRO'S GUN!!!!"
In fact, most of the sets need to be redesigned in general if they want to achieve their desired effects. Like, for the Liberty Launcher, in order to combine it with the other two weapons (Reserve Shooter and Market Gardener, right?), why not have "increased blast force" instead of increased projectile speed? It'd give you higher, further rocket jumps (for the Market Gardener), and would also allow you to mix it with the Reserve Shooter. The Reserve Shooter is still kind of "eh" thanks to falloff damage and spread, so maybe a tighter spread on that or something? Inverted falloff damage?
This shit makes me wish it was easier to properly test these ideas. You can make them locally, but the people with the know-how never seem to have the ability to run a server. :v:
---
I'm kind of ranting here, so I'm sorry, but this just came to mind. The point of the original five sets was to offer a bonus for using the items together, as they were intended to be used together (hence the whole point of submitting an entire set based around an idea). But the problem I have with nearly ALL the sets is that there's no synergy between the weapons, and sometimes even the set bonuses. Why do you get fire resistance for using the Loch-n-Load and the Caber together? What benefit do you even have for using them together? Why would you use the Brass Beast with the Buffalo Steak Sandvich and the Warrior's Spirit, when your secondary only applies to your melee, and your melee makes you less tanky (when the primary is intended to be used defensively)? Other than being made poorly and probably being related to the Olive Garden, what kind of relation do the Tomislav, Family Business, and Eviction Notice have? Why would you use the Sydney Sleeper with the Bushwhacka, when in order to Jarate an enemy with the full set, you need to be scoped in for a few seconds, and by that time melee weapons would probably be useless?
I know that sets are a failed concept, but I want to see SOMETHING that encourages you to use the weapons together. I don't give a shit about the hats, just make the stats make sense with each other.
[QUOTE=Unisath;41260555]I seriously cannot agree with this enough. The Reserve Shooter is the absolute shittiest option they could have picked as a middle ground between the stock Shotgun and the Flare gun. Thanks to damage falloff, all the mini-crits are giving you is... the damage you lost from being so fucking far away? And if you're close enough to actually maximize the damage, [I]why not just use the flare gun and get all the other fucking benefits too?[/I]
Well I know the heavy gangster set is to be able to less damage per attack, but because of the bigger clips or wind up or faster punch speed you end up having equal or slightly more dps
They took the stats off of the Pyro SPUF subforum and gave it to Pyro for a reason: they realized it didn't work well on the fucking Pyro. Hell, it hardly works that well on the Soldier. It's just a failed concept that people attempt to justify because "IT WAS SUPPOSED TO BE PYRO'S GUN!!!!"
In fact, most of the sets need to be redesigned in general if they want to achieve their desired effects. Like, for the Liberty Launcher, in order to combine it with the other two weapons (Reserve Shooter and Market Gardener, right?), why not have "increased blast force" instead of increased projectile speed? It'd give you higher, further rocket jumps (for the Market Gardener), and would also allow you to mix it with the Reserve Shooter. The Reserve Shooter is still kind of "eh" thanks to falloff damage and spread, so maybe a tighter spread on that or something? Inverted falloff damage?
This shit makes me wish it was easier to properly test these ideas. You can make them locally, but the people with the know-how never seem to have the ability to run a server. :v:
---
I'm kind of ranting here, so I'm sorry, but this just came to mind. The point of the original five sets was to offer a bonus for using the items together, as they were intended to be used together (hence the whole point of submitting an entire set based around an idea). But the problem I have with nearly ALL the sets is that there's no synergy between the weapons, and sometimes even the set bonuses. Why do you get fire resistance for using the Loch-n-Load and the Caber together? What benefit do you even have for using them together? Why would you use the Brass Beast with the Buffalo Steak Sandvich and the Warrior's Spirit, when your secondary only applies to your melee, and your melee makes you less tanky (when the primary is intended to be used defensively)? Other than being made poorly and probably being related to the Olive Garden, what kind of relation do the Tomislav, Family Business, and Eviction Notice have? Why would you use the Sydney Sleeper with the Bushwhacka, when in order to Jarate an enemy with the full set, you need to be scoped in for a few seconds, and by that time melee weapons would probably be useless?
