The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
1,430 replies, posted
[QUOTE=Histrionic;41357398]Late question:
What's with the "fix the loch-n-load"?[/QUOTE]
He reloads the grenades into thin air, due to the LnL being about a third as thin as the stock grenade launcher. The sight is also floating.
[QUOTE=Unisath;41357466]He reloads the grenades into thin air, due to the LnL being about a third as thin as the stock grenade launcher. The sight is also floating.[/QUOTE]
But there is a fix for it
[url]http://tf2.gamebanana.com/skins/116812[/url]
[QUOTE=R.M.T.B.;41361495]But there is a fix for it
[url]http://tf2.gamebanana.com/skins/116812[/url][/QUOTE]
It's not official. Everyone that complains about that just want to Valve put the fix in the game themselves so everyone can enjoy it without needing to download something from a site, at least IMO.
[img]http://wiki.teamfortress.com/w/images/thumb/c/c9/Item_icon_Axtinguisher.png/100px-Item_icon_Axtinguisher.png[/img]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/img] Garauntees Mini-Crits on burning targets.
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/img] Deals 15% more damage.
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/img] Has 50% slower swing rate.
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/img] No random crits on non-burning enemies.
[img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/img] Knocks back burning targets on hit.
Still good for getting a Heavy out of your way in a pinch with a mighty bruise, but doesn't automatically allow you to be Spy's slightly retarded cousin via puff & sting. With the added damage you're still looking at about 98 damage on a minicrit, enough to take out most weaker classes after setting them on fire.
[QUOTE=Funny Hats;41372529][img]http://wiki.teamfortress.com/w/images/thumb/c/c9/Item_icon_Axtinguisher.png/100px-Item_icon_Axtinguisher.png[/img]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/img] Garauntees Mini-Crits on burning targets.
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/img] Deals 15% more damage.
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/img] Has 50% slower swing rate.
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/img] No random crits on non-burning enemies.
[img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/img] Knocks back burning targets on hit.
Still good for getting a Heavy out of your way in a pinch with a mighty bruise, but doesn't automatically allow you to be Spy's slightly retarded cousin via puff & sting. With the added damage you're still looking at about 98 damage on a minicrit, enough to take out most weaker classes after setting them on fire.[/QUOTE]
So, it'd basically become a close range flaregun, excluding the knock back with those stats.
[QUOTE=OffTheRoad;41372618]So, it'd basically become a close range flaregun, excluding the knock back with those stats.[/QUOTE]
Essentially yeah, with the knockback making it a potentially effective area denial weapon.
Suppose the axtinguisher actually 'extinguishes' your target, namely adding all of the potential afterburn damage into that one hit. This would pair poorly with the degreaser's low afterburn and maybe a slight switch-reload nerf so that a puff-flare-sting would require a bit more time and skill while keeping pyros familiar with their old play-styles without being able to take out high-hp classes with a couple of swings.
Afterburn as it is seems a bit of a side mechanic anyhow and doesn't really take into account for skill. I wouldn't be against afterburn buildup as opposed to rushing a group of enemies and nicking them for a flat damage effect. This would also encourage getting a bit of flame on your opponents before axing them. Likewise, being able to completely extinguish yourself by a nearby hp kit is a bit luck based, so perhaps something along the lines of a 50hp kit doing 50 straight hp and 50 damage worth of afterburn.
On a similar note I just thought that the bleed effect would make more sense if it did more damage the lower your hp is (as well as differentiating it from afterburn, although you might have to nerf the flat damage rate). A 'finishing-off' effect as well as an indirect mark-for-death. If you wanted to take it deeper into that role, the target would have to heal all bleed before healing normal hp. Otherwise it's just a harass and spychecking status.
puff and sting is the only thing Pyro has for him, they had to give him non fire mechanics because the fire gimmick was flawed to begin with. This is Valve fixing their mistake they made in development of TF2
[QUOTE=The Baconator;41390278]puff and sting is the only thing Pyro has for him, they had to give him non fire mechanics because the fire gimmick was flawed to begin with. This is Valve fixing their mistake they made in development of TF2[/QUOTE]
That is a terrible excuse made up by the degstinguisher pyros that can't play for shit with any other flamethrower
I don't have any issues wrecking people's shit with the backburner/gas jockey set, and neither should any other pyro that knows what he's doing considering he's got a shotgun/flaregun to make up for the short range of his other weaponry
But he's right. In any situation where everyone on the other team is competent, using any other flamethrower is just gimping yourself and your team.
