The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
1,430 replies, posted
So, uh, how do people feel about the latest fixes in this thread? It kind of bothers me that instead of doing anything to the Degreaser, they completely destroyed the Powerjack for no particular reason other than to make another GRU. Someone here suggested moving the extra switch speed to the Powerjack and mildly buffing the Degreaser to compensate.
While I think some of the stats they chose are pretty weird, I'm mostly happy about what they chose to buff and nerf. I'm mildly bummed out about the removal of the Medieval Medic set bonus, though, as it makes my beloved and hard-earned strange Amputator kind of obsolete. Speaking of which...
[IMG]http://wiki.teamfortress.com/w/images/thumb/b/b6/Backpack_Amputator.png/90px-Backpack_Amputator.png?t=20110424220441[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/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[/IMG] [B]+1 health regenerated per second on wearer[/B]
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] [B]15% Damage Penalty[/B]
Makes medieval set users happy and makes the Amputator not be a straight upgrade anymore. The downside is kinda uninspired, but whatever.
[QUOTE=DatWut?;41056705]I thought of four possibilities for the Winger;
-a slight speed buff (On Wearer-attribute)
-decresed damage fall-off
[HIGHLIGHT]-slightly increased jump height[/HIGHLIGHT]
-decreased fall speed[/QUOTE]
Suck it fuckers, I won! :v:
[QUOTE=Bynine;41428101]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.[/QUOTE]
So, you made all flamethrowers semi-degreasers, messed with the fireaxe's base damage, and made the third degree, an already upgrade, do minicrits on top of it's current bonus? The Fragment seems interesting though.
[QUOTE=Dr. Doughnut;41428998]So, you made all flamethrowers semi-degreasers, messed with the fireaxe's base damage, and made the third degree, an already upgrade, do minicrits on top of it's current bonus? The Fragment seems interesting though.[/QUOTE]
Yes, I buffed the Fire Ax. It seems like a fair and effective way to make its alternatives sidegrades. No other Pyro melees had their damage buffed, like I wrote in the post, so now the Third Degree deals less damage than stock.
As for the flamethrowers... They need a buff. I don't know what, though, so I tried that. Maybe I was wrong.
Conniver's Kunai:
40% Slower Overheal Decay
Dalokohs Bar:
Under the effects of the bar, generates +3 HP/sec.
[QUOTE=Bynine;41429271]Yes, I buffed the Fire Ax. It seems like a fair and effective way to make its alternatives sidegrades. No other Pyro melees had their damage buffed, like I wrote in the post, so now the Third Degree deals less damage than stock.
As for the flamethrowers... They need a buff. I don't know what, though, so I tried that. Maybe I was wrong.[/QUOTE]
Just make the fire ax the same as the third degree.
[QUOTE=BlindSniper17;41429522]Conniver's Kunai:
40% Slower Overheal Decay
Dalokohs Bar:
Under the effects of the bar, generates +3 HP/sec.[/QUOTE]
There should be an "very intresting" rate here, the sugested Dalockohs is very intresting, +3 HP/sec don't really makes you a tank for the kind of battle that heavy takes, but would give you more stamina for a series of 1 vs 1 matches that always hurt the HWG, so if you carefully plan your attack you don't need much help, so this effect should be active for how much time ? 20 secs ? 10 ? 8 ?
about the overheal decay, well, having 60 health is very hard, but kunai already have a half overheal decay, so you're sugesting more like 50% to 75% ?
I wasn't aware Overheal already decayed slower for the Kunai?
[QUOTE=BlindSniper17;41430286]I wasn't aware Overheal already decayed slower for the Kunai?[/QUOTE]
Kunai have it's own overheal mechanics, first, it let spy overheal the triple of the health so from 60 you go to 180, medics can only overheal to 90, also it have an 50% slower overheal decay.
There used to have a very funny bug, you backstab someone with it, go to the ressuply cab, and switch your knife with the overheal active, and bang, 500 health as overheal to your stock 125.