I know that sets are a failed concept, but I want to see SOMETHING that encourages you to use the weapons together. I don't give a shit about the hats, just make the stats make sense with each other.[/QUOTE]
The heavy set was made to be able to do more damage over time because of the faster speed, but slightly less damage you could do more over time because of the faster spin up bigger clip and faster swing speed, but you deal less damage
[QUOTE=Mr. Jelly;41255971][B]Pyro Reserve Shooter:[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] Doesn't exist[/QUOTE]
I really don't think that Reserve Shooter should be taken away from the Pyro. True, in its current state, it isn't exactly balanced, but surely that means it should be reworked to be balanced for both classes, instead of just removed from one of them (and left still kinda useless for the other)?
[QUOTE=VietRooster2;41255901]To fix the Reserve Shooter for Pyro, I'd say Valve needs to make a seperate version of the reserve shooter for the Pyro with this skin;
[t]http://cloud-2.steampowered.com/ugc/559796680982401956/371C5E1BBEDB4800ED54BFA4DA9128E0B81F0AE5/637x358.resizedimage[/t]
and some sort of new bonus to make it less of a "cheap" weapon since it's pretty much just a variation of the puff'n'sting as of now.[/quote]
This'd work too, and is possibly the only way for the weapon to be balanced for both classes. Maybe remove the weapon switch speed bonus and add another downside for Pyro, like airblast cost or something? I dunno, I'm not good at balancing weapons.
Of course, my opinion on this matter could easily be biased, since I use Reserve Shooter as Pyro.
Personally, i want Valve not only to balance the existing weapons, but to fix some bugs associated with the weapons themselves( I can't even call them features anymore ). For example:
The Gunslinger:
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG] Doesn't start building itself at full health.
For now, the mini-sentry both starts building at 100 hp AND regenerates health, resulting in the notorious indestructibility of the mini with some damage sources. It's a clear bug that has been persisting for ages.
The Jag:
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] Fix the fucking Jag.
Like... seriously. The difference in one swing( 2 for dispensers) doesn't do anything.
I would like it when the quickfix uber would give you and your patient a little speed boost. Maybe as fast as when youre hit by the disciplinary action. You could then make great pushes in combination with the "invulnerable against knockback" feature it already has. I think it would also fit to the "theme" of the weapon.
[IMG]http://wiki.teamfortress.com/w/images/thumb/3/36/Backpack_Sun-on-a-Stick.png/90px-Backpack_Sun-on-a-Stick.png?t=20110425040134[/IMG]
[B]The 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/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img]+30% faster move speed while active and looking at a burning enemy
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img]-50% damage vs non-burning players
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img]No critical hits vs non-burning players
See someone on fire? Zoom over there at a speed close to that of a fully charged Baby Face Blaster's Scout and smack them to death. It provides excellent utility with Pyros on your team so you can get to places faster (provided they're already there and you can see the ignited enemies, of course,) as well as cleaning up their messes should they die before the burning enemy does.
[QUOTE=Bynine;41281163][IMG]http://wiki.teamfortress.com/w/images/thumb/3/36/Backpack_Sun-on-a-Stick.png/90px-Backpack_Sun-on-a-Stick.png?t=20110425040134[/IMG]
[B]The 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/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img]+30% faster move speed while active and looking at a burning enemy
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img]-50% damage vs non-burning players
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img]No critical hits vs non-burning players
See someone on fire? Zoom over there at a speed close to that of a fully charged Baby Face Blaster's Scout and smack them to death. It provides excellent utility with Pyros on your team so you can get to places faster (provided they're already there and you can see the ignited enemies, of course,) as well as cleaning up their messes should they die before the burning enemy does.[/QUOTE]
Crit-a-Cola + BFB + That =
you move at max BFB speed because that's the speed cap
[QUOTE=Vodkavia;41285899][img]http://wiki.teamfortress.com/w/images/thumb/d/d2/Item_icon_Black_Box.png/100px-Item_icon_Black_Box.png?t=20120630231735[/img]
On hit: restores 15 health
On Kill: restores 20 health
-25% mag size[/QUOTE]
Black box is already a huge ass crutch, no thanks.
[QUOTE=Vodkavia;41286900]I would take that seriously if it were an actual criticism and not a whine. Every other unlock besides the DH (and maybe the bazooka) has been established as "worse" than the default, making the Black Box marginally less worse than the default is entirely rational.