There's a reason pyros in HL don't ever really use anything outside deg/flare/axtinguisher (though they sometimes run homewrecker). It has the best reliable damage output that's not dependent on enemies being just short of braindead.
The Degreaser is the unbalanced weapon, not the Axtinguisher. Negligible downside, HUGE bonus. Needs more drawbacks; remember that the Vanilla Flamethrower now does its old damage, and so it is slighty more viable as offense (no matter how vocal your average pub denicien complains about OPness).
[QUOTE=wari65;41392223]But he's right. In any situation where everyone on the other team is competent, using any other flamethrower is just gimping yourself and your team.
There's a reason pyros in HL don't ever really use anything outside deg/flare/axtinguisher (though they sometimes run homewrecker). It has the best reliable damage output that's not dependent on enemies being just short of braindead.[/QUOTE]
If you're in the range where you can airblast and hit someone, what's stopping you from burning them and then chucking a flare/shotgun when they're going out of range?
The current flamethrower does on average 150 damage per second, not counting afterburn. There's literally nothing but your aim stopping you from killing an enemy that you're already within range of, and the movement-limiting capabilities of the flamethrower remains exactly the same as the degreaser's. The only difference is that you're too used to being able to light someone on fire, airblast them and then hit them with an axe in 0,45s that you can't aim well enough to airblast and kill someone with fire outright
I admit that pyro's mechanics don't work well against the kind of competence you see in competitive gameplay, but the degstinguisher doesn't change pyro's range issues at all, it's just a crutch to help you deal a lot of damage at pyro's range without the aim involved to usually do this
Think about the liberty launcher. It makes it easier to connect your rockets, but any soldier that knows what he's doing will use another launcher because they don't need the assistance - they have the ability to connect rockets anyway, so why not take the 15hp/extra rocket bonus?
You're technically doing the same with both the liberty and the degstinguisher, as with the axtinguisher you're reducing your effective range from "short" to "point blank" to deal decent damage. Put yourself in the same situation with the flamethrower, and you'll still be able to kill anyone in the same situations provided you know what you're doing, and you'll have just a little bit longer range to do it.
The degstinguisher is simply an unfun mechanic that doesn't take skill to be used and once in range, can't take skill to avoid. It's not fun for both ends because there's barely anything either one can do to change what happens, as the only thing that can change the outcome is another player or your arm suffering a sudden cramp so you miss the axe. It's a reliable source of damage, but that's just because pressing m1, (m2,) 3, m1 towards someone is so piss easy to do there's almost nothing you can do to [I]not[/I] deal the damage
It doesn't fix pyro, because pyro needs a complete rework, not a "you can now instakill all classes except the heavy when you're within range without effort for free" crutch card.
Just a hunch, but I'm pretty sure the set bonus for the lochnload/caber and the brassbeast/steak/bearhands will be reworked. 5% crit resistance isn't really anything at all.
[QUOTE=RandomGamer342;41392720]If you're in the range where you can airblast and hit someone, what's stopping you from burning them and then chucking a flare/shotgun when they're going out of range?
The current flamethrower does on average 150 damage per second, not counting afterburn. There's literally nothing but your aim stopping you from killing an enemy that you're already within range of, and the movement-limiting capabilities of the flamethrower remains exactly the same as the degreaser's. The only difference is that you're too used to being able to light someone on fire, airblast them and then hit them with an axe in 0,45s that you can't aim well enough to airblast and kill someone with fire outright
I admit that pyro's mechanics don't work well against the kind of competence you see in competitive gameplay, but the degstinguisher doesn't change pyro's range issues at all, it's just a crutch to help you deal a lot of damage at pyro's range without the aim involved to usually do this
Think about the liberty launcher. It makes it easier to connect your rockets, but any soldier that knows what he's doing will use another launcher because they don't need the assistance - they have the ability to connect rockets anyway, so why not take the 15hp/extra rocket bonus?
