The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
1,430 replies, posted
[B]Dead ringer:[/B]
-Damage resistance is reduced based on cloak time(aka you don't take 10% damage after a couple of seconds)
If you're still taking damage 2+ seconds in the cloak, you're doing it wrong
[B]Demoman shields:[/B]
-Melee weapons can not randomly crit(However, "no random crits" is removed from eyelander and brothers)
Makes the eyelander and other swords a viable choice for melee without a shield
[B]Degreaser:[/B]
-Critical hits that are boosted due to targets being on fire become mini-crits(inverse bushwacka)
It's easier to do flare/axtinguisher combos, but less rewarding. Does not affect manmelter, kritz, random critical hits, etc
(Yes, the detonator is a straight upgrade to the flaregun now, bonus for the set using pyros)
[B]Enforcer:[/B]
+Deals +20% damage after uncloaking with a knife(for x seconds)
-Slightly higher spread and time before spread is removed
-No random crits
(All other firing rate, etc etc stats removed)
Basically making it a gun for when you failstab like it was supposed to be, still worse than the revolver without boosts
[B]The winger:[/B]
+ Mini-crits enemies that have recently been damaged by primary weapon
+ Mini-crits enemies while primary is out of ammo
Add this to the gun and it suddenly becomes a gun that is genuinely useful for finishing enemies off
[B]Sun-on-a-stick:[/B]
+ Ignites on hit
- Slower firerate
A higher risk but high-reward weapon, needs some kind of vulnerability downside however
[B]Volcano Fragment:[/B]
+Afterburn lasts forever(until removed by healthkits or jarate etc)
Gives you a reason not to simply ignite someone with your flamethrower
[B]Tomislav:[/B]
+ 35 faster spinup rate (or whatever it was before the last nerf)
Makes it actually viable for reacting to enemies, still has less dps in the long run
[B]The quick fix:[/B]
+ -80% knockback from enemy attacks
+ Faster status-effect healing
Basically takes some of it's uber positives and gives a lesser but still powerful version to normal healing
(Bonus: Knockback reduction also works against airblasts now)
[B]Dalokohs bar:[/B]
+ Health boost provides bonus overheal
+ Health boost gained will not disappear while overhealed
+ Short speed boost akin to buffalo steak
- Recharge time
Makes it a viable selection both with and without a pocket medic, but cant be dropped like sandvich
(You will have a 75hp health boost while being overhealed until you lose the non-overheal health bonus)
[B]Buffalo steak sandvich:[/B]
+ Does not restrict to melee weapons only
You're still increasing the damage you'll be taking yourself, a-la crit-a-cola, so i don't see why not
[B]Diamondback:[/B]
+ Gains critical hits for each building sapped(that you haven't sapped recently, so no teleport sap spam for infinite crits)
+ Gains critical hits for each robot sapped(mvm)
Makes sap&shoot a thing, makes it easier to take out nests with separated sentry guns where sap&stab won't work and sapping everything will lead to your death. Doesn't give crits on buildings destroyed anymore, but still a downgrade with damage reduction/no random crits with no engi's around. Makes it a choice in mvm
[B]Red tape recorder:[/B]
+ Turns robots into red for a short duration (mvm)
Makes spy more powerful in mvm, which he sorely needs
[B]Short circuit:[/B]
+ Same firerate as pyro's airblast
+ Returns used metal if a projectile is destroyed
(- Unable to resupply from dispensers while active)
Makes the short circuit actually able to protect nests and makes it a viable option
You're still unable to repair your sentry, and a second enemy / bullets will tear through your defense. (Also makes it so that you can't simply spam with a dispenser up your rear, if you miss deflects you'll actually run out of ammo)
[B]Wrap batter:[/B]
+ Faster recharge rate(slightly slower than guillotine)
- Balls shatter on impact
You can't pick up missed balls anymore but you'll recharge balls faster
[QUOTE=NateDude;40609423][b]The Funboats[/b]
[i][u]Rocket Jump Damage Resistance Scales with health, where every 20 Health = +10% Resistance.[/i][/u][/QUOTE]
Does this scale positively or negatively: will I have more resistance with a low amount of health or a higher amount?
[QUOTE=Outro-intro;40609619][B]The fixed amputator[/B]
+ Taunt heals people in a small radius
-take mini crits while taunting
The amputator is a straight upgrade, this will balance it out.[/QUOTE]
The Amputator is balanced because having a Medic stand still is a very dangerous proposition, especially if they try to position themselves to heal the most people, not to mention Amputator healing doesn't grant any Übercharge.