For clarification on hit does not stack with on kill, the hit resulting in kill gives the soldier 20 health not 45.[/QUOTE]
Then it's such a tiny change that it's irrelevant. The Black Box is fine, this thread is for addressing big concerns first.
[QUOTE=Vodkavia;41286900]I would take that seriously if it were an actual criticism and not a whine. Every other unlock besides the DH (and maybe the bazooka) has been established as "worse" than the default, making the Black Box marginally less worse than the default is entirely rational.
For clarification on hit does not stack with on kill, the hit resulting in kill gives the soldier 20 health not 45.[/QUOTE]
The Black Box is intended more for independant Soldiers, while the Stock is meant for general purpose.
It's a side-grade meant for a slightly different playstyle. There's no reason to give a buff to a weapon that is perfectly capable with what it's good at. It's nonsense.
There is no way to make it on par with the stock because it doesn't have a fourth rocket. The fourth rocket can be the deciding factor between life or death. That is why no rocket launcher matches it except for the Direct Hit, but you need to have good aim for that to become of any use to you.
[QUOTE=Vodkavia;41287662]That's not at all what the Black Box was intended for, the healing is conducive that purpose but saying being able to self heal = wandering soldier, is like saying explosive damage = sentry killing class. The Black box is meant to work with the rest of its set, keeping the soldier alive so that he can take the damage required to charge the battalion's backup.[/QUOTE]
Rule of thumb:
Set bonuses are complete bollocks. Leave every single shred of thought about set bonuses at the door when you come in, because all of them are better off not having existed in the first place. Yes even the Gas Jockey's Gear.
[QUOTE=Mr. Jelly;41255971][B]Pyro Reserve Shooter:[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] Doesn't exist[/QUOTE]
flaregun is better so nerfing reserve shooter is pointless
[editline]2nd July 2013[/editline]
I mean would you rather Pyros being using the manmelter?! :v:
[img]https://dl.dropboxusercontent.com/u/37749778/FixedReserveShooter.png[/img]
Of course, for Pyro only.
[QUOTE=-=NARH=-;41292204][img]https://dl.dropboxusercontent.com/u/37749778/FixedReserveShooter.png[/img]
Of course, for Pyro only.[/QUOTE]
IT is now literally a straight downgrade the minicrits would make it do the same as stock damage and it would have only 3 shots. The 15% switch speed doesn't make up for this
[QUOTE=lastshark;41292226]IT is now literally a straight downgrade the minicrits would make it do the same as stock damage and it would have only 3 shots. The 15% switch speed doesn't make up for this[/QUOTE]
That's the idea.
[QUOTE=lastshark;41292226]IT is now literally a straight downgrade the minicrits would make it do the same as stock damage and it would have only 3 shots. The 15% switch speed doesn't make up for this[/QUOTE]
Actually, it'd do less. The additional damage from the mini-crit would be 35% of the 65% damage, resulting in a total of 87.75% of normal damage. So yeah, quite under powered. I think, if the Reserve Shooter gets nerfed for Pyro, it should be something like maybe slower firing speed, or increased airblast cost. But I'm not very good at suggesting stats, so they might be terrible ideas as well.
[QUOTE=Banjo7J;41292445]Actually, it'd do less. The additional damage from the mini-crit would be 35% of the 65% damage, resulting in a total of 87.75% of normal damage. So yeah, quite under powered. I think, if the Reserve Shooter gets nerfed for Pyro, it should be something like maybe slower firing speed, or increased airblast cost. But I'm not very good at suggesting stats, so they might be terrible ideas as well.[/QUOTE]
It was a joke suggestion, it is supposed to be worse than the Shotgun, simply because the Reserve Shooter should have been only for Soldier in the first place.
What's wrong with the Reserve Shooter on the Pyro anyway? It works well with the Gas Jockey set and has the advantage of countering other Pyros pretty well, unlike the Flare Gun.