You're technically doing the same with both the liberty and the degstinguisher, as with the axtinguisher you're reducing your effective range from "short" to "point blank" to deal decent damage. Put yourself in the same situation with the flamethrower, and you'll still be able to kill anyone in the same situations provided you know what you're doing, and you'll have just a little bit longer range to do it.
The degstinguisher is simply an unfun mechanic that doesn't take skill to be used and once in range, can't take skill to avoid. It's not fun for both ends because there's barely anything either one can do to change what happens, as the only thing that can change the outcome is another player or your arm suffering a sudden cramp so you miss the axe. It's a reliable source of damage, but that's just because pressing m1, (m2,) 3, m1 towards someone is so piss easy to do there's almost nothing you can do to [I]not[/I] deal the damage
It doesn't fix pyro, because pyro needs a complete rework, not a "you can now instakill all classes except the heavy when you're within range without effort for free" crutch card.[/QUOTE]
As someone who has played Pyro since release, I can't help laugh at how painfully wrong you are. As pointed out numerous times, there's a weapon that deals more damage at close range per second than the flamethrower: its name is the fucking SYRINGE GUN. The Heavy deals 550 damage PER SECOND at point blank. That's fucking crazy, right? Here's the thing. DPS at point blank assumes that every single possible instance of damage DOES hit. If you know anything about how the flamethrower works, you'd know that it's pretty fucking hard for every single particle of fire unless the nozzle of your flamethrower is essentially inside of your target.
People have been bitching nonstop about puff-and-sting since its inception. The Degreaser did absolutely nothing except make it easier to do. The problem is not the Degreaser, nor is it the Axtinguisher. It's the Pyro. The Axtinguisher is hardly a crutch, it's more of a convenience and an alternate option to your secondary.
The crit resistance on the heavy makes the ambassador deal 98 damage instead of 102, that's like the only damage threshold the crit resistance breaks.
It won't matter if someone coughed in the heavy's general direction or the heavy isn't of the calibre that is stupid enough to get headshotted thrice by a spy
[QUOTE=RandomGamer342;41392884]The crit resistance on the heavy makes the ambassador deal 98 damage instead of 102, that's like the only damage threshold the crit resistance breaks.
It won't matter if someone coughed in the heavy's general direction or the heavy isn't of the calibre that is stupid enough to get headshotted thrice by a spy[/QUOTE]
And given this is a game where people tend to get shot, its likely to assume that he won't be on a perfect 300 health or a stray bullet hits him.
[editline]11th July 2013[/editline]
[QUOTE=RandomGamer342;41392884]The crit resistance on the heavy makes the ambassador deal 98 damage instead of 102, that's like the only damage threshold the crit resistance breaks.
It won't matter if someone coughed in the heavy's general direction or the heavy isn't of the calibre that is stupid enough to get headshotted thrice by a spy[/QUOTE]
Also -30 health on the bear gloves so that's redundant anyways.
[QUOTE=Unisath;41392879]The Degreaser did absolutely nothing except make it easier to do.[/QUOTE]
That's the issue, it's gotten to the point where it's not a risk/reward thing but something anyone with the ability to play keyboard guitar hero(m1, m2, 3, m1) can do
[QUOTE=Unisath;41392879]The problem is not the Degreaser, nor is it the Axtinguisher. It's the Pyro.[/QUOTE]
That's [I]exactly my point[/I] about why the combo hasn't "fixed pyro" like most people defending the combo claim
[editline]i[/editline]
[QUOTE=Elstumpo;41393038]Also -30 health on the bear gloves so that's redundant anyways.[/QUOTE]
I completely forgot about that :v:
[sp]my automerges[/sp]
[QUOTE=RandomGamer342;41393130]That's the issue, it's gotten to the point where it's not a risk/reward thing but something anyone with the ability to play keyboard guitar hero(m1, m2, 3, m1) can do
That's [I]exactly my point[/I] about why the combo hasn't "fixed pyro" like most people defending the combo claim
[editline]i[/editline]
I completely forgot about that :v:
[sp]my automerges[/sp][/QUOTE]
Yeah, I was trying to see if the heavy could survive an uncharged headshot and realized that 7.5 damage won't make a shit bit of difference.