[QUOTE=Bynine;41429271]Yes, I buffed the Fire Ax. It seems like a fair and effective way to make its alternatives sidegrades. No other Pyro melees had their damage buffed, like I wrote in the post, so now the Third Degree deals less damage than stock.
As for the flamethrowers... They need a buff. I don't know what, though, so I tried that. Maybe I was wrong.[/QUOTE]
Backscratcher has a boost on it. You should leave 3rd degree as is, minicrits are just silly. Fragment is good, I prefer to give it stronger buff to afterburn or to increase its duration. Im not sure on giving all flamethrowers switch speed, it would solve problem the pyro has but Id prefer a 10% to the class rather then switch speed.
since valve doesn't want items with invisible effects anymore i came up with this amputator change
Amputator
[B]On taunt: applies a healing effect to you and your teammates[/B]
[I]On wearer: -20% healing from medkits[/I]
Free heals for yourself but less healing at any other time from medkits.
Anyone else think the Brass Beast could stand to have a bit of health regeneration while the weapon is deployed and spun up? It would encourage use of a shotgun, instead of one of the edibles that would leave you without a viable way of mobile attack.
[QUOTE=Bynine;41428101]
[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.[/QUOTE]
I know this is hardly an issue, but I feel like that fragment would be ridiculous in medieval mode.
Rather than being a straight upgrade to other melees, maybe the ax could go the opposite direction of the scout bat and be a high-damage/low-swing rate weapon which would behave similar to the axtinguisher for timing finishing off strikes. It won't really ever be a viable weapon unless it's dps is comparable to the flamethrower, and even so, the flamethrower is better in every other way.
How about the 3rd-degree removing overheal? Depending on who's getting pocketed, it could do up to 150(heavy) + 65(medic) +65 (additional after removing overheal?), which would make it on par with the axtinguisher in damage, without actually oneshotting anybody, but with team support, it's enough spike damage to stop a push. Would also be usable with straight damage downgrade, or maybe make you unable to receive overheal? Originally, my idea for the 3rd degree was the same as yours.
If we're still trying to work item sets together, here's an idea for the liberty launcher:
+Project inherits velocity
+Knockback scales with projectile speed
Airborne armaments is meant to be a bombing set, no? To get maximum effectiveness you would shoot just before you hit the ground (I believe that's when you're going fastest in terms of a static target?), which sets up for the reserve shooter or an airshot. This also encourages landing near your enemies (for reserve shooter) which is consistent with the ambush style for with the market gardener. If it looks like you're going to miss the shovel, switch to launcher (utilizing the weapon switch bonus) and try for a reserve shooter combo. It will also make rockets more efficient when rocket-hopping and give at least some incentive to learn to jump using a different rocket speed. However, when you're jumping away, you're rockets will be going slower and do virtually no knockback. I feel that this could heighten the skill ceiling of this weapon.
Reserve shooter:
Less damage
Faster firing
Decrease knockback
Personally, I have no problem with this weapon, but I think it would be a tad more satisfying to trace an enemy as he's falling rather than clicking once at the apex of the launch. Somewhat reduces the effectiveness of "random" mini-crits. Reduces synergy with degreaser somewhat (lower spike damage for the first shot).
I would appreciate constructive criticism for any of my (previous) ideas.
I thought up something for the sun on a stick, a combo system, first 2 hits do normal damage, but the second hit sets them on fire for half the pyros afterburn time, and third does a crit because they're on fire
[QUOTE=Bynine;41429271]Yes, I buffed the Fire Ax. It seems like a fair and effective way to make its alternatives sidegrades. [/QUOTE]
no one's gonna use the fire axe or the third degree no matter what the buffs
[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]
I've been playing for a long time without the axtinguisher.
[QUOTE=The Baconator;41451854]no one's gonna use the fire axe or the third degree no matter what the buffs[/QUOTE]
That's pretty silly. If Valve buffed them until they were crushingly overpowered, then everyone would use them. By that logic, a certain amount of buffing would make them usable but not overpowered.
