• The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
    1,430 replies, posted
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fe/Backpack_Third_Degree.png/90px-Backpack_Third_Degree.png[/IMG] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] All players connected via Medigun beams are hit [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] +20% bullet resistance when held [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] Crits if the health of the medic and his patient combined is greater than 400 [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -20% firing speed [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -20% health from medi-kits just some stuff kibble and me thought up for it
A fix to Demoman shields in general: Allow shield bashing at any range beyond when the charge will grant a melee mini-crit. (This would require removing the "Can deal impact damage at any range" from the Splendid Screen) Fix the bug that grants melee 100% crits after ramming into someone when it's not at the end of the charge. Reinstate self-damage resistances when no enemy is caught in the blast (much like how the Gunboats work). Splendid Screen made less dumb and easy. Chargin' Targe kills made less rare. Grenade/Cannon jumping made less painful. Demoknight in general made less annoying if he starts a charge a few feet away from you.
Lemme also repost this. [quote=my dog]Short Circuit +On Fire: Generates an electrical field that destroys projectiles and does slight damage to players +Each disintegrated projectile deals 25 damage to whoever fired them. +No reload necessary -Per Shot: -35 ammo -Uses metal for ammo -No random critical hits If a demoman lays down three stickies next to your sentry and you disintegrate them, the demoman receives an electric shock dealing 75 points of damage regardless of his position on the map. And if you place an obvious stickytrap of 8 stickies and a short circuit engie disintegrates it... It misfires terribly. You can't really blame the engie, though.[/quote]
[B]The Hibernating Bear[/B] +5% Critical Hit Resistance [U]+10% movement speed[/U] That would increase the Heavy's movement speed to 87%, which is 7% more than a Soldier, but still 6% less than a Demoman. Since you're forced to use a Minigun (well, Gatling gun) that spins up quite slow to utilize the set bonus, you'd have the ability for a faster position change before making you nearly immobile again (spinning the Brass Beast).
There's enough hate on it already, but [B]The Degreaser[/B] 55% faster weapon switch -30% burn damage penalty -15% damage penalty Can't airblast players
[QUOTE=KandyMan;40630553]There's enough hate on it already, but [B]The Degreaser[/B] 55% faster weapon switch -30% burn damage penalty -15% damage penalty Can't airblast players[/QUOTE] I'm sorry, but that would make it underpowered
Just gonna crosspost this because why not: [QUOTE=Psychopath12;40631402]Axtinguisher is fine on it's own. DR is annoying. The main complaint about the DR is how easily it can be spammed if the Spy is smart with his movement and metal pickups. An easy DR rework that wouldn't affect much would be to have a cooldown clock after decloaking that will determine the strength of the damage resistance of the next feign and cloak. A 9 second cooldown, each second adds 10% to the damage resistance. So if you wait 9 seconds before re-entering the fray, your DR is back at full power. If you pick up a bunch of scrap metal from a destroyed dispenser and feign after 5 seconds after decloaking, you get 50% resistance. Yadda yadda.[/QUOTE]
[t]http://wiki.teamfortress.com/w/images/1/1f/Backpack_Minigun.png[/t] No random critical hits. Applies to all miniguns, including stock. Seriously none of the miniguns need random crits, they do enough damage to kill any class (with the obvious exception of another Heavy with a pocket) within seconds up close.
[QUOTE=-=NARH=-;40631747][t]http://wiki.teamfortress.com/w/images/1/1f/Backpack_Minigun.png[/t] No random critical hits. Applies to all miniguns, including stock. Seriously none of the miniguns need random crits, they do enough damage to kill any class (with the obvious exception of another Heavy with a pocket) within seconds up close.[/QUOTE] Your problem with the minigun having crits is the same reasoning for all disliking all crits, therefore play on no crit servers and your golden.