Maybe 50% resistance to crits while the Warrior's Spirit is out but a 45% weakness to headshots?
[QUOTE=Bynine;41393212]Maybe 50% resistance to crits while the Warrior's Spirit is out but a 45% weakness to headshots?[/QUOTE]
Random crits and the like aren't really a threat to a heavy using the brass beast compared to the default minigun where you'll tend to get into the fray a lot more. Maybe a regenerative effect whilst spun up might work to encourage a sniper/spy to deal with him.
[IMG]http://wiki.teamfortress.com/w/images/thumb/e/e9/Item_icon_Neon_Annihilator.png/100px-Item_icon_Neon_Annihilator.png?t=20120901161121[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] 100% critical hit vs wet players.
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] (Passive) Wielder does not take drowning damage.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] No random critical hits.
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/IMG] Secondary fire plays the [I]Jaws[/I] theme in a 256-unit radius.
[QUOTE=Elstumpo;41393330]Random crits and the like aren't really a threat to a heavy using the brass beast compared to the default minigun where you'll tend to get into the fray a lot more. Maybe a regenerative effect whilst spun up might work to encourage a sniper/spy to deal with him.[/QUOTE]
I feel like heavies would be discouraged from using the brass beast unless it was that exact loadout. Maybe shorter eating time/resistance while eating would encourage more dynamic use with the set? The steak punches should complement the beast if possible. Bleed on melee minicrit, perhaps?
[B]The Reserve Shooter Split of 20 and 13[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/b/b7/Reserve_Shooter.png/250px-Reserve_Shooter.png?t=20111211104241[/IMG]
[B]Soldier's Reserve Shooter A[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] +35% faster weapon switch speed
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] Mini-crits airborne* targets for 3 seconds after switch
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png?t=20110419092839[/IMG] -50% clip size
[del][B]Soldier's Reserve Shooter B[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] +15% faster weapon switch speed
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] Mini-crits airborne* targets
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png?t=20110419092839[/IMG] -50% clip size
[B]Soldier's Reserve Shooter C[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] +15% faster weapon switch speed
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] Mini-crits airborne* targets for 3 seconds after switch
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] +25% tighter spread
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png?t=20110419092839[/IMG] -50% clip size
[B]Soldier's Reserve Shooter D[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] +15% faster weapon switch speed
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] Mini-crits airborne* targets for 3 seconds after switch
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] Mini-crits targets launched airborne by explosions
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png?t=20110419092839[/IMG] -50% clip size[/del]
[IMG]http://i.imgur.com/NVKlAiV.png[/IMG]
[B]Pyro's Reserve Shooter[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] +15% faster weapon switch speed
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] Mini-crits airborne* targets for 3 seconds after switch
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png?t=20110419092839[/IMG] -50% clip size
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png?t=20110419092839[/IMG] Unaffected by other switch speed bonuses
[SUB]*Jumping targets, including double jumping ones, are not considered airborne anymore for this weapon[/SUB]
[del]I knew that the Reserve Shooter for Soldier needs a buff, however, I couldn't really decide on one, so you'll have to forgive me for the assload of differing versions[/del]
I've played like 5 rounds with it and I can say that the switch bonus one is the most important
[quote]To whom it may concern,
The Darwin's Danger Shield, after the removal of the Croc-o-Style set bonus, got considerably buffed. Potentially too greatly. The set bonus seems intended so that users who have the Sydney Sleeper are able to compete with people who can just headshot them before they can charge up a shot. After the set bonus's removal, however, the Sydney Sleeper on its own is now at the mercy of other Snipers unless they equip it with the Darwin's Danger Shield to survive quickscoped headshots and fully-charged bodyshots.