[QUOTE=_Kilburn;41292821]What's wrong with the Reserve Shooter on the Pyro anyway? It works well with the Gas Jockey set and has the advantage of countering other Pyros pretty well, unlike the Flare Gun.[/QUOTE]
The downside doesn't really affect Pyro very much, seeing as how he doesn't have to reload his flamethrower, whereas Soldier does have to reload his rocket launcher. When the Reserve Shooter needs to reload, Pyro can almost always just switch back to his flamethrower, but Soldiers would most likely have to reload their rocket launchers if they're using a shotgun. To be honest, though, the Reserve Shooter, in my opinion at least, isn't very overpowered for Pyro, only a little bit. Comparing it to Soldier makes it look more overpowered, since it's kinda underpowered and not very useful for Soldier. But I would say it's definitely in need for some tweaking, possibly a weapon-split to give the two classes different, but similar weapons. (Or give the two classes different stats without actually seperating it into two items)
Less clip size is a dumb way to balance weapons anyway, since it's something that is rarely affecting the target at all
Say, two soldiers fight, one with stock and one with the BB/Liberty. During the beginning of the fight, the other soldier has a direct upgrade over the stock one. After three rockets, the stock soldier has one extra rocket to shoot that can turn the tide. After that, if they continue to reload-shoot, the other soldier has a direct upgrade again.
This makes the sidegrade rocket launchers worse for ONE specific short moment, which is irrelevant because they could've killed each other with 2-3 rockets in the first place(which the liberty helps you doing, while the BB can make up for the fourth rocket's damage)
This is better for the three shot shotguns, since they actually have conditions that have to be met to get the bonus. The frontier justice is a straight downgrade without crit boost, and getting crits actually requires specific circumstances, making it have downsides to the target as well. The reserve is worse because getting minicrits just requires the target to jump/being pyro, but the ammo gap gives a longer advantage to the stock one, making it a genuine advantage to have more ammo
The only weapons handling less clip size properly are the ones made with unique reloading styles, aka FaN/Soda popper/shortstop(/beggars?), but some have issues of their own with balancing, and clip size is less balancing and more a way of differentiating the actual weapons(which is the way it should be)
-Clip size is a lazy way of balancing that really doesn't do much, and valve shouldn't have gone down that route for "generic downside"
[editline]3rd July 2013[/editline]
Oh, and this made me think about a perfect way to balance the reserve shooter
Remember how the direct hit got flak for mini-critting airborne targets? Since it was supposed to be a weapon for juggling, it was changed so that it only minicrits targets airborne by explosions instead of anyone who happened to jump recently. Since this is what the reserve shooter is supposed to reward, why not apply the same to it too?
[QUOTE=RandomGamer342;41293342]Remember how the direct hit got flak for mini-critting airborne targets? Since it was supposed to be a weapon for juggling, it was changed so that it only minicrits targets airborne by explosions instead of anyone who happened to jump recently. Since this is what the reserve shooter is supposed to reward, why not apply the same to it too?[/QUOTE]
I've assumed this is a bug because if I'm remembering right the Reserve Shooter still mini crits people on stairs/underwater, which is the exactly how the Direct Hit was until they fixed it
[editline]3rd July 2013[/editline]
Also your argument about -clipsizes being a lazy downside kinda falls apart outside 1v1 fights
Time for more Degreaser? No? Well, you're getting it anyway!
Honestly, the downsides for the Degreaser are ridiculous.
You get a passive +65% weapon switch speed, which is a MASSIVE buff, since it lets you switch to any weapon in almost no time. It directly makes the Axtinguisher and other weapons better.
Now the Pyro can effortlessly deal ~200 damage in less than a second just for getting into melee range and can easily airblast any time due to the short time to switch.
What is the downside for this huge buff? Must be a major trade-off, right?
Slightly shorter afterburn and little bit less damage on the Degreaser.
What do Pyros with Degreaser usually do?
Not use the Degreaser. They simply fire off one unit of ammo to set some on fire, airblast/switch to Axtinguisher/Flare Gun/etc. and use those instead.
Basically, you trade a small bit of damage from the flamethrower in exchange for the ability to deal way more damage and even easier airblasting.
And almost every Pyro uses it, because it's effectively a direct upgrade, since the penalty doesn't match with the huge buff.
I can't really think of a good way of balancing it. Lower the switch speed bonus? Give it the Backburner's airblast penalty? Less health? Make the switch speed only have effect when switching from Degreaser to another weapon?
I don't know, I'm just getting sick of seeing every Pyro being the generic Degreaser-Axtinguisher combo since it's just so effective.
