• The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
    1,430 replies, posted
200 hp demomen? no thanks.
The HHHH there is a direct upgrade to the Bottle (cannot charge isn't a downside; just don't use a shield with it???), and the Golf Club's only true downside is -20% damage, as opposed to it's 4 bonuses. You're supposed to be basing the stats off of the Bottle, not the Eyelander/Chargin' Targe. So the "cannot collect heads" isn't a downside either. No reason not to use those. Plus I don't wan't 200 HP Demomen with both a Sticky AND Grenade launcher.
[QUOTE=kibbleknight;42047556]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.[/QUOTE] I really like this idea, actually make it like the hhh's axe. But you might want to make it do no random critical hits and do a lower base speed penalty on it.
If you add booties to the equation 225 health Stickybomb Launcher Demomen dear god
Disciplinary action buff: Still speeds up allies and stuff all the same -75% damage range 5x stock range. I just want this thing to get an extended length (even further than already) so I can whip whoever I want and not have to fiddle about as much with shoddy ass hit detection, and so I can get a speed boost from that scout that is 5 feet away from me and who keeps running farther. I cant believe how many time I didn't whip someone just because there were a few inches out of my range, which feels pretty short when trying to speed up allies. The damage nerf is to offset it from outclassing stock completely by being a reliable projectile.
I think the speed boost range isn't the same as the melee range, for some reason.
[QUOTE=TectoImprov;42061293]I think the speed boost range isn't the same as the melee range, for some reason.[/QUOTE] I think it's more that the melee code doesn't "target" allies in the same way it does enemies, which I'm pretty sure is why it has such a long range in the first place
[QUOTE=Konork;42061664]I think it's more that the melee code doesn't "target" allies in the same way it does enemies, which I'm pretty sure is why it has such a long range in the first place[/QUOTE] Your allies aren't lagcompensated properly because there's rarely any need to, that's why the range is longer (to compensate for your teammate actually being farther away from you than it appears)
WHat if like...the degreaser only applied the buff to switching between the primary and secondary?
[QUOTE=Wolf532;42082051]WHat if like...the degreaser only applied the buff to switching between the primary and secondary?[/QUOTE] Pyros would just move from the axtinguisher as their crutch to the reserve shooter/flare gun. It wouldn't resolve the core broken mechanic, which is the faster weapon switch.
[IMG]http://wiki.teamfortress.com/w/images/thumb/3/34/Item_icon_Reserve_Shooter.png/100px-Item_icon_Reserve_Shooter.png?t=20120630233816[/IMG] [B]Rasarve Shutter[/B] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG][U]+35%[/U] faster weapon switch speed [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG]Mini-crits airborne targets for 3 seconds after switch [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/IMG]-50% clip size [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/IMG][U]Unaffected by other weapons' switch speed bonuses[/U] Buff for Soldiers and Flamethrower/BB/Phlog (why would you even) using Pyros Nerf for Degreaser using Pyros
[QUOTE=gigazelle;42082951]Pyros would just move from the axtinguisher as their crutch to the reserve shooter/flare gun. It wouldn't resolve the core broken mechanic, which is the faster weapon switch.[/QUOTE] The Flaregun is fine as it isl, I don't see a problem with it. It's a 90 damage burst shot, a ton of other classes can do that even better. It's a 1 shot shotgun that gives you 1 good meatshot in the form of a projectile. The weapon switch time gives pyro the versatility he needs to be viable in combat. A pyro's secondary, be it the flaregun or shotgun, does way more damage more reliably then their flamethrower ever would. I think the reserve shooter is stupid though (At least on pyro), and the axtinguisher needs to be reworked.
[QUOTE=Wolf532;42083085]The Flaregun is fine as it isl, I don't see a problem with it. It's a 90 damage burst shot, a ton of other classes can do that even better. It's a 1 shot shotgun that gives you 1 good meatshot in the form of a projectile. The weapon switch time gives pyro the versatility he needs to be viable in combat. A pyro's secondary, be it the flaregun or shotgun, does way more damage more reliably then their flamethrower ever would. I think the reserve shooter is stupid though (At least on pyro), and the axtinguisher needs to be reworked.[/QUOTE] Pyro needs a rework. Focusing on his unlocks will just get you stuck in a tangle of stupid because of the different philosophies Valve has used on the pyro.
Airblast's interaction with players isn't necessarily fair for the receiving end and it doesn't offer too much depth for the user. It's seriously gotten to the point where anyone with 2 braincells to rub together can follow a flowchart for Pyro comboing, the aim required is pathetically easy since it always places the target in the exact same spot. It'd take a horrid player to screw it up. I've got a simple solution though: Have airblast's knockback be derivative of direction. Point up, people go up. Point down, people go down. Point left, people go left. It's something that is commonly accepted for all other forms of knockback, why is it not the case with compressed air? It'd give smart Pyros more control over their victims by juggling them in just the way they want while simultaneously making it require a bit more finesse to actually pull off a combo with the thing. The Pyro's horrid flamethrower particle mechanics and low damage are only half of the problem with Pyro, the way the airblast pushes people is a black sheep in a game where knockback has always been influenced by directional inputs.
I'm still kinda pissed that the QF Megaheal doesn't block airblast knock, nor do the other weapons that are suposed to reduce knockback (Mantreads, Cozy Camper, etc.)...
[QUOTE=Omninerd;42084021]I'm still kinda pissed that the QF Megaheal doesn't block airblast knock, nor do the other weapons that are suposed to reduce knockback (Mantreads, Cozy Camper, etc.)...[/QUOTE] The Cozy Camper probably should reduce airblast knockback, and the Quick-Fix apparently already does, it was changed on April 18th, 2012. The Mantreads, however, very specifically say they reduce push force taken from damage.
How do you guys feel about the Pretty Boy Pocket Pistol ? I don't mind the health bonus, it's useful for the scouts, but why immunity to fall damage ? In highlander play or 6's, I do often kill scouts with fall damage as soldier by juggling, this feature should be part of Baby face blaster, not pocket pistol, if you can't loose your boost by jumping, but I think that as an available perk for scouts for free use broken as: reloadless soldiers and demos, spiningless heavies, spies that can attack cloaked, instant buildings for engy, ops, I should stop now.
[QUOTE=ScarfaceCrow;42088766]How do you guys feel about the Pretty Boy Pocket Pistol ? I don't mind the health bonus, it's useful for the scouts, but why immunity to fall damage ? In highlander play or 6's, I do often kill scouts with fall damage as soldier by juggling, this feature should be part of Baby face blaster, not pocket pistol, if you can't loose your boost by jumping, but I think that as an available perk for scouts for free use broken as: reloadless soldiers and demos, spiningless heavies, spies that can attack cloaked, instant buildings for engy, ops, I should stop now.[/QUOTE] Fall damage rarely makes that big of a difference really. I would not compare it to anything like things mentioned in your post as a soldier without a need to reload would pretty much increase his DPS maybe three or four times bigger, not to forget that just one well placed rocket can do a lot more damage than falling from great heights.
[QUOTE=Omninerd;42084021]I'm still kinda pissed that the QF Megaheal doesn't block airblast knock, nor do the other weapons that are suposed to reduce knockback (Mantreads, Cozy Camper, etc.)...[/QUOTE] Quick-Fix Ubers aren't affected by enemy airblasts my good sir.
[QUOTE=ScarfaceCrow;42088766]How do you guys feel about the Pretty Boy Pