The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
1,430 replies, posted
[QUOTE=Amish Steak;41461088]The only sensible thing left to do to the Quick-Fix is remove the rapid uber depletion when mega-healing two or more targets.[/QUOTE]
Ehh, the stuff builds up so quickly it's pretty negligible.
[QUOTE=Bynine;41452878]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]
By that logic, that's saying if you make the third degree equal the an Axtinguisher, that they would drop an near-equal in strength for something new.
Kinda like if someone was to bring coke into my house where I usually have pepsi, I would drop that soft drink for something that's just as good. (Simply put: Why go out with something new when what works right now works pretty damn well?)
The Quick Fix:
+Special Action toggles Anvil Mode; Anvil Mode overrides the ability to copy explosive knockback.
For when you want to heal your team and don't want to be flung around by crazy soldiers.
How to fix the Pomson
1. remove it
[QUOTE=The Baconator;41459357]I like how some people have an almost political like ideology for weapons in a game.[/QUOTE]
Weapon stats is the politics of TF2, duh.
Oh, I'm a bit behind the times now. I've disconnected myself off the internet for two weeks.
The Cow Mangler is apparently now literally a Rocket Launcher that spews plasma orbs. Instead of buffing it's gimmick they just decided to make it dull even from the non-gimmicky side. Why not.
Ok, so what about removing the movement penalty while charging? It'd be a lot like beggar's bazooka, charge it up while running about and jumping and stuff. Boom, it's good again.
[QUOTE=Drury;41465647]Oh, I'm a bit behind the times now. I've disconnected myself off the internet for two weeks.
The Cow Mangler is apparently now literally a Rocket Launcher that spews plasma orbs. Instead of buffing it's gimmick they just decided to make it dull even from the non-gimmicky side. Why not.
Ok, so what about removing the movement penalty while charging? It'd be a lot like beggar's bazooka, charge it up while running about and jumping and stuff. Boom, it's good again.[/QUOTE]
Well, they did make a slight buff to the charge by reducing the mag size and removing the reload speed penalty, making you able to pull it off more frequently. But yeah, they really should do more to buff it to make up for the lack of crits.
[QUOTE=OffTheRoad;41465672]Well, they did make a slight buff to the charge by reducing the mag size and removing the reload speed penalty, making you able to pull it off more frequently. But yeah, they really should do more to buff it to make up for the lack of crits.[/QUOTE]
I didn't like how they got rid of the extra rocket laser thing in it was the only reason I used because it was really good for jumping because you could still have the 4 shots, but now it is just worse than the stock because the charge isn't that good and I can't fight buildings
I don't understand why the charged shot can't just be a full crit. It makes a super obvious sound while charging and you can barely move while charging it, I just can't imagine this would make it overpowered, especially since we have so many weapons with guaranteed crits now.
[QUOTE=lastshark;41466058]I didn't like how they got rid of the extra rocket laser thing in it was the only reason I used because it was really good for jumping because you could still have the 4 shots, but now it is just worse than the stock because the charge isn't that good and I can't fight buildings[/QUOTE]
Yes but it's got infinite ammo, which makes it a lot better on KOTH and Arena and CP maps where there's less buildings anyways.
[QUOTE=Purple Gecko;41466380]Yes but it's got infinite ammo, which makes it a lot better on KOTH and Arena and CP maps where there's less buildings anyways.[/QUOTE]
[T]http://wiki.teamfortress.com/w/images/b/b9/Engineer_Update_MiniSentries.png?t=20111205234538[/T]
[IMG]http://wiki.teamfortress.com/w/images/thumb/9/95/Backpack_Cow_Mangler_5000.png/90px-Backpack_Cow_Mangler_5000.png?t=20110721014240[/IMG]
[I]Level 30 Focused Wave Projector[/I]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] Does not require ammo
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] Alt-fire: A charged shot that mini-crits players, sets them on fire, and disables buildings for 4 sec
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] +25% clip size
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img] 20% damage penalty
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img] Deals only 75% damage to buildings
I suppose this is controversial at best, but when I used the Cow Mangler, I used it as a weapon that could both rocket jump me places with impunity and still deal damage, and not for its gimmicky mini-crit blast and limitless ammo. To that effect, I restored its clip size and gave it the ability to be Kritzkreig'd/have random crits, but gave it a damage penalty (which softens rocket jumps as well). I also lessened the damage penalty on buildings. It still only does 60% of the damage a normal Rocket Launcher would do to buildings, but a Soldier not being able to handle buildings at all is just silly to me.