However, players using any of the other rifles now can grant themselves the ability to survive a quickscope while still being capable of quickscoping whoever had just shot at them. They also are capable of surviving a fully-charged bodyshot from any of the rifles (bar Machina). In the hands of a competent Sniper, the Darwin's Danger Shield seems to allow him to completely shut down enemy snipers at little risk to himself.
This seems like a bit of a problem. Not only because anyone using the Sleeper is strongly encouraged to semi-complete the set in order to stand a chance, but because it makes non-Sleeper Snipers have much more potency in Sniper v Sniper battles.
Personally, I would go about it like so:
-Revert Danger Shield to how it was before.
-Grant Sydney Sleeper 20% critical resistance (enough to barely survive a quickscope even without the Danger Shield).
Now things could be approached in a number of ways, but this is just what I think would be optimal as it won't interfere with charging a bodyshot to kill the sniper as the Danger Shield does now with a flat bullet resistance.
Thank you for your time,
-Austin[/quote]
I sent them an email about the Darwin's Danger Sheild. Might as well share here.
Although really, what I would do is give the Sleeper the ability to headshot and give it some other drawback so that the no-headshots bullshit is gone for good, but they've not once removed a core item mechanic so we're stuck with it.
How about the Liberty ? in an atempt to fix that thing they destroyed for good, I think the weapon deserves a better stats, something like this
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/24/Item_icon_Liberty_Launcher.png/100px-Item_icon_Liberty_Launcher.png?t=20120630233232[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]Has 40% faster rocket speed.
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]10% less self-damage by rocket jumps
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Deals 25% extra self-damage.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]35% smaller splash damage radius.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]25% vulnerability increase to all push forces.
40% faster rocket speed (core feature of the weapon)
10% less self-damage by rocket jumps (for sinergy with gardener)
35% smaller splash damage radius. (so it's a consistent "half way" to direct hit, since RL < LL + 40% < DH + 80% speed, so RL > LL -35% > DH -70% blast radius, also it's a fair price for free acuracy and shots impossible with RL)
25% vulnerability increase to all push forces. (so other soldiers with other Rocket launchers can efectively counter you if you miss your first rocket, afect the juggling + airshot match between soldiers, so if you don't juggle first you're screwed, also give pyros a better way to counter you with airblast, and give scouts a fair trade with Force-a-nature, the extra knockback punish also goes with greater fall damage)
Deals 25% extra self-damage. (since the faster projectiles give you an advantage at mid distance fights you get an disvantage for fighting close, also since this weapon hurts the soldier vs pyro/scout relationship, both share one thing in common, fighting close, so if they can bring the fight to the close quarters you are in risk at hurting yourself, also the bonus from self damage stacks with minicrits, so a cafulless reflected rocket will even punish you more, and with the knockback self bonus you will probably die from fall damage, but you still will be the master of mid range combat if you're acurate)
[QUOTE=Mr. Jelly;41416539][B]The Reserve Shooter Split of 20 and 13[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/b/b7/Reserve_Shooter.png/250px-Reserve_Shooter.png?t=20111211104241[/IMG]
[B]Soldier's Reserve Shooter A[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] +35% faster weapon switch speed
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] Mini-crits airborne* targets for 3 seconds after switch
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png?t=20110419092839[/IMG] -50% clip size
[del][B]Soldier's Reserve Shooter B[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] +15% faster weapon switch speed
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] Mini-crits airborne* targets
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png?t=20110419092839[/IMG] -50% clip size
[B]Soldier's Reserve Shooter C[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] +15% faster weapon switch speed
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] Mini-crits airborne* targets for 3 seconds after switch
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] +25% tighter spread
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png?t=20110419092839[/IMG] -50% clip size
[B]Soldier's Reserve Shooter D[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] +15% faster weapon switch speed
