• The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
    1,430 replies, posted
[QUOTE=MoopsiePook;41940766]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.[/QUOTE] and the fact that no one has mouse3 binded, and there is no weapon that uses mouse3.
[QUOTE=skullorz;41940876]and the fact that no one has mouse3 binded, and there is no weapon that uses mouse3.[/QUOTE] He probably meant Attack3, which is used by the Vaccinator to switch resist types
[QUOTE=MoopsiePook;41940766] I also am not sure how exactly pyros could reflect a laser beam unless they sent in demos carrying mirror shields.[/QUOTE] I don't know also ! but they reflect Cow Mangler and Manmelter, and both are lasers too.
[QUOTE=ScarfaceCrow;41944095]I don't know also ! but they reflect Cow Mangler and [B]Manmelter[/B], and both are lasers too.[/QUOTE] You were right about the cow mangler, but they can't reflect the manmelter.
[QUOTE=MoopsiePook;41944175]You were right about the cow mangler, but they can't reflect the manmelter.[/QUOTE] "March 19, 2013 Patch Removed some description text from the Manmelter that incorrectly stated its projectiles could not be deflected"
[QUOTE=MoopsiePook;41944175]You were right about the cow mangler, but they can't reflect the manmelter.[/QUOTE] That would probably change the mangler from balanced to OP again, though it would be a nice counter to pyros. Hell you could implement that and do -25% clip size and it'd be fine. It would also decrease the time to do charged shots as well since you would be reloading 3 instead of 4.
Manmelter does not use laser. It just use super-condensed heat projectiles... Uh... I'm starting to think that's the definition of a laser...
As far as I'm concerned, Manmelter doesn't fire lasers what the hell kinda laser [I]arcs?[/I]
[QUOTE=Mr. Jelly;41945032]As far as I'm concerned, Manmelter doesn't fire lasers what the hell kinda laser [I]arcs?[/I][/QUOTE] I always thought it fired like little meteors.
The Manmelter has always fired flares. That's why the attribute to disallow reflects didn't work, because it was hardwired into the flare parent itself.
The only weapons that come close to being called "laser weapons" are sniper rifles, Wrangler and Scottish Resistance. Because those actually use LASER in one way or another (not quite sure about scotres, though, could have been simply a passive sensor). The grordbort's stuff is described in obsolete scientific terms. Like phlogistinator, it's implied to be based on the idea of phlogiston, fire in the form of matter contained in flammable materials. Phlogistinator is meant to use science to break it free and store a part of it. The other "laser weapons" are actually "aether oscillators" meaning they can cause vibrations of space matter. It sorta works with the theory of dark energy, either way, they're definitely not laser guns. Reflecting dark energy anomalies with condensed gas sounds hilarious, though. Then again, so does reflecting rocket propelled grenades with said condensed gas.
[QUOTE=Drury;41950092]The only weapons that come close to being called "laser weapons" are sniper rifles, Wrangler and Scottish Resistance. Because those actually use LASER in one way or another (not quite sure about scotres, though, could have been simply a passive sensor). The grordbort's stuff is described in obsolete scientific terms. Like phlogistinator, it's implied to be based on the idea of phlogiston, fire in the form of matter contained in flammable materials. Phlogistinator is meant to use science to break it free and store a part of it. The other "laser weapons" are actually "aether oscillators" meaning they can cause vibrations of space matter. It sorta works with the theory of dark energy, either way, they're definitely not laser guns. Reflecting dark energy anomalies with condensed gas sounds hilarious, though. Then again, so does reflecting rocket propelled grenades with said condensed gas.[/QUOTE] So... It's not ok to call them lazor wepans anymore?
I always refer to them as "grordbort's stuff" since it's hard to find a single term that accurately describes them. But calling them "laser guns" is about as correct as calling them "machine guns"
[url]http://forums.steampowered.com/forums/showthread.php?t=3175734[/url] An idea for afterburn that I thought was worth sharing over here.
[QUOTE=OceanGovernor;42024826][url]http://forums.steampowered.com/forums/showthread.php?t=3175734[/url] An idea for afterburn that I thought was worth sharing over here.[/QUOTE] Humm, very interesting, also, people are reading the discussions about competitive play ? Quick Fix have been banned from ESEA, invite level players can't kill fixed players, the use of quick fix lead to ultra slow games, some people blame the lack of meta developed for the weapon, some people blame it for being OP, most people agree that it should not capture points while ubered, some people say that is impossible to kill high level combos that can jump and dodge well, some people focus the fact that is the "perfect mid medgun" and after mid switching mediguns it's too complicated, some suggested a special resupply cabinet that medics could switch they're mediguns. Also the Enforcer and the Darwin Shield have been banned from UGC, a league that is known for being very flexible with unlocks.
