The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
1,430 replies, posted
[QUOTE=Bynine;41748880]If the damage vulnerability was 10% and only to bullets (maybe bullets and fire to make it a little more fair) and the speed bonus was 10% as well then I wouldn't mind that at all - in fact, I'd like it more.[/QUOTE]
What I find funny about the Powerjack is that STAR_ pretty much made the same axe, except way less extreme.
I love the new Powerjack. Speed around and get health back, switch weapons to get range and defense. I find it a very fun weapon, but also quite effective.
I miss the old Powerjack. When I saw the patch notes I was like "why would you make the Pyro take that much damage" and it's utter shit. The bonus damage seriously needs to be lowered, or there needs to be another perk other than speed.
[QUOTE=Unisath;41752659]I miss the old Powerjack. When I saw the patch notes I was like "why would you make the Pyro take that much damage" and it's utter shit. The bonus damage seriously needs to be lowered, or there needs to be another perk other than speed.[/QUOTE]
-No crits
+25% more damage?
I do not mind the extra damage, because, when going at that speed, like when I play Scout or Medic, I fucking DODGE.
[QUOTE=light dasher;41752684]-No crits
+25% more damage?[/QUOTE]
As great as that was (especially when you got +75 health for ANY kill when the weapon was out...), no. I meant how it was prior to this change.
Getting the health regardless of which weapon was used to kill was what made the Powerjack amazing as an alternative to the Axtinguisher.
Offensive utility was the Axtinguisher, no Pyro melee will ever come close to being nearly as useful without being outright broken (such as 100% crits all the time). The Neon Annihilator tried to be offensive utility and it fell so flat on its face that they reworked it to be a offensive/support utility hybrid.
The original Powerjack filled a niche role of being a survival utility weapon. It encouraged the Pyro player to make a conscious decision about whether it'd be worth the risk to draw the melee weapon in order to leech health from the kill. It was especially useful to get a nifty health boost off of reflect and flare kills; but primarily it put emphasis on leeching for afterburn kills, which I think was a smart weapon design.
Then they accidentally removed it because the Half-Zatoichi worked the same way and a full-heal from a stickytrap was just downright unfair, so it made sense to remove from that weapon. Then they re-added it to the Powerjack the next patch. Then for some reason completely removed it at a later date and the Powerjack dropped in usefulness to the point where its only real use was to be a set bonus enabler. Meleeing people is a risky endeavor no matter how you cut it, 75 health isn't worth the risk to smack someone upside the head if you have no reliable damage output with it. It's not like people are just going to let you smack them without shooting back at you (generally dealing more than the 75 would have healed in the first place).
[QUOTE=Unisath;41753375]As great as that was (especially when you got +75 health for ANY kill when the weapon was out...), no. I meant how it was prior to this change.[/QUOTE]
It was kind of a joke, but how about increased jump height? Seeing as it's a jack?
EDIT: Or speeding up the build time of friendly buildings? Although I think that should go to the Homewrecker if you ask me.
[QUOTE=light dasher;41753606]It was kind of a joke, but how about increased jump height? Seeing as it's a jack?
EDIT: Or speeding up the build time of friendly buildings? Although I think that should go to the Homewrecker if you ask me.[/QUOTE]
What. Homewrecker should have building destroying attributes, like sentry resistance instead of more ways to be an engie pet.
I was reading the list of [URL="http://optf2.com/tf2/attributes"]Weapon Attributes[/URL] that are already hard coded in the game, so using those would be easy, anyway I found one interesting attribute that gave me an idea for another one, Airblast damage vulnerability, so, the problem about the whole Deagreaser + Axtinguisher combo, is that the pyro have control over your movement, something that people who play FPS hate (Sandman and Nastacha), so it's almost guaranteed that he will land he's 1 hit KO, so instead of nerfing this two fine weapons till the oblivion, we make them a high risk reward strategy, since the most dangerous weapon from the "set" is the Axtinguisher, in the moment that the Pyro pins you down, he have 1 sec of raised damage vulnerability, witch you can use to fight back, so I propose:
[IMG]http://wiki.teamfortress.com/w/images/thumb/c/c9/Item_icon_Axtinguisher.png/100px-Item_icon_Axtinguisher.png?t=20120630231533[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]Guarantees Critical damage on burning targets.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]On airblast: one second of 20% raised damage vulnerability.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Deals 50% less damage on non-burning targets.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]No critical hits against non-burning targets.
Also with this we could move some negative sides from other weapon, since the Backburner crit from behind, valve wants to limit how many damage you can create with your airblasts since the philosophy behind the weapon is ambushing, but the airblast cost sometimes doesn't make for the eventual use of crits.
[IMG]http://wiki.teamfortress.com/w/images/thumb/5/5d/Item_icon_Backburner.png/100px-Item_icon_Backburner.png?t=20120630231549[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]Guarantees Critical hits when attacking from behind (75° radius behind an enemy).
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG]Guarantees Mini-critical hits when attacking from behind (140° radius behind an enemy).
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Reflected projectiles are not Mini-crit boosted.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Airblasts cost 25% more ammo to fire.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]On airblast: one second of 20% raised damage vulnerability.
So if you failed to be sneaky, failed to reflect for self defense, you're screwed, but the weapon is still nice for general use, also angles of increased damage could be tweaked after the comunity feedback.
The Ham Shank:
- Remove the vibrator that is always inside it.
Balanced.