It's this same principle that makes the Übersaw balanced, the Medic needs to get up close and personal to an enemy for it to be beneficial, which for obvious reasons, is very risky.
[QUOTE=RandomGamer342;40610442][B]Red tape recorder:[/B]
+ Turns robots into red for a short duration (mvm)[/QUOTE]
This shouldn't affect Giants or Medics, to prevent single-handedly turning the tides of a battle and to prevent getting free Übers, respectively.
revert the sandman
[B]The Short Circuit[/B]
+On Fire: Generates an electrical field that destroys projectiles and does slight damage to players
+No reload necessary
+Infinite Ammo
-50% firing rate
-Uses metal for ammo
-No random critical hits
Here's something for [B]The Sandman[/B]:
-stunned Heavies and Soldiers don't get slowed down
-stunned players can crouch and jump
I'm okay being slowed down, but please, don't make the slowest 2 classes in the game even easier targets, it's easy enough to hit them with the ball (especially a Heavy when he's spinning his Minigun). And give me the possiblity to dodge the shots once I'm stunned.
[QUOTE=DatWut?;40610935]Here's something for [B]The Sandman[/B]:
-stunned Heavies and Soldiers don't get slowed down
-stunned players can crouch and jump
I'm okay being slowed down, but please, don't make the slowest 2 classes in the game even easier targets, it's easy enough to hit them with the ball (especially a Heavy when he's spinning his Minigun). And give me the possiblity to dodge the shots once I'm stunned.[/QUOTE]
I'm not sure whether to agree or disagree, but have a mini-story. When I was playing in some highlander thing a while ago with my BF [sp]yes gaymer and proud so damn what[/sp], I was crap so they told me to go Scout. I had lots of fun with FaN, Bonk (possibly pistol?) and Sandman. The main reason for Sandman was because I could just easily pick the Heavy, and keep him down for a few seconds for the team. It was actually especially useful when the Medic was on him, 'cause otherwise he'd be rolling down our team.
But thinking about it, it'd be alright as long as he's still stunned.
[QUOTE=BY;40610529]Does this scale positively or negatively: will I have more resistance with a low amount of health or a higher amount?
The Amputator is balanced because having a Medic stand still is a very dangerous proposition, especially if they try to position themselves to heal the most people, not to mention Amputator healing doesn't grant any Übercharge.
It's this same principle that makes the Übersaw balanced, the Medic needs to get up close and personal to an enemy for it to be beneficial, which for obvious reasons, is very risky.
This shouldn't affect Giants or Medics, to prevent single-handedly turning the tides of a battle and to prevent getting free Übers, respectively.[/QUOTE]
Oh, it gets more effective the less health you have.
Vita saw:
+ ubers can be deployed at 80% or more(vaccinator each uber can be deployed at 20, 45, 70, and 95)
+ +20% uber duration
- -25 health
Made for more urgent ubers, as well as making the vita saw viable in arena, sudden death, etc.
[QUOTE=Fapplejack;40618508]Vita saw:
+ ubers can be deployed at 80% or more(vaccinator each uber can be deployed at 20, 45, 70, and 95)
+ +20% uber duration
- -25 health
Made for more urgent ubers, as well as making the vita saw viable in arena, sudden death, etc.[/QUOTE]
Longer über faster with a bit less health?
Yeah woops
[t]http://wiki.teamfortress.com/w/images/b/b6/Backpack_Amputator.png[/t]
All I'd like to see with this weapon is that the taunt builds uber.
[QUOTE=A Glitch;40620897][t]http://wiki.teamfortress.com/w/images/b/b6/Backpack_Amputator.png[/t]
All I'd like to see with this weapon is that the taunt builds uber.[/QUOTE]
So give it a buff when it already is a straight upgrade? :v:
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/64/Backpack_Ali_Baba%27s_Wee_Booties.png/90px-Backpack_Ali_Baba%27s_Wee_Booties.png[/IMG] [IMG]http://wiki.teamfortress.com/w/images/thumb/8/86/Backpack_Bootlegger.png/90px-Backpack_Bootlegger.png[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]+25 max health on wearer
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]+100% increase in turning control while charging
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]-60% blast damage from sticky jumps
[SUB]I slapped myself in the face when I thought of this[/SUB]
[SUP]IT'S SO OBVIOUS[/SUP]
[QUOTE=Bynine;40621986][IMG]http://wiki.teamfortress.com/w/images/thumb/6/64/Backpack_Ali_Baba%27s_Wee_Booties.png/90px-Backpack_Ali_Baba%27s_Wee_Booties.png[/IMG] [IMG]http://wiki.teamfortress.com/w/images/thumb/8/86/Backpack_Bootlegger.png/90px-Backpack_Bootlegger.png[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]+25 max health on wearer
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]+100% increase in turning control while charging
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]-60% blast damage from sticky jumps
[SUB]I slapped myself in the face when I thought of this[/SUB]
[SUP]IT'S SO OBVIOUS[/SUP][/QUOTE]
Considering the health bonus, I think lowering it to -35% would be better.