[IMG]http://wiki.teamfortress.com/w/images/thumb/1/17/Backpack_Short_Circuit.png/90px-Backpack_Short_Circuit.png[/IMG] + On Fire: Generates an electrical field that destroys projectiles and does slight damage to players + Destroyed projectiles are returned as ammo + No reload necessary - Per Shot: -35 ammo - Uses metal for ammo - No random critical hits [IMG]http://wiki.teamfortress.com/w/images/thumb/7/79/Backpack_Axtinguisher.png/90px-Backpack_Axtinguisher.png[/IMG] + Guaranteed mini-crits on burning opponents for 3 seconds when deployed + Guaranteed crits on burning opponents after 3 seconds when deployed - -50% damage vs non-burning players - No critical hits vs non-burning players
The point of the short circuit is to counter bombs and rockets from trying to take out your sentry, given you have a dispenser nearby giving your ammo. the main problem is the fact that it's range is so abysmal that it's deemed near useless. I'd just say give it a much wider range, and possibly a greater firing speed or the ability to nullify spy cloaks temporarily. That would make it more versatile. Also, the Wrap Assassin should have a lower recharge time, since it's so damn useless as of now
Basically, I've been thinking of a major Pyro overhaul to reinforce the "ambush" playstyle and reawaken a style of gameplay lost to all of these changes, rebalances and additions. I realize that these changes are too severe to just be weapon additions/changes, so these are all core Pyro changes. -50% movement speed while attacking with your primary weapon -80% movement speed while airblasting with your primary weapon Crouch to cloak +75 max HP Cloaking is only a half-cloak, ala a drained Cloak and Dagger. Just enough so that you won't get spotted if you're hiding in a dark corner. Though the movement penalties to both basic attacking and defending are severe as shit, when paired with the additional health and cloak function, I think it comes together to a form a really interesting take on the ambush playstyle, that's a lot more versatile and less specialized than the Spy. With a whopping 250 HP(375 when fully overhealed), you've got a lot more survivability. Rely on your secondary and melee to fight your way to a desirable location, then watch and wait. Time your strikes, and lead enemies in to the paths you want them to go so you can isolate them and catch them off guard. I've found this Pyro build seems to calculate well with all possible loadouts. Puff and Sting works, the Degreaser is discouraged in a certain way, and I just think it'll fit in with gameplay better than the current build. The only weapon change would be as follows Phlog + No movement penalty while attacking Simply negates the above change specifically for this weapon, allowing its forward playstyle to be maintained. New secondary weapon Alert Beacon Appears as a slightly smaller than the Sapper-sized, square device. Has a timer, a team-colored lightbulb, basic Spytech. You place it on the ground, and you see a team-colored beacon that flashes a circle around it. Not a very large circle, but enough. About the size of the middle circle on a basic CP. The one closest to the line of bolts. Upon placing it, an ALERT bar on your hud will begin to slowly drain. It lasts 60 seconds. Once the minute is up, it blows up, resulting in a very small, pop-like explosion that deals no damage but alerts anyone around it, regardless of team. If an enemy steps within range while it is active, a light flashes around the bar and a very short alert sound is heard only by the Pyro who placed it. After the 60 seconds are up, it takes 10 seconds to recharge and then another can be placed. Remember how in Meet the Pyro, Pyroland Pyro ran around spraying fire ridiculously, but the dark and scary Pyro was depicted as slow, cornering enemies much stronger than him in places they could not escape from? That's how playing Pyro once felt, a long time ago. When the Pyromids were young, and there was no "inventory" to be found beyond the main menu. No Australia. A better world. That is a Pyro I wish to someday play once again amongst my PC brethren. May Xbox Live's empire fall. Thoughts?
[QUOTE=theharribokid;40632485]Your problem with the minigun having crits is the same reasoning for all disliking all crits, therefore play on no crit servers and your golden.[/QUOTE] If a Scout manages to get a crit on me from mid-distance and kills me, it's acceptable. If a Soldier shoots a crocket into a doorway and I walk into it, whoops. If a Sniper gets a headshot on me, whatever. But if a Heavy is on a 2fort battlement and I walk out and he gets crits, it's just a little aggravating when 2 bullets hit me and I die when I could have run away if he didn't get random crits. Really, when a minigun gets random crits, it's like he has a Sniper Rifle that has no fire delay that always scores headshots that he doesn't need to aim with. EDIT: I think we can all agree that sometimes random crits are bs, but for the miniguns it's always bs. EDIT: Without crits the Minigun does about 300 damage per second from a medium distance. It can kill another Heavy in one second, the class with the most HP in the game. I can understand the miniguns are designed to be able to kill enemies quickly, but there is damage fall-off for a reason. If anything just make crits on the miniguns suffer fall-off, that way it isn't the end of the world if a Heavy gets random crits and you happen to be within 2 miles of him.
So I thought I'd try my hand at balancing some stuff. [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/16px-Pictogram_plus.png[/IMG] Minicrits burning players [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -30% damage vs non-burning players [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] 20% longer weapon switch (20% may not be the best option but you get the idea.) What do you think?
[QUOTE=Rufia;40638806][IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] 20% longer weapon switch (20% may not be the best option but you get the idea.) What do you think?[/QUOTE] Punishes those that don't play with Degreaser and Axtinguisher at the same time. Seriously, simple, yet incredibly effective solution that only affects the "target group": [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] 100% critical hit vs burning players [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -50% damage vs non-burning players [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] No critical hits vs non-burning players [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Unaffected by weapon-switch Basically, nothing would change for the normal Pyros, and Degreaser+Axtinguisher Pyros would have the same switch-speed as those that don't use the Degreaser.
I like the idea of the Axtinguisher being Honorbound, just for giggles.