[QUOTE=ScarfaceCrow;42024913]Humm, very interesting, also, people are reading the discussions about competitive play ? Quick Fix have been banned from ESEA, invite level players can't kill fixed players, the use of quick fix lead to ultra slow games, some people blame the lack of meta developed for the weapon, some people blame it for being OP, most people agree that it should not capture points while ubered, some people say that is impossible to kill high level combos that can jump and dodge well, some people focus the fact that is the "perfect mid medgun" and after mid switching mediguns it's too complicated, some suggested a special resupply cabinet that medics could switch they're mediguns. Also the Enforcer and the Darwin Shield have been banned from UGC, a league that is known for being very flexible with unlocks.[/QUOTE] Ive been seeing quite the discussion over it with the recent i49, but I feel like its still too early to ban. Give it some more time for players to think of ways to fight it. I can see why the DS got banned though, it does mess up sniper play 1v1 but I dont know why they waited to ban enforcer until now.
[QUOTE=OceanGovernor;42025048]I dont know why they waited to ban enforcer until now.[/QUOTE] Was banned since launch, unbanned in the "fun season 10" for testing, along with: The Cleaner's Carbine, Pretty Boy's Pocket Pistol and The Huo Long Heatmaker. After testing and player opinions, it got banned again.
[QUOTE=ScarfaceCrow;42024913]Humm, very interesting, also, people are reading the discussions about competitive play ? Quick Fix have been banned from ESEA, invite level players can't kill fixed players, the use of quick fix lead to ultra slow games, some people blame the lack of meta developed for the weapon, some people blame it for being OP, most people agree that it should not capture points while ubered, some people say that is impossible to kill high level combos that can jump and dodge well, some people focus the fact that is the "perfect mid medgun" and after mid switching mediguns it's too complicated, some suggested a special resupply cabinet that medics could switch they're mediguns. Also the Enforcer and the Darwin Shield have been banned from UGC, a league that is known for being very flexible with unlocks.[/QUOTE] I hope this doesn't lead to the Quick-Fix being nerfed.
[QUOTE=TectoImprov;42026868]I hope this doesn't lead to the Quick-Fix being nerfed.[/QUOTE] valve has no intentions to balance tf2 around 6v6, which is good.
[QUOTE=TectoImprov;42026868]I hope this doesn't lead to the Quick-Fix being nerfed.[/QUOTE] Well, I hope too, now the Quick-fix it's a very balanced side grade for pubs and Highlander play, but it have a problem, the weapon will always charge at the maximum speed, because you're never "fully overhealed" so would be better if valve adjusted the lower the build rate if pocketing the same guy for hours in the quick-fix and snap a 30% faster charge, so quick-fix would be almost even with Kritz, depending on the medic skill, so if a quick-fix medic would be not very smart with he's healing orders, the kritz medic could charge faster.
The problem with the enforcer is that's it's practically a direct upgrade. You can 2 shot light classes, especially the scout which is one of the biggest problems for a spy to face. Another thing is that, while the normal revolver has to wait 1.25 seconds for perfect accuracy between shots, the enforcer has to wait 0.95 seconds. The enforcer fires in intervals of 0.7 seconds, so you just have to wait .2 seconds to get perfect accuracy on your gun. Same DPS, but able to have perfect accuracy sooner? Higher damage shots? Yes please. Really I think the only way to balance the enforcer is slow the fire rate to -30% or something so it becomes what it was originally intended to be: a weapon for getting a low-health target. Now it becomes an actual trade-off and a viable side grade. You have 1 shot, you make it count, and you get someone low on health outside of your knife range, but now it's harder to defend yourself with your revolver. Anyone else think this is a good idea?
[QUOTE=Zannabluke;42026888]valve has no intentions to balance tf2 around 6v6, which is good.[/QUOTE] Who's idea was it to make the main competitive format 6v6 in a class based game with 9 classes anyway
[QUOTE=Magmacow358;42028270]Who's idea was it to make the main competitive format 6v6 in a class based game with 9 classes anyway[/QUOTE] The fact that not every class is viable all the time, 6s rotates through the 9 classes when their roles are needed.
Enforcer really needs a rework. The only reason I see to use the stock revolver over it is to hope for a random crit.
[QUOTE=Magmacow358;42028270]Who's idea was it to make the main competitive format 6v6 in a class based game with 9 classes anyway[/QUOTE] Because both competitive formats, HL and 6v6, are based off of advantages that you can push off of In HL, one life has less worth than in 6v6, so a lower playercount means that every player matters. This means that you can push quicker, since you don't have to effectively wipe the enemy team to get into an area like in HL, and the game is quicker.
