The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
1,430 replies, posted
The only problem I have with the red tape recorder is that it de-levels based upon animation times as opposed to subtracting a certain amount of metal per second.
[QUOTE=Omninerd;41881984]
[IMG]http://wiki.teamfortress.com/w/images/thumb/b/bd/Evictionnotice.PNG/250px-Evictionnotice.PNG?t=20110630002610[/IMG]
+50% faster firing speed
-60% damage penalty
+On Hit: Bleed for 5 seconds
-On Miss: Hit yourself. Stoopid.
[/QUOTE]
Just saying, but most Heavies (if any) use this to spam M1 in attempts to hit a scout. If this was implemented, most of the people who die within seconds of spamming it and would whine about it.
[QUOTE=MyBumBum;41887222]Just saying, but most Heavies (if any) use this to spam M1 in attempts to hit a scout. If this was implemented, most of the people who die within seconds of spamming it and would whine about it.[/QUOTE]
He will need to miss [B]a lot[/B] to get himself killed. Seriously, did you see the damage that thing does right now? :v:
[QUOTE=Omninerd;41887414]He will need to miss [B]a lot[/B] to get himself killed. Seriously, did you see the damage that thing does right now? :v:[/QUOTE]
add in a few hundred damage from scattergun shots
Right now, I think a good amount of people (Me included) use the Eviction Notice just because they like punching a lot in a short amount of time, whether or not it actually hits anyone, and while simple stat changes are boring, I think we should have some, to at least give people some less drastically-altered options in case they like stock but think it needs a bit more of this or that. To go with that, maybe boost the firing speed more or lowering the damage penalty instead of turning it into a copy of another classes weapon instead?
the eviction notice is best described as "underpowered, but people love it" just because its fun to use.
i beg to differ:
[media]http://www.youtube.com/watch?v=6sEATNnajn0[/media]
[QUOTE=Lolkork;41894228]It's so underpowered that it's not even fun to use, you can't do anything with it.[/QUOTE]
Using it with the steak it can actually be pretty destructive. Even without the steak it's pretty devastating since with faster hits you have more chances for crits, and crits with the eviction notice still really fucking hurt.
It would be cool if the Eviction Notice slowly built up damage upon each consecutive blow, which lowered on missing and reset on switching weapons. Just a thought.
I just think that it would have some interesting stats. If it was a Valve made weapon model I would be ok with that, but when it comes to community-created items, they need to make them appealing so the guy will have his work rewarded. I knowthat weapons are not as profitable as hats (and I think weapon are even harder to make), but still, I think the makers of the weapons from the Mecha Update have made some money out of it. I just think it's unfair with the weapons creators... :(
[editline]19th August 2013[/editline]
[QUOTE=Bynine;41895398]It would be cool if the Eviction Notice slowly built up damage upon each consecutive blow, which lowered on missing and reset on switching weapons. Just a thought.[/QUOTE]
Ooh, a bazaar-bargain-like melee weapon for the Heavy. Me likey.
Here, I fleshed the previous idea out.
[IMG]http://wiki.teamfortress.com/w/images/thumb/8/88/Backpack_Eviction_Notice.png/90px-Backpack_Eviction_Notice.png?t=20110624041153[/IMG]
[I]Level 10 Boxing Gloves[/I]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] +50% faster firing speed
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] On hit: Increases hit counter by 1 and damage by 20%
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img] Missing reduces the counter by 1
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img] Switching weapons wipes the bonus
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img] 80% damage penalty
Fists: 65 damage in .8 seconds
EN: 39 damage in .8 seconds
Fists: 130 damage in 1.6 seconds
EN: 130 damage in 1.6 seconds
Fists: 195 damage in 2.4 seconds
EN: 299 damage in 2.4 seconds
Fists: 650 damage in 8 seconds
EN: 13+26+39+52+65+78+91+104+117+130+143+156+169+182+195+208+221+234+247+260 = [B]2730[/B] damage in 8 seconds
Before anybody says anything, I just want to point out the likelyhood of you landing 20 consecutive hits with this thing is about as likely you waking up the next morning and finding an avocado lodged firmly in between your buttocks.
[QUOTE=Bynine;41898276]
Before anybody says anything, I just want to point out the likelyhood of you landing 20 consecutive hits with this thing is about as likely you waking up the next morning and finding an avocado lodged firmly in between your buttocks.[/QUOTE]
I like those odds.
On topic:
With the flamethrower, how about making afterburn only take effect if the target has been in the pyro's stream of fire for a few seconds instead of instantly? (along with other changes to the flamethrower that have been discussed previously). This would make afterburn require more skill and be less punishing to those who escaped the pyro and die from afterburn.
[QUOTE=Bynine;41898276]waking up the next morning and finding an avocado lodged firmly in between your buttocks.[/QUOTE]
5-methoxy-diisopropyltriptamine is one hell of a drug.
[QUOTE=Histrionic;41900484]I like those odds.
On topic:
With the flamethrower, how about making afterburn only take effect if the target has been in the pyro's stream of fire for a few seconds instead of instantly? (along with other changes to the flamethrower that have been discussed previously). This would make afterburn require more skill and be less punishing to those who escaped the pyro and die from afterburn.[/QUOTE]
Because afterburn needs to be nerfed.
[QUOTE=Histrionic;41900484]I like those odds.
On topic:
With the flamethrower, how about making afterburn only take effect if the target has been in the pyro's stream of fire for a few seconds instead of instantly? (along with other changes to the flamethrower that have been discussed previously). This would make afterburn require more skill and be less punishing to those who escaped the pyro and die from afterburn.[/QUOTE]
Nigga every class save for an overhealed heavy would be dead after a few seconds of getting faced with the flamethrower, nerfing afterburn would just give players another reason to go to puffnsting. If anything afterburn should be buffed to make it an actual threat. 8 /9 classes either have a weapon to counter it or resist it altogether, as well as medkits which are plentiful throughout every map
[QUOTE=Fapplejack;41900573]Nigga every class save for an overhealed heavy would be dead after a few seconds of getting faced with the flamethrower, nerfing afterburn would just give players another reason to go to puffnsting. If anything afterburn should be buffed to make it an actual threat. 8 /9 classes either have a weapon to counter it or resist it altogether, as well as medkits which are plentiful throughout every map[/QUOTE]
[QUOTE=Fapplejack;41900573]as well as medkits which are plentiful throughout every map[/QUOTE]
Except for 2fort. :v: (It has water, but try to survive after being set on fire at the enemy courtyard...)
[QUOTE=TectoImprov;41900520]Because afterburn needs to be nerfed.[/QUOTE]
Yeah, it is not like health packs, friendly airblasting/manmelting pyros, medics, dispensers, jarate, mad milk, BONK, the dead ringer, the charging targe, sandviches, the Zantoichi, the Concheror or the Black Box don't exist or anything.
Seriously, which class didn't have any way to deal with afterburn again? (which, I remind everybody, is 60 damage over 10 seconds)
[QUOTE=Bynine;41898276]Here, I fleshed the previous idea out.
[IMG]http://wiki.teamfortress.com/w/images/thumb/8/88/Backpack_Eviction_Notice.png/90px-Backpack_Eviction_Notice.png?t=20110624041153[/IMG]
[I]Level 10 Boxing Gloves[/I]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] +50% faster firing speed
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] On hit: Increases hit counter by 1 and damage by 20%
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/IMG] Missing reduces the counter by 1
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/IMG] Switching weapons wipes the bonus
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/IMG] 80% damage penalty
[/QUOTE]
Perfect. Now apply that second option for the Family business where it grants +30% of damage inflicted as health, and both weapons will be amazing. Oh and fix the animations on the FB for crying out loud.
[sp]then maybe give the FB to Soldier/Pyro/and Engie too[/sp]
[QUOTE=Eriorguez;41900775]Yeah, it is not like health packs, friendly airblasting/manmelting pyros, medics, dispensers, jarate, mad milk, BONK, the dead ringer, the charging targe, sandviches, the Zantoichi, the Concheror or the Black Box don't exist or anything.
Seriously, which class didn't have any way to deal with afterburn again? (which, I remind everybody, is 60 damage over 10 seconds)[/QUOTE]
I think only soldier and demo cant deal with it right away but both have items which grant them health on kills/damage to counter it. Really though afterburn doesn't need another kick in the teeth while down. Its as stupid as nerfing the phlog on launch was.
[QUOTE=OceanGovernor;41903234]I think only soldier and demo cant deal with it right away but both have items which grant them health on kills/damage to counter it. Really though afterburn doesn't need another kick in the teeth while down. Its as stupid as nerfing the phlog on launch was.[/QUOTE]
Demo has the chargin' targe, so yeah.
[QUOTE=Eriorguez;41900775]Yeah, it is not like health packs, friendly airblasting/manmelting pyros, medics, dispensers, jarate, mad milk, BONK, the dead ringer, the charging targe, sandviches, the Zantoichi, the Concheror or the Black Box don't exist or anything.
Seriously, which class didn't have any way to deal with afterburn again? (which, I remind everybody, is 60 damage over 10 seconds)[/QUOTE]
You do realize he was being sarcastic, right?
When I saw the suggestion of similar stats to the Boston Basher to the Eviction Notice, I could only imagine heavies doing "basher jumps" and getting to annoying places to ambush, anyway, how about a more simple Gunsliger mechanic like the 3rd consecutive punch is always a crit or minicrit ?
[QUOTE=ScarfaceCrow;41911639]When I saw the suggestion of similar stats to the Boston Basher to the Eviction Notice, I could only imagine heavies doing "basher jumps" and getting to annoying places to ambush, anyway, how about a more simple Gunsliger mechanic like the 3rd consecutive punch is always a crit or minicrit ?[/QUOTE]
Heavy could do that with the GRU before anyways and no-one cared. GRU can still let heavy get a bit higher than usual, such as in the intel room on turbine you can get on top of an entrance way on the intel side.