[QUOTE=Bynine;40609672]To whomever keeps trying to fix the Axtinguisher: My [URL=http://facepunch.com/showthread.php?t=1269839&p=40605020&viewfull=1#post40605020]previous post[/URL] did fix the Axtinguisher. In fact, it pretty much fixes all of the ridiculous combo Pyro problems. Not trying to be a dick, but the problem would be fixed.
Also, that Amputator is still better than the Bonesaw, because it still provides an opportunistic taunt that the Bonesaw fails to.[/QUOTE]
Except axtinguisher isnt a problem so you are going about it wrong. Plus you are balancing toward degreaser which is also wrong. What should be done, and this was discussed on the SPUF pyro forums quite a bit, is remove the gas jocky set bonus. Then take the speed bonus and give it to stock, possibly backburner, and bam finally degreaser users give up something for comboing.
[QUOTE=OceanGovernor;40622087]Except axtinguisher isnt a problem so you are going about it wrong. Plus you are balancing toward degreaser which is also wrong. What should be done, and this was discussed on the SPUF pyro forums quite a bit, is remove the gas jocky set bonus. Then take the speed bonus and give it to stock, possibly backburner, and bam finally degreaser users give up something for comboing.[/QUOTE]
axtinguisher + degreaser [I]is[/I] a problem
and i absolutely do not want regular pyros (and especially backburner!!) with more speed, they're fine as they are
[QUOTE=Bynine;40622389]axtinguisher + degreaser [I]is[/I] a problem
and i absolutely do not want regular pyros (and especially backburner!!) with more speed, they're fine as they are[/QUOTE]
Care to provide reasons?
[IMG]http://tf2wiki.net/w/images/thumb/2/28/Paintrain.png/250px-Paintrain.png[/IMG]
+1 capture rate on wearer
[B]10% faster movement speed when holding australium or intelligence/ Capturing a point[/B]
10% bullet damage vulnerability on wearer
Does this work? Or would another downside need to be added?
[QUOTE=AbeX300;40620929]So give it a buff when it already is a straight upgrade? :v:[/QUOTE]
but [I]everything[/I] is a straight upgrade for the medic melee...
[QUOTE=A Glitch;40622741]but [I]everything[/I] is a straight upgrade for the medic melee...[/QUOTE]
So you want to go ahead and make it even more of an upgrade.
Okay. Good logic thinking there. How about you go ahead and buff the Escape Plan, or the Ubersaw? Or even better, buff the Solemn Vow and the Third Degree.
[QUOTE=Bynine;40621986][IMG]http://wiki.teamfortress.com/w/images/thumb/6/64/Backpack_Ali_Baba%27s_Wee_Booties.png/90px-Backpack_Ali_Baba%27s_Wee_Booties.png[/IMG] [IMG]http://wiki.teamfortress.com/w/images/thumb/8/86/Backpack_Bootlegger.png/90px-Backpack_Bootlegger.png[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]+25 max health on wearer
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]+100% increase in turning control while charging
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]-60% blast damage from sticky jumps
[SUB]I slapped myself in the face when I thought of this[/SUB]
[SUP]IT'S SO OBVIOUS[/SUP][/QUOTE]
[QUOTE=AbeX300;40622024]Considering the health bonus, I think lowering it to -35% would be better.[/QUOTE]
Actually, how about this?
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/64/Backpack_Ali_Baba%27s_Wee_Booties.png/90px-Backpack_Ali_Baba%27s_Wee_Booties.png[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] +25 max health on wearer
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] +100% increase in turning control while charging
[IMG]http://wiki.teamfortress.com/w/images/thumb/8/86/Backpack_Bootlegger.png/90px-Backpack_Bootlegger.png[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] -60% blast damage from sticky jumps
And since we wouldn't want the other Swashbuckler's Swag weapon to be left out:
[IMG]http://wiki.teamfortress.com/w/images/thumb/0/0d/Backpack_Scottish_Handshake.png/90px-Backpack_Scottish_Handshake.png[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] Deals crits while the wielder is sticky jumping
[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/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -50% damage penalty while not sticky jumping[I], since the Demoman actually has melee weapons that aren't straight upgrades[/I]
[QUOTE=AbeX300;40622783]So you want to go ahead and make it even more of an upgrade.
Okay. Good logic thinking there. How about you go ahead and buff the Escape Plan, or the Ubersaw? Or even better, buff the Solemn Vow and the Third Degree.[/QUOTE]
it's hardly a game breaking upgrade, it would just be nice that since you're healing people you could be building uber like you normally do, to stand still and make yourself vulnerable for a few seconds for no uber gain at all? the taunt may as well not exist, I certainly never see anybody actively using it.
[QUOTE=A Glitch;40623268]it's hardly a game breaking upgrade, it would just be nice that since you're healing people you could be building uber like you normally do, to stand still and make yourself vulnerable for a few seconds for no uber gain at all? the taunt may as well not exist, I certainly never see anybody actively using it.[/QUOTE]
And in comparison to the Bonesaw which does nothing at all when you taunt with it?
You can argue that with the other three weapons, but:
Ubersaw: Actually has a different taunt. A taunt that kills people for +50% UberCharge with little time inbetween. Plus, it adds 25% UberCharge upon normally hitting, but it does have a slower firing speed.
Solemn Vow: Has the ability to see enemies' health, no taunt required. No penalty.
Vita-Saw: Taunt also does crap, and gives you 10 less health, but you can store up to 20%(?) UberCharge upon death.
Each item has something different from each other, and the most logical way of balancing is giving them an upside and a downside from the stock, and I appreciate the Ubersaw and Vita-Saw since they at least have some (minor) flaws to them. Amputator and Solemn Vow? [b]Nah, have a free boost, taunt at dem people who doesn't have either.[/b]
The only Medic melee weapon worth using is the Ubersaw right now, I thought it'd be interesting to give it a slight rebalancing, while giving the other saws less boring attributes.
[img]http://wiki.teamfortress.com/w/images/thumb/0/04/Item_icon_Ubersaw.png/100px-Item_icon_Ubersaw.png[/img]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] On Hit: +25% ÜberCharge added
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -15% Übercharge rate
I feel like it would make more sense that way. A slower attack speed doesn't do much of a difference anyway. Here, you're equipping the Ubersaw because you want to hit people for free Über and you're fully assuming it.
[img]http://wiki.teamfortress.com/w/images/thumb/7/70/Item_icon_Vita-Saw.png/100px-Item_icon_Vita-Saw.png[/img]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] On Hit: +10% ÜberCharge added
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] While active: Lethal damage received at full ÜberCharge drains 80% of your ÜberCharge, restores 100% health and grants invulnerability for 5 seconds
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -20 max health on wearer
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -35% damage penalty
This keeps the idea of the original Vita-Saw but makes it more versatile and less boring, along with more drastic downsides. You would take it whenever you're not pocketing anyone in particular and just want to stay alive if all your patients die before you can use your Übercharge. It would be useful for last stands situations where you'd be alone against a few targets, in which case you could take it out and run at them in an attempt to stop them from capturing a point, and restoring some Übercharge in the process.
I didn't like the original Vita-Saw anyway, its upside is completely passive and the enemy can't even tell it's there unless you deliberately take your saw out. And upgrades with absolutely no visual indicator just don't feel right.
[img]http://wiki.teamfortress.com/w/images/thumb/a/ab/Item_icon_Amputator.png/100px-Item_icon_Amputator.png[/img]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] On Taunt: Applies a healing effect to yourself and nearby teammates and builds ÜberCharge proportional to the total amount healed
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] -60% damage taken from ranged sources while taunting
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -35 max health on wearer
I've always considered the Amputator taunt to be a total gimmick because of how vulnerable you are while using it. I think this would be a lot more interesting. You have really low health so you need to be extra careful while running around, but if you're going to hold a position with a bunch of teammates, that's where you're going to shine. As long as your teammates gather around and provide you with some cover, you can constantly heal them while building up Über at an insane rate. If someone manages to sneak in and melee you, you're screwed though, so it's mostly situational.
[img]http://wiki.teamfortress.com/w/images/thumb/d/db/Item_icon_Solemn_Vow.png/100px-Item_icon_Solemn_Vow.png[/img]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] While active: Look at enemies to tag them and make their health visible to your team for 10 seconds
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] Any enemies tagged this way become marked for death if their health goes below 25%
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] All enemies can see your health
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] You are marked for death when your health is below 25%
Less gimmicky, less selfish and more useful to the entire team. Tagged enemies would have an eye symbol or something like that on top of them, so it attracts your team's attention. Equipping this weapon would make you permanently tagged to the enemy team so you should expect yourself to attract enemy fire even more than usual. Also, just like the Vita-Saw, you don't have an undetectable advantage anymore, since you need to take it out in order to use its effect.