[QUOTE=Magmacow358;42028270]Who's idea was it to make the main competitive format 6v6 in a class based game with 9 classes anyway[/QUOTE] The point of having 9 classes has never been to have one of each. The point is you can switch when needed. They have spies? Get a pyro. Oh, now they have a heavy to counter your pyro. Get a spy or sniper of your own. They get a demoman? Get a scout. They get a soldier, you get a better soldier. So on and so forth. It's the way the classes interact that matters. The fact people actually think highlander is better just because there's one of each is ridiculous. When do you ever have one of each class in a pub game? Usually you have a few soldiers or demos, a medic, then hopefully a sniper or spy as needed. Switching classes is an important part of the game.
[QUOTE=Magmacow358;42028270]Who's idea was it to make the main competitive format 6v6 in a class based game with 9 classes anyway[/QUOTE] People who realized how useless (read: situational) the other classes were in a smaller player format.
Speaking of Quick-Fix, it does have two bugs affecting it's balance. 1. It can cap points while ubered. 2. It never hits 150% health, which is when all the other mediguns reduce their uber rate. Instead, Quick-Fix continues to heal at maximum rate, even at 125% patient's health. So if anything, they should nerf it by fixing these two bugs. It's perfectly justified.
[QUOTE=Drury;42040854]Speaking of Quick-Fix, it does have two bugs affecting it's balance. 1. It can do any objective while ubered: capture points, carry the intel briefcase and push carts, it should not since fixed players are "almost" invincible. 2. It never hits 150% health, which is when all the other mediguns reduce their uber rate. Instead, Quick-Fix continues to heal at maximum rate, even at 125% patient's health, slap a +30% Uber rate and tweak the uber rate to slowdown at 120% max health so people need to proper build uber, I really like to slap myself with my Boston Basher. So if anything, they should nerf it by fixing these two bugs. It's perfectly justified.[/QUOTE]
Some Ideas of Mine, re-skins no longer re-skins: [b]Horseless Headless Horsemann's Headtaker[/b] [img]http://wiki.teamfortress.com/w/images/thumb/1/1f/Item_icon_Horseless_Headless_Horsemann%27s_Headtaker.png/100px-Item_icon_Horseless_Headless_Horsemann%27s_Headtaker.png?t=20120630233017[/img] Level XX Axe [t]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/t]Alt Fire: Mark a target [t]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/t]Run 30% faster when going towards a marked target [t]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/t]-35% less damage taken from marked targets [t]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/t]Cannot charge [t]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/t]Heads do not increase health [t]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/t]This weapon has a large melee range. Gives increased speed and damage resistance with every head you take. This weapon is now craft-able with three refined, instead of with haunted scrap. Those crafted without haunted scrap are unique in quality. Those crafted with haunted scrap, now glow like the boss's axe. -------------------------- [b]Nessie's Nine Iron[/b] [img]http://wiki.teamfortress.com/w/images/thumb/5/5a/Item_icon_Nessie%27s_Nine_Iron.png/100px-Item_icon_Nessie%27s_Nine_Iron.png?t=20120630233003[/img] Level XX Golf Club [t]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/t]+25 max health [t]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/t]+30% more knockback on target and user [t]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/t]On Kill: Heads become projectiles, damaging enemies they hit [t]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/t]-20% damage penalty [t]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/t]Does not collect heads [t]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/t]This weapon has a large melee range. craft-able with an eyelander, a sandman, and 1 scrap. ----------------------- [b]Holy Mackerel[/b] [img]http://wiki.teamfortress.com/w/images/thumb/8/86/Item_icon_Holy_Mackerel.png/100px-Item_icon_Holy_Mackerel.png?t=20120630233057[/img] Level XX Fish [t]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/t]Crits every third consecutive hit [t]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/t]-35% damage penalty [t]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/t]No random Critical Hits [t]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/t]Getting hit by a fish has got to be humiliating. ------------------------- [b]Unarmed Combat[/b] [img]http://wiki.teamfortress.com/w/images/thumb/9/96/Item_icon_Unarmed_Combat.png/100px-Item_icon_Unarmed_Combat.png?t=20120630234651[/img] Level XX Severed Limb [t]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/t]100% critical hits from behind [t]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/t]-35% damage penalty [t]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/t]So nice of the Spy to lend an arm... craft-able with a holy mackerel, a big earner, and 1 scrap. i might do a few more "reskins into unique weapons" later
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