How bout this
[B][I]Eviction Notice[/I][/B]
+Knocks enemies back at airblast range
-20% fire rate
-35% damage
It's an [B]Eviction[/B] notice anyway, right?
[QUOTE=Banjo7J;41903667]You do realize he was being sarcastic, right?[/QUOTE]
Did so too late, still, it supports and compliments his argument.
[QUOTE=Bynine;41898276]Here, I fleshed the previous idea out.
[IMG]http://wiki.teamfortress.com/w/images/thumb/8/88/Backpack_Eviction_Notice.png/90px-Backpack_Eviction_Notice.png?t=20110624041153[/IMG]
[I]Level 10 Boxing Gloves[/I]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] +50% faster firing speed
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] On hit: Increases hit counter by 1 and damage by 20%
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img] Missing reduces the counter by 1
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img] Switching weapons wipes the bonus
[img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img] 80% damage penalty
Fists: 65 damage in .8 seconds
EN: 39 damage in .8 seconds
Fists: 130 damage in 1.6 seconds
EN: 130 damage in 1.6 seconds
Fists: 195 damage in 2.4 seconds
EN: 299 damage in 2.4 seconds
Fists: 650 damage in 8 seconds
EN: 13+26+39+52+65+78+91+104+117+130+143+156+169+182+195+208+221+234+247+260 = [B]2730[/B] damage in 8 seconds
Before anybody says anything, I just want to point out the likelyhood of you landing 20 consecutive hits with this thing is about as likely you waking up the next morning and finding an avocado lodged firmly in between your buttocks.[/QUOTE]
Now, just for fun, what are the numbers if you were kritz ubered at the same time? :v:
Edit: If I did the math right:
39+78+117+156+195+234+273+312+351+429+468+507+546+585+624+663+702+741+780=[b]7800[/b] with crits.
Oh boy. Imagine that thing in MvM.
[QUOTE=kariko;41914723]Now, just for fun, what are the numbers if you were kritz ubered at the same time? :v:
Edit: If I did the math right:
39+78+117+156+195+234+273+312+351+429+468+507+546+585+624+663+702+741+780=[b]7800[/b] with crits.
Oh boy. Imagine that thing in MvM.[/QUOTE]
That would depend on if the +20% was additive or multiplicative. If it was additive, it would be a lot less useful.
[QUOTE=kariko;41914723]Now, just for fun, what are the numbers if you were kritz ubered at the same time? :v:
Edit: If I did the math right:
39+78+117+156+195+234+273+312+351+429+468+507+546+585+624+663+702+741+780=[b]7800[/b] with crits.
Oh boy. Imagine that thing in MvM.[/QUOTE]
How about against a Steel Gauntlet?
How about a more simple mechanic for Eviction Notice, gunslinger alike, the third consecutive punch is a crit and the 4th, 5th mini-crit as long your keep connecting each punch (someone have to calculate de DPS output), also someone suggested a genius thing before, but I could not remember, was something like that.
[IMG]http://wiki.teamfortress.com/w/images/thumb/8/89/Item_icon_Pomson_6000.png/100px-Item_icon_Pomson_6000.png?t=20120630232550[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] Does not require ammo.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Projectile can be deflected.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Deals only 20% damage to buildings.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG]Has a 17% smaller clip size.
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG]Pri-fire on mouse1: Projectile penetrates enemy targets and may hit players multiple times doing 16 damage per tick.
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG]Alt-fire on mouse2: A charged shot that consume the entire clip, does not penetrates enemy targets, drains 10% Medigun charge, and disables buildings for 4 seconds doing 58 base damage at any distance.
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG]Special attack on mouse3: A charged shot that consume the entire clip, does not penetrates enemy targets, drains 20% cloak and disables buildings for 4 seconds doing 58 base damage at any distance.
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG] No refrigerator sized hitboxes anymore, and special particles for each type of attack, comon, medic debuffing, and spy debuffing.
(if still feels op, add a metal cost for the alt-fire mechanic like 35 per shot and a full clip, so it's turns into a high risk reward tool for the engy, the possibility of disabling a sentry for the team to destroy can put the engy on the front lines, the 5 clip size make charged shots even more expensive, the "debuffing" atacks are now splitted into two keys, so you have to know what are you trying to screw, spy or medic, even less spammy on this matter)
I ssssssoooorrta like the idea but having both drains on separate attacks sounds a bit extra. Mainly because you meet more spies than you would a medic, and if you ever do meet a medic you would likely find him with another class at his side, so I'd just prefer having both drains on the same attack seeing as the attack wouldn't penetrate so the heal target could just get in the way of the shot anyways.
I also am not sure how exactly pyros could reflect a laser beam unless they sent in demos carrying mirror shields.
Sorry, you need to Log In to post a reply to this thread.