• The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
    1,430 replies, posted
[QUOTE=MissingGlitch;41826464]Keep it the same, but make it so airblasting people does not completely immobilize them. That seems to be the thing most people find annoying about it.[/QUOTE] Makes sense then, would also fix über stalling by the pyro being so effective. Still some push force but not to the same extent as now.
[QUOTE=DatWut?;41826462]I play almost stock Pyro (except for the Homewrecker) and I don't get what you people are on about. I manage to handle myself quite well.[/QUOTE] You can do well as anything in a pub setting [QUOTE=OceanGovernor;41826365]How would you 'fix' airblast?[/QUOTE] Make it work like an explosion's push instead of taking away all velocity and then adding the airblast velocity
Minisentries: Everything you know and love about minisentries they now take ramp up damage. THere, they're fixed. That's all you gotta do, they can get 1 shot by rockets without having to go direct hit, scouts can do something about them.
[QUOTE=Bynine;41815956]Just an idea. Don't kill me, but feel free to disagree. [IMG]http://wiki.teamfortress.com/w/images/thumb/b/bd/Backpack_Pomson_6000.png/90px-Backpack_Pomson_6000.png?t=20111216050325[/IMG] [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]Projectile cannot be deflected [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img][I]On Hit: Victim cannot cloak or ubercharge for 2 seconds[/I][/QUOTE] The fact that a stray pomson shot can be the difference between a medic with full uber living or dying is still pretty game breaking.
Since we are on the topic of the Pomson: Pomson idea: +On hit (Medic) Sentry gun has 50% more knockback and takes 50% less damage for 2 seconds (Works regardless of uber) +On hit (Spy) Removes 1/3 of sapper health on any of your buildings (Even from other spies) +Penetrates up to 2 targets +Does not require ammo -Effects wear off after penetration The idea being this: A medic deploys uber with sights set on your shit. Instead of simply running away and rebuilding later, you could instead try and keep fire on the medic to knock the assailants around and make help your sentry gun stay up long enough for the uber to wear off. On the flip side, the medic could dodge the shots or have his partner kill the engineer ASAP, creating a weapon that is, in theory, effective but not annoying to deal with.
Here is a little idea that I´ll throw in the mix. Pomson: + On hit, removes ammo from the victim and gives you the same number of ammo for yourself. - Doesn´t deal any HP damage.
[QUOTE=ClauAmericano;41831318]Here is a little idea that I´ll throw in the mix. Pomson: + On hit, removes ammo from the victim and gives you the same number of ammo for yourself. - Doesn´t deal any HP damage.[/QUOTE] yeah, shutting down any classes offensive capabilities at any range sure is a balanced stat to have.
[QUOTE=MrBunneh;41831451]yeah, shutting down any classes offensive capabilities at any range sure is a balanced stat to have.[/QUOTE] I think the Short Circuit should have something like that. Get close to a class that fires projectiles and take one from their clip per zap, along with what it has.
The main thing I want for the Fists of Steel is for it to be named the [B]F[/B]ists of [B]B[/B]arring [B]I[/B]ntruders, but that's neither here nor there
[QUOTE=OceanGovernor;41826365]How would you 'fix' airblast?[/QUOTE] Make it function like a rocket or explosion. Most people would enjoy it more if it simply added an extra force instead of popping people up and immobilizing them. It'd also function as a pretty effective nerf to axetinguisher and flaregun.
[QUOTE=Justnobody;41831606]The main thing I want for the Fists of Steel is for it to be named the [B]F[/B]ists of [B]B[/B]arring [B]I[/B]ntruders, but that's neither here nor there[/QUOTE] Heavy isn't American though. Regardless I do see what you're going for.
[QUOTE=legalize it;41840187]Make it function like a rocket or explosion. Most people would enjoy it more if it simply added an extra force instead of popping people up and immobilizing them. It'd also function as a pretty effective nerf to axetinguisher and flaregun.[/QUOTE] Giving it more force would increase what everyone complains about. It would be much easier to pin someone to a wall from a greater distance if it was similar to explosions.
[QUOTE=OceanGovernor;41841261]Giving it more force would increase what everyone complains about. It would be much easier to pin someone to a wall from a greater distance if it was similar to explosions.[/QUOTE] People bitch because it pops you up and stops all other momentum. Functioning like a rocket, where it simply pushes you up and away while retaining the rest of your momentum would make it much more skill indexed
[QUOTE=TectoImprov;41840503]Heavy isn't American though. Regardless I do see what you're going for.[/QUOTE] Nonsense. [img]http://puu.sh/42lzK.jpg[/img] Entire team is American. USA! USA!
[QUOTE=Psychopath12;41842068]Nonsense. [img]http://puu.sh/42lzK.jpg[/img] Entire team is American. USA! USA![/QUOTE] I want a new comic so bad.
I wish they put the remove uber effect on a melee weapon instead. A medic can go in, take a risk and gain uber. It wouldn't be too game breaking if a class like engineer could go in and melee the medic with his wrench to remove ubercharge. Therefore his pocket has the chance to protect him. On scout it'd be a bit much, but on a class like Engie or something I can see it working.