[QUOTE=Bynine;41480441][IMG]http://wiki.teamfortress.com/w/images/thumb/9/95/Backpack_Cow_Mangler_5000.png/90px-Backpack_Cow_Mangler_5000.png?t=20110721014240[/IMG]
[I]Level 30 Focused Wave Projector[/I]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] Does not require ammo
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] Alt-fire: A charged shot that mini-crits players, sets them on fire, and disables buildings for 4 sec
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] +25% clip size
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img] 20% damage penalty
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img] Deals only 75% damage to buildings
I suppose this is controversial at best, but when I used the Cow Mangler, I used it as a weapon that could both rocket jump me places with impunity and still deal damage, and not for its gimmicky mini-crit blast and limitless ammo. To that effect, I restored its clip size and gave it the ability to be Kritzkreig'd/have random crits, but gave it a damage penalty (which softens rocket jumps as well). I also lessened the damage penalty on buildings. It still only does 60% of the damage a normal Rocket Launcher would do to buildings, but a Soldier not being able to handle buildings at all is just silly to me.[/QUOTE]
The [sp]new[/sp] Cow Mangler trades the ability to do something the Soldier is good at, building destruction, to better something else, his offensive capabilities. When everybody else has run short of ammo, he is still there ready to fight.
You basically want to add the 5th rocket everybody loves, but also short out everything it's good at. That would just make the 5th rocket feel like a gimmick in of itself to me. I would rather it be good at something than have an extra rocket.
It ain't good son, at least not in my opinion.
[QUOTE=_Kilburn;41466361]I don't understand why the charged shot can't just be a full crit. It makes a super obvious sound while charging and you can barely move while charging it, I just can't imagine this would make it overpowered, especially since we have so many weapons with guaranteed crits now.[/QUOTE]
I dunno about having full crits.
I mean sure it reduces speed and makes an obvious sound, but the thing is that nobody with common sense would use it when they are in the focus of the action and everybody is shooting at them.
People could just spam with it as well seeing as they have limitless ammo and can pop out from walls as soon as they need to fire and hide back around it again to reload, such as 2fort's battlements.
Have a few soldiers abusing its full crits and it can be a nightmare for a team at chokepoints even if the other team does have a pyro or two.
Maybe it's just me, but running out of rockets as a Soldier is an incredibly rare occurrence that's immediately fixed with a nearby fallen weapon or ammo pack. Does this happen to people a lot?..
It happens more frequently with beggar's bazooka.
It might be a problem with cow mangler if the alt-fire had a use.
[QUOTE=Drury;41484534]It happens more frequently with beggar's bazooka.
It might be a problem with cow mangler if the alt-fire had a use.[/QUOTE]
I dunno about you but I love the alt fire's use.
The very sight of its projectile scatters groups of people, the mini-crit is very useful in situations where you need to scare off people and the added flame damage sends medics and snipers alike running for health.
Not sure where this goes, so I am posting it here. Here it goes I guess:
Concheror's haiku: Changed from this
[quote]With buff, some damage
Dished out by nearby teammates
Comes back as healing [/quote]
to this "haiku":
[quote]"Provides area speed buff
where damage done increases healing.
Rage increases through damage."[/quote]
7-9-7?