[QUOTE=Bynine;40642895]I like the idea of the Axtinguisher being Honorbound, just for giggles.[/QUOTE] I remember I suggested it and a ton of people thought it was hilarious, then I brought it up again later and everyone yelled at me
[B]Stickybomb launcher[/B] +Damage is buffed when near other sticky bombs +Damage starts at 25% damage, can be buffed to 200% damage -Cannot be detonated mid-air -1 second activation time [B]Those goomba stomping boots[/B] +Right click when mid-rocket jump will cause you to zoom quickly near the area you clicked +Will cause no fall damage on hit -Will cause more fall damage if miss
[QUOTE=minilandstan;40644841][B]Stickybomb launcher[/B] +Damage is buffed when near other sticky bombs +Damage starts at 25% damage, can be buffed to 200% damage -Cannot be detonated mid-air -1 second activation time [B]Those goomba stomping boots[/B] +Right click when mid-rocket jump will cause you to zoom quickly near the area you clicked +Will cause no fall damage on hit -Will cause more fall damage if miss[/QUOTE] This is an existing weapon stat balancing thread, go to here to suggest new weapons. [url]http://facepunch.com/showthread.php?t=1250554[/url]
[QUOTE=mphayes97;40644875]This is an existing weapon stat balancing thread, go to here to suggest new weapons. [url]http://facepunch.com/showthread.php?t=1250554[/url][/QUOTE] So the Stickybomb Launcher and Mantreads don't exist, yet?
[QUOTE=AbeX300;40644888]So the Stickybomb Launcher and Mantreads don't exist, yet?[/QUOTE] You have to remember this is back in the days of when boots that cripple men never existed. [sp]Not that the mantreads seem to cripple people much anyway[/sp]
[QUOTE=-=NARH=-;40643436]I remember I suggested it and a ton of people thought it was hilarious, then I brought it up again later and everyone yelled at me[/QUOTE] Yeah, this is actually also happening with reposts in this thread. At least with ratings.
I know most people disagree with me on this, but I think the cow mangler needs a buff, it just seems so useless compared to all the other launchers. [IMG]http://wiki.teamfortress.com/w/images/thumb/4/46/Item_icon_Cow_Mangler_5000.png/100px-Item_icon_Cow_Mangler_5000.png[/IMG] [I]The Cow Mangler 5000[/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 and disables buildings for 4 sec. [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -10% damage penalty [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] Deals only 20% damage to buildings. [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Laser travels +10% slower Pretty much the same, but allows it to be crit boosted, lowers the ammo loaded to 4 like stock, and removed the longer reload. It is just a general idea, it can always be modified.
[QUOTE=MissingGlitch;40651226]I know most people disagree with me on this, but I think the cow mangler needs a buff, it just seems so useless compared to all the other launchers. [IMG]http://wiki.teamfortress.com/w/images/thumb/4/46/Item_icon_Cow_Mangler_5000.png/100px-Item_icon_Cow_Mangler_5000.png[/IMG] [I]The Cow Mangler 5000[/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 and disables buildings for 4 sec. [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -10% damage penalty [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] Deals only 20% damage to buildings. [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Laser travels +10% slower Pretty much the same, but allows it to be crit boosted, lowers the ammo loaded to 4 like stock, and removed the longer reload. It is just a general idea, it can always be modified.[/QUOTE] It just seems even worse now. You gave it the ability to be crit boosted, but it isn't like there's a Kritzkrieg medic everywhere. The reload penalty was barely there and was more-so an annoyance than an actual penalty. You then also knocked down the fifth shot and gave it a slower travel time. Get rid of the reload penalty and up the building damage from -20% to -15% or -10%. I'd use the current Cow Mangler more if that was what they did to fix it.
[B]black box[/B] + up to +15 health on hit depending on amount of damage dealt - 25% clip size so that one rocket that does 5 damage to 4 players doesnt give you goddamn 60 health for basically nothing [B]libery launcher[/B] + 40% projectile speed - 25% blast damage would still do full damage on direct hits
[QUOTE=comet1337;40653391][B]black box[/B] + up to +15 health on hit depending on amount of damage dealt - 25% clip size so that one rocket that does 5 damage to 4 players doesnt give you goddamn 60 health for basically nothing [/QUOTE] You DO realize it only counts one contact, right? You only get +15 health for hitting a group of 2-3, 3-4 people.
[QUOTE=Dat Lobo;40653721]You DO realize it only counts one contact, right? You only get +15 health for hitting a group of 2-3, 3-4 people.[/QUOTE] it does? well in any case it should only heal you gradually to damage dealt
[QUOTE=Dat Lobo;40653721]You DO realize it only counts one contact, right? You only get +15 health for hitting a group of 2-3, 3-4 people.[/QUOTE] [url=http://wiki.teamfortress.com/wiki/Black_box]For every enemy successfully hit with the Black Box, the player will be awarded 15 health points per enemy hit, regardless of how much damage is dealt[/url] Tht's what it says on the wiki.
Not really a re-balancing idea or anything but- Imagine every small medpack dropped when you kill someone with candy cane used the cupcake model, even without pyrovision goggles.
[QUOTE=Drury;40654751]Not really a re-balancing idea or anything but- Imagine every small medpack dropped when you kill someone with candy cane used the cupcake model, even without pyrovision goggles.[/QUOTE] Would be an incredibly good gimmick if you ask me. When I write the e-mail (which will get ignored eitherway), I'll put that in.
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