Pomson +Penetrates players -Drain only effects first person hit
[QUOTE=legalize it;41842023]People bitch because it pops you up and stops all other momentum. Functioning like a rocket, where it simply pushes you up and away while retaining the rest of your momentum would make it much more skill indexed[/QUOTE] You can already strafe though, why give more power to airblast? Unless airblast when used on players took on a projectile quality.
there should be a downside to the amputator. as of now (and ever since it's been released), it's a straight upgrade in that it provides AoE healing for no cost. so, i have two ideas. 1. the amputator marks the wielder for death as long as it's active and for three seconds after. 2. the amputator negates any faster charging rates on mediguns, so all the currently released unique mediguns (kritzkrieg, quick-fix and vaccinator) charge at the same rate as the stock. so what do you guys think?
[QUOTE=Arctic-Zone;41843548]there should be a downside to the amputator. as of now (and ever since it's been released), it's a straight upgrade in that it provides AoE healing for no cost. so, i have two ideas. 1. the amputator marks the wielder for death as long as it's active and for three seconds after. 2. the amputator negates any faster charging rates on mediguns, so all the currently released unique mediguns (kritzkrieg, quick-fix and vaccinator) charge at the same rate as the stock. so what do you guys think?[/QUOTE] 1. The Amputator is technically an upgrade, in that it has no downside, but the regular bonesaw is pretty much useless even without unlocks. This would make it flat out worse than the regular bonesaw, especially since you rarely see anyone actually using the taunt anyway 2. This is an awful idea. No item should have any kind of attribute that's specifically meant to only target specific weapons, and it would keep the weapon as an upgrade when using the stock medigun, which still sees a lot of use compared to other slots with unlockable weapons. Please don't suggest nerfs for something just for the sake of nerfing it, consider how it would actually effect gameplay, what situations you'd want to use it over stock or other weapons, how it combines with other weapons, and what the weapon is meant for in the first place.
[QUOTE=OceanGovernor;41843425]You can already strafe though, why give more power to airblast? Unless airblast when used on players took on a projectile quality.[/QUOTE] You cant move much when you're airblasted. If you're running to the left, you should move to the left and back when you get airblasted. If you're standing still, you should react like you do now
[QUOTE=OceanGovernor;41843425]You can already strafe though, why give more power to airblast? Unless airblast when used on players took on a projectile quality.[/QUOTE] it doesn't give more power to airblast, it gives more movement ability to airblasted players, providing they can airstrafe.
[IMG]http://wiki.teamfortress.com/w/images/thumb/b/bd/Backpack_Pomson_6000.png/90px-Backpack_Pomson_6000.png?t=20111216050325[/IMG] I still think that it should act just like the righteous bison's reskin. More than that, I don't see a problem if this thing will behave as it is now, on one condition: don't touch the medic.
How about current airblast cooldown on successful projectile relfects, old slower cooldown otherwise. Deflecting spam takes a little better timing and you can't stall ubers and generally control people as much. Really old idea I've had since I think the original airblast changes [QUOTE=hawk18727;41845358][IMG]http://wiki.teamfortress.com/w/images/thumb/b/bd/Backpack_Pomson_6000.png/90px-Backpack_Pomson_6000.png?t=20111216050325[/IMG] I still think that it should act just like the righteous bison's reskin. More than that, I don't see a problem if this thing will behave as it is now, on one condition: don't touch the medic.[/QUOTE] Yeah I think the biggest shame about the Pomson is that without the drains it would have made a unique balanced weapon on it's own. Lose the direct damage and reliability of the Shotgun, gain shooting through your buildings and a good way to spam a chokepoint and damage multiple enemies. Gives Engineer a new engaging way to support without totally fucking up balance the way the drains do.
Penetrate, but only apply drain in the first hit. So no draining uber through buildings, and taking the projectile for your medic will allow him to keep uber. I'd dig that. After all, Engineer shotguns are more powerful than the ones other classes have, it makes some sense to be better than the Bison.
as a lot of people have said, I think the best way of fixing mini sentries is remove the knockback it can inflict. But I have a suggestion for it as well: Reduce its range, and make it so it only patrols in a half circle rather than a full 360 swivel, as of right now minis can still be dropped pretty recklessly and they're really effective at annoying the enemy team to death. I feel the mini sentry should COMPLIMENT an offensive engie and his team, rather than the engie being able to drop the little bastards at almost any given time to completely halt the progress of everyone else, it's not terribly fun for the people on the receiving end of it, and it makes [del]me[/del] the engie wielding it feel guilty. I like the speedpad/mini dispenser idea, but I think that should be for a new PDA, seeing as the engie has that slot for, what? A year? :v:
I still think a decrease in range will fix them pretty much. Maybe decrease their health to 90 so they get one-shot by rockets, and that'd be neat for me. Then again, I have a Strange Gunslinger, so I may not be fully objective. Still, a decrease in range so it fits the downscaled orb when setting it up would make them less annoying, because getting shot without seeing it, and from such a range... :S
Health for a mini sentry is fine. It's dps for a mini sentry is fine It's build time for a mini sentry is fine. It's knock back and range however, is a nightmare.
[QUOTE=light dasher;41848270]Health for a mini sentry is fine. It's dps for a mini sentry is fine It's build time for a mini sentry is fine. It's knock back and range however, is a nightmare.[/QUOTE] Remove or reduce the knockback and make its range match the regular sized sentry?
decrease the turning speed a little?
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