[QUOTE=The Baconator;41451854]no one's gonna use the fire axe or the third degree no matter what the buffs[/QUOTE]
Pardon moi, but I use the Fire Axe. Bonesaw too.
Direct upgrades (and weapons that are effectively upgrades) are for NERDES.
[QUOTE=The Baconator;41451854]no one's gonna use the fire axe or the third degree no matter what the buffs[/QUOTE]
Fire Axe
+ Crits on burning targets
I'm pretty sure the Fire Axe would be used, then :v:
[QUOTE=Bynine;41452878]That's pretty silly. If Valve buffed them until they were crushingly overpowered, then everyone would use them. [/QUOTE]
god don't be so silly, I don't wanna type a bunch of "what if" stories everytime I make a post. You weren't born yesterday
[editline]14th July 2013[/editline]
[QUOTE=GastricTank;41453140]Pardon moi, but I use the Fire Axe. Bonesaw too.
Direct upgrades (and weapons that are effectively upgrades) are for NERDES.[/QUOTE]
I like how some people have an almost political like ideology for weapons in a game.
Pomson 6000
!Has its falloff code reworked to reflect how all other weapons work
!Drains are only triggered if the Engineer deals 50 or more damage to the target
!Projectile particles are redesigned so the projectile is actually visible in brightly-lit areas
It's pretty obvious that they're not going to remove what they think is the defining feature of the gun: the drains. So things should be worked around them. I put a damage threshold on there so that the Engineer must place himself at risk if he wants to reap the reward. This is no different than the Force-a-Nature requiring 30 damage in order to knock someone around.
The falloff code might be a bit confusing if you don't know what's going on but I'll elaborate. The Pomson still calculates its damage as if it penetrated targets. You can check the Righteous Bison's damage figures if you want a comparison. Once the weapon reaches midrange (512 hammer units), the projectile's damage no longer will decrease with distance, making the weapon a very very easy weapon to spam at long ranges in hopes of clipping someone for 35 damage while a shotgun will peck away 3 at the same ranges.
The Cow Mangler 5000 got a particle rework so the two particle systems contrast each other, making the projectile itself pop out so it's visible under any lighting. All particle weapons should have similar contrasting; readability is everything.
I personally think they should reskin it as the Bison, but make uber stop charging and cloak drain at a faster rate when hit by a projectile.
-snip doublepost-
[QUOTE=The Baconator;41459357]god don't be so silly, I don't wanna type a bunch of "what if" stories everytime I make a post. You weren't born yesterday
[/QUOTE]
... The point I was making being that people would use them if they were buffed, if they were buffed enough. Saying people wouldn't use them just because they were bad before would be foolish. It would be like not using the Quick Fix today because the original iteration of the Quick Fix was shit.
[QUOTE=Bynine;41460055]... The point I was making being that people would use them if they were buffed, if they were buffed enough. Saying people wouldn't use them just because they were bad before would be foolish. It would be like not using the Quick Fix today because the original iteration of the Quick Fix was shit.[/QUOTE]
Valve isn't gonna buff the fire axe
[QUOTE=The Baconator;41460429]Valve isn't gonna buff the fire axe[/QUOTE]
When does he mention the fire axe in that post?
[QUOTE=The Baconator;41460429]Valve isn't gonna buff the fire axe[/QUOTE]
A man can dream, Baconator.
Sure, it might be improbable. Heaven knows Valve has neglected it for six-odd years, only deeming to give it a strange variant and laughing heartily at it with the introduction of the Third Degree.
But there's a chance.
A chance that, somewhere, somehow, one of the members of the TF team will say, "Instead of nerfing the Liberty Launcher, ought we instead buff the poor, miserable Fire Ax and Bonesaw?"
And maybe they'll listen.
Maybe one day it can get the respect it deserves. A simple, plain fire ax, for all the world to see in its glory. For Vanilla Pyro to have a use.
Maybe.
The only sensible thing left to do to the Quick-Fix is remove the rapid uber depletion when mega-healing two or more targets.
Sorry, you need to Log In to post a reply to this thread.