Just so I don't disappoint my elders I'll stop talking in haiku format. The new description isn't a haiku, unlike the old one which is. Can we email someone about this error? Here are some ones I picked from SUF, you can vote if you want:
[img]http://www.facepunch.com/fp/ratings/zing.png[/img] [url]http://forums.steampowered.com/forums/showpost.php?p=34648482&postcount=1[/url]
[quote=Simon >:C]Deal damage for rage
unleash to give team speed boost
and heal by hurting[/quote]
[img]http://www.facepunch.com/fp/ratings/heart.png[/img] [url]http://forums.steampowered.com/forums/showpost.php?p=34649232&postcount=10[/url]
[quote=VinLAURiA]Full rage through attacks
Grants speed boost plus health on hit
To nearby teammates [/quote]
[img]http://www.facepunch.com/fp/ratings/rainbow.png[/img] [url]http://forums.steampowered.com/forums/showpost.php?p=34649736&postcount=13[/url]
[quote=Pootison]Deal damage for rage,
give team a speed boost nearby,
get healing on hits. [/quote]
[img]http://www.facepunch.com/fp/ratings/palette.png[/img] [url]http://forums.steampowered.com/forums/showpost.php?p=34653194&postcount=5[/url]
[quote=SgtFrog]Buffs your allies' speed
Damage dealt by your teammates
Comes back as healing[/quote]
Other haiku are welcome.
(Also for those who don't know, a haiku in the west is basically a three lined poem, using syllables 5-7-5 for the respective lines. 5 syllables in the first line, 7 syllables in the second, and 5 syllables in the third.)
become fully raged
prepare to buff your teammates
die once you attempt
"Speed and Heal-on-hit
attained by dealing damage
granted to your team"
[IMG]http://wiki.teamfortress.com/w/images/thumb/c/c6/Backpack_Shovel.png/90px-Backpack_Shovel.png?t=20111120055540[/IMG]
[B]The Shovel[/B]
Effect: Flying Bits
[I]I have used this Mann Co. shovel for twelve years! It does not blog! It does not biodegrade! It barely digs holes! But it is mine and AGGGGH IT IS ON FIRE![/I]
[img]http://i.imgur.com/oBMO2rS.png[/img]
Escape Plan:
Allow the ability to run fast with it even at full HP.
In other words, make it work like the Gloves of Running Urgently.
And yeah, that would make the name weird. I´ve always called it the real Equalizer anyways.
But the Heavy can't rocket jump, so he deserves the chance to run whenever he likes.
Eh, I guess you have a point there, didn´t remember that.
I just thought of some kind of buff for it so it isn´t as it currently is.
Because where it stands, no one wants to use as much as before.
That's because it was overpowered, and now it's been nerfed by a contradicting effect.
I'm fine with it, it gives me a reason to use the Equalizer or Shovel. I don't feel like I'm being ineffective by skimping out on using the Escape Plan now because it puts myself at greater risk than before.
[QUOTE=ClauAmericano;41492936]
Because where it stands, no one wants to use as much as before.[/QUOTE]
I do. You're going to die with low health anyway, so it might as well be a mini-crit. :v:
Prepare for a stupid idea:
[img]http://i.imgur.com/F8X8gMf.png[/img]
[sup]Kill me.[/sup]
Also, the movement speed and time does [b]not[/b] stack; taking 20+ damage again in the span of 1.5 seconds will simply restart the timer.
I honestly think they should've just toned down the percentages on the old Escape Plan, considering they seem pretty high.
Stock Pyro
[B]115% movement speed
Firing flamethrowers reduces your speed over time, up to -25% speed for firing over 10 seconds[/B]
Degreaser
[B]+65% weapon switch bonus
No slowdown from firing flamethrower
-15% movement speed on wearer
-10% damage penalty
-33% afterburn damage penalty[/B]
Axtinguisher
[B]While weapon is out:
100% critical hits against burning players
-10% movement speed on wearer
-50% damage penalty against non-burning players[/B]
There. Stock pyro buffed with a rework to the flamethrower, Degreaser remains the same as it is now, Axtinguisher is stronger without the Degreaser but weaker with it.
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