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] Mini-crits airborne* targets for 3 seconds after switch
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] Mini-crits targets launched airborne by explosions
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png?t=20110419092839[/IMG] -50% clip size[/del]
[IMG]http://i.imgur.com/NVKlAiV.png[/IMG]
[B]Pyro's Reserve Shooter[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] +15% faster weapon switch speed
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png?t=20110419094531[/IMG] Mini-crits airborne* targets for 3 seconds after switch
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png?t=20110419092839[/IMG] -50% clip size
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png?t=20110419092839[/IMG] Unaffected by other switch speed bonuses
[SUB]*Jumping targets, including double jumping ones, are not considered airborne anymore for this weapon[/SUB]
[del]I knew that the Reserve Shooter for Soldier needs a buff, however, I couldn't really decide on one, so you'll have to forgive me for the assload of differing versions[/del]
I've played like 5 rounds with it and I can say that the switch bonus one is the most important[/QUOTE]
why nerf something that is already useless? It isn't a problem, the flaregun is so much better with degreaser + axtinquisher combo
[QUOTE=The Baconator;41419587]why nerf something that is already useless? It isn't a problem, the flaregun is so much better with degreaser + axtinquisher combo[/QUOTE]
Its only nerfs are removing minicrits on jumping enemies, arguably the most annoying thing about the weapon, groundstalling minicrits notwithstanding; the second being removing its synergy with the Degreaser, which currently allows it to switch in, what, 3 frames?
I love how all the balance sugestions on this thread have tons of Disagrees, but no one post reasons why they disagree from. like for example, this nerf is bad for my playstyle, or this buff maybe can hurt the X class.
[QUOTE=ScarfaceCrow;41427818]I love how all the balance sugestions on this thread have tons of Disagrees, but no one post reasons why they disagree from. like for example, this nerf is bad for my playstyle, or this buff maybe can hurt the X class.[/QUOTE]
Because it's not their ideas. :v:
So here's some ideas for the Pyro.
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fa/Backpack_Degreaser.png/90px-Backpack_Degreaser.png?t=20111119193030[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] +30% faster weapon switch
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] +25% airblast cost
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] -66% afterburn duration
[IMG]http://wiki.teamfortress.com/w/images/thumb/e/ec/Item_icon_Flame_Thrower.png/100px-Item_icon_Flame_Thrower.png?t=20120630232905[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img] All flamethrowers are now based on having a 20% faster weapon switch than normal
The Degreaser is now a sidegrade, not an upgrade - you can combo more easily but you have to be more careful with your airblasts and missing just once with the Axtinguisher could be enough time for the enemy to no longer be aflame. Meanwhile, all the other flamethrowers become more valid as the Pyro can now more easily respond to threats changing their distance (but not a switch speed so great that you can instantly combo people to death.)
[IMG]http://wiki.teamfortress.com/w/images/thumb/9/9f/Item_icon_Fire_Axe.png/100px-Item_icon_Fire_Axe.png?t=20120630232750[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] +25% damage bonus [ADDED]
No surprises, just a regular old buff to vanilla that doesn't change it in any way but does make it a valid option. The bonus doesn't apply to other melees, obviously.
[SUP]An ax should hurt more than a shovel or fists anyway[/SUP]
[IMG]http://wiki.teamfortress.com/w/images/thumb/9/91/Item_icon_Third_Degree.png/100px-Item_icon_Third_Degree.png?t=20120630232623[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Mini-crits targets connected by heal beams [ADDED]
Just a little buff to this funny weapon. Not much to say.
[IMG]http://wiki.teamfortress.com/w/images/thumb/a/ac/Item_icon_Sharpened_Volcano_Fragment.png/100px-Item_icon_Sharpened_Volcano_Fragment.png?t=20120630233858[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] +150% burn damage bonus [ADDED]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Burn damage bonus is maintained even if enemy is set on fire by another weapon while under the effects of the Sharpened Volcano Fragment [ADDED]
Suddenly, being hit by the Fragment will strike fear into the hearts of your enemies! 8 afterburn damage a tick for a total of 160 damage! The horror!
... That's about all. Feedback appreciated.
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