I will atempt to fix melees, there we go
[IMG]http://wiki.teamfortress.com/w/images/thumb/8/8d/Item_icon_Bonesaw.png/100px-Item_icon_Bonesaw.png?t=20120630231752[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Allows you to see patients clip, and ammo reserve.
[IMG]http://wiki.teamfortress.com/w/images/thumb/0/04/Item_icon_Ubersaw.png/100px-Item_icon_Ubersaw.png?t=20120630234637[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]On hit: adds 25% to ÜberCharge meter.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Unnable to see patients clip, and ammo reserve.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Has 20% slower swing rate.
[url]http://wiki.teamfortress.com/w/images/thumb/7/70/Item_icon_Vita-Saw.png/100px-Item_icon_Vita-Saw.png?t=20120630234624[/url]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]User retains at most 25% of a full ÜberCharge meter on death.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Unnable to see patients clip, and ammo reserve.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Übersaw hits steal all your Über.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]-1 HP/sec regenerated.
[IMG]http://wiki.teamfortress.com/w/images/thumb/d/db/Item_icon_Solemn_Vow.png/100px-Item_icon_Solemn_Vow.png?t=20120630233033[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]Allows you to see an enemy's health.
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Allows you to see patients clip, and ammo reserve.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG] Allows enemy medics to see patients health, clip, and ammo reserve.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG] Allows enemy medics to see your health and Über build status.
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Negative status overide other weapon limitations.
[IMG]http://wiki.teamfortress.com/w/images/thumb/a/ab/Item_icon_Amputator.png/100px-Item_icon_Amputator.png?t=20120630231515[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] On taunt: Applies a healing effect to all nearby teammates.
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] On hit: causes bleed to enemy for 6 seconds.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]On miss, causes self-damage and bleed to the player for 6 seconds.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Unnable to see patients clip, and ammo reserve.
[editline]3rd July 2013[/editline]
Using Axtinguisher filosophy how about
[IMG]http://wiki.teamfortress.com/w/images/thumb/a/ac/Item_icon_Market_Gardener.png/100px-Item_icon_Market_Gardener.png?t=20120630233340[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]Deals crits while the wielder is rocket jumping.
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]Deal +5% damage while the wielder is rocket jumping.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Deal -10% damage while the wielder is not rocket jumping.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]No random Critical hits.
[QUOTE=ScarfaceCrow;41294065][B]Bonesaw[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Allows you to see patients clip, and ammo reserve.
[B]Übersaw[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]On hit: adds 25% to ÜberCharge meter.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Unnable to see patients clip, and ammo reserve.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Has 20% slower swing rate.
[B]Vita-Saw[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]User retains at most 25% of a full ÜberCharge meter on death.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Unnable to see patients clip, and ammo reserve.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Übersaw hits steal all your Über.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]-1 HP/sec regenerated.
[B]Solemn Vow[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]Allows you to see an enemy's health.
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Allows you to see patients clip, and ammo reserve.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG] Allows enemy medics to see patients health, clip, and ammo reserve.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG] Allows enemy medics to see your health and Über build status.
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Negative status overide other weapon limitations.
[B]Amputator[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] On taunt: Applies a healing effect to all nearby teammates.
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] On hit: causes bleed to enemy for 6 seconds.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]On miss, causes self-damage and bleed to the player for 6 seconds.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Unnable to see patients clip, and ammo reserve.
[B]Market Gardener[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]Deals crits while the wielder is rocket jumping.
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]Deal +5% damage while the wielder is rocket jumping.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Deal -10% damage while the wielder is not rocket jumping.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]No random Critical hits.[/QUOTE]
Apart from the Vita-Saw, which you seem to have unneccesarily nerfed, and the Amputator, which doesn't really make much sense, this seems like a pretty good idea. Many Medics tend to accidentally uber people with empty clips, or not much ammo left, and this would help fix that, while also making other Medic melees more viable. I doubt it would happen, though, since Valve seem to not like buffing the base class, or changing the stock items, though they did do something kind of similar to this to the flamethrowers in, I think it was Pyromania? Also, as for the Market Gardener, I don't really see what was wrong with it, or how this change would solve any problem it could have. I guess now, a crit can kill a full health Soldier? I dunno, seems unneccesary to me.
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