[QUOTE=AbeX300;40623280]And in comparison to the Bonesaw which does nothing at all when you taunt with it?
You can argue that with the other three weapons, but:
Ubersaw: Actually has a different taunt. A taunt that kills people for +50% UberCharge with little time inbetween. Plus, it adds 25% UberCharge upon normally hitting, but it does have a slower firing speed.
Solemn Vow: Has the ability to see enemies' health, no taunt required. No penalty.
Vita-Saw: Taunt also does crap, and gives you 10 less health, but you can store up to 20%(?) UberCharge upon death.
Each item has something different from each other, and the most logical way of balancing is giving them an upside and a downside from the stock, and I appreciate the Ubersaw and Vita-Saw since they at least have some (minor) flaws to them. Amputator and Solemn Vow? [b]Nah, have a free boost, taunt at dem people who doesn't have either.[/b][/QUOTE]
Uhm, the Ubersaw's taunt grants 100% Uber.
I'd like the Vita-Saw and the Ubersaw to swap taunts.
[QUOTE=DatWut?;40625970]Uhm, the Ubersaw's taunt grants 100% Uber.
I'd like the Vita-Saw and the Ubersaw to swap taunts.[/QUOTE]
I actually made a little mistake; I was supposed to say +50% UberCharge [b]per hit[/b] with little time in between.
Thanks for pointing that out, though!
[QUOTE=_Kilburn;40625727] On Taunt: Applies a healing effect to yourself and nearby teammates and builds ÜberCharge proportional to the total amount healed
I've always considered the Amputator taunt to be a total gimmick because of how vulnerable you are while using it. I think this would be a lot more interesting. You have really low health so you need to be extra careful while running around, but if you're going to hold a position with a bunch of teammates, that's where you're going to shine. As long as your teammates gather around and provide you with some cover, you can constantly heal them while building up Über at an insane rate. If someone manages to sneak in and melee you, you're screwed though, so it's mostly situational[/QUOTE]
this is exactly what i'm trying to suggest. The only time I can currently see anybody using the taunt now is if a pyro's just hit a lot of people in a small area, but do you think any of those people are going to stand near a taunting medic? no they're all shitting themselves running for the nearest medipack or dispenser (in which case if the latter is around theres even less point to taunt)
I don't deny that all the medic melee's are straight upgrades but after all the time it's been I don't think valve honestly care about the bonesaw. There's several more broken weapons that are in more dire need of fixing.
[QUOTE=_Kilburn;40625727]
[img]http://wiki.teamfortress.com/w/images/thumb/d/db/Item_icon_Solemn_Vow.png/100px-Item_icon_Solemn_Vow.png[/img]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] While active: Look at enemies to tag them and make their health visible to your team for 10 seconds
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] Any enemies tagged this way become marked for death if their health goes below 25%
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] All enemies can see your health
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] You are marked for death when your health is below 25%
Less gimmicky, less selfish and more useful to the entire team. Tagged enemies would have an eye symbol or something like that on top of them, so it attracts your team's attention. Equipping this weapon would make you permanently tagged to the enemy team so you should expect yourself to attract enemy fire even more than usual. Also, just like the Vita-Saw, you don't have an undetectable advantage anymore, since you need to take it out in order to use its effect.[/QUOTE]
I feel the tagging system would be confusing for the targets as, unlike stuff like Jarate or Fan of War, there really isn't any indication where it's coming from. You're just suddenly tagged. I feel it would work better if you hit them to tag them, though that is somewhat harder for the medic to do.
[QUOTE=Rufia;40627073]I feel the tagging system would be confusing for the targets as, unlike stuff like Jarate or Fan of War, there really isn't any indication where it's coming from. You're just suddenly tagged. I feel it would work better if you hit them to tag them, though that is somewhat harder for the medic to do.[/QUOTE]
Yeah, I thought about that. I believe a simple visual effect would probably clear this up, like an eye symbol on top of your health bar accompanied by a distinct sound effect. It would be also easy to identify the Medic who is tagging you since he'd be tagged itself as well.
[QUOTE=_Kilburn;40627629]Yeah, I thought about that. I believe a simple visual effect would probably clear this up, like an eye symbol on top of your health bar accompanied by a distinct sound effect. It would be also easy to identify the Medic who is tagging you since he'd be tagged itself as well.[/QUOTE]
The issue isn't knowing you're tagged, it's where you were tagged from.
If you get jarated you know it came from someone close, if you were fan'o'war marked for death you just got hit
With that stat, you can just "mark snipe" across many maps without your target knowing where it came from
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