[QUOTE]
[IMG]http://wiki.teamfortress.com/w/images/thumb/5/5d/Item_icon_Backburner.png/100px-Item_icon_Backburner.png?t=20120630231549[/IMG][/QUOTE]
Geneosity is in simplicity.
The backburner is fine and doesn't need a total overhaul. It's a good weapon concept-wise. Even its execution is plausable. A backburning radius can be increased to the backstab range (or at the very least, to 135 degrees) and the airblast cost can be lowered to 200% (from 250%). That's all that the weapon needs.
[QUOTE=hawk18727;41758825]Geneosity is in simplicity.
The backburner is fine and doesn't need a total overhaul. It's a good weapon concept-wise. Even its execution is plausable. A backburning radius can be increased to the backstab range (or at the very least, to 135 degrees) and the airblast cost can be lowered to 200% (from 250%). That's all that the weapon needs.[/QUOTE]
The backburn radius is fine, increasing it just makes it easier for no reason. This weapon has the stats needed to do its job.
[QUOTE=OceanGovernor;41760136]The backburn radius is fine, increasing it just makes it easier for no reason. This weapon has the stats needed to do its job.[/QUOTE]
Agreed, I don't usually use it, but when I did today it was so pleasing to crush medic pairs with it alone.
Mostly take out entire crowds, dying rarely.
[QUOTE=ClauAmericano;41758359]The Ham Shank:
- Remove the vibrator that is always inside it.
Balanced.[/QUOTE]
Come on, why are you trying to make it a straight downgrade?
[QUOTE=TectoImprov;41749135]What I find funny about the Powerjack is that STAR_ pretty much made the same axe, except way less extreme.[/QUOTE]
I actually have the skin that he used in the April fools video for it
[B][I]Reserve Shooter Fix[/I][/B]
+35% less spread
+2 seconds of airborne crits after switch
-66% clip size
-15% damage
-15 max health on wearer
[QUOTE=MyBumBum;41767969][B][I]Reserve Shooter Fix[/I][/B]
+35% less spread
+2 seconds of airborne crits after switch
-66% clip size
-15% damage
-15 max health on wearer[/QUOTE]
Now I want to use it even less on my soldier.
It was made for him originally, someone just got the bright idea of using it as an excuse to give to pyro.
I'd say to give the Reserve Shooter an extra shot per clip.
[QUOTE=MyBumBum;41767969][B][I]Reserve Shooter Fix[/I][/B]
+35% less spread
+2 seconds of airborne crits after switch
-66% clip size
-15% damage
-15 max health on wearer[/QUOTE]
The fix WOULD be good for soldier, since it's something that rewards well placed rockets and can be used at mid/ long range. Pyro, however, would abuse the hell out of it and it would be pretty much be a mid range axtinguisher.
Reserve Shooter's problem is that it isn't fast enough for Soldiers and it synergizes too well with the Degreaser for Pyro
[QUOTE=Giggle;41768099]Now I want to use it even less on my soldier.
It was made for him originally, someone just got the bright idea of using it as an excuse to give to pyro.[/QUOTE]
no, the idea originated from the Pyro subforum on SPUF.
[QUOTE=Unisath;41769814]no, the idea originated from the Pyro subforum on SPUF.[/QUOTE]
[B] someone just got the bright idea[/B]
Also probably should have put it as 'someone just got the bright idea of giving it to pyro since he also blows people into the air' instead
a little tweak on the spy-cicle,
make the player wet when it melts,
the particles will help spotting the spy if he tries to cloack away, it will also bring more neon annihilator users. remember that the spy can still use his revolver to take down the pyro chasing him.
[QUOTE=Zannabluke;41771939]a little tweak on the spy-cicle,
make the player wet when it melts,
the particles will help spotting the spy if he tries to cloack away, it will also bring more neon annihilator users. remember that the spy can still use his revolver to take down the pyro chasing him.[/QUOTE]
Use Spy-cicle to evade the fate of the Axtinguisher but get killed by a Neon Annihilator. Doesn't sound fun to me.
[QUOTE=Unisath;41769814]no, the idea originated from the Pyro subforum on SPUF.[/QUOTE]
The idea was originally a Soldier idea dating as far back as 2008. It didn't surface on the Pyro subforum on SPUF until 2011 at the earliest.
[QUOTE=DatWut?;41772300]Use Spy-cicle to evade the fate of the Axtinguisher but get killed by a Neon Annihilator. Doesn't sound fun to me.[/QUOTE]
How many pyros do you honestly see with the neon?
[QUOTE=Giggle;41772349]How many pyros do you honestly see with the neon?[/QUOTE]
Do F2Ps count? :v:
[QUOTE=DatWut?;41772375]Do F2Ps count? :v:[/QUOTE]
There is a good chance new players wont grasp the concept of the weapon to begin with, let alone get the idea to hit a spy with a big-ass sign after he wont ignite.
[QUOTE=DatWut?;41772300]Use Spy-cicle to evade the fate of the Axtinguisher but get killed by a Neon Annihilator. Doesn't sound fun to me.[/QUOTE]
well, switching your axtinguisher for a neon annihilator is a p significant trade, you're giving out the most aggresive melee in the game for a support weapon. pyros will have hard time to decide either support his team at the front or stay with the engineer in the back lines.
and please, don't talk 'bout "playing against it will be no fun" because the spy-cicle is one of the most rage-inducing weapon in the game and right now it suffers the same problem the dr and escape plan had: it rewards players with an out-of-jail card without any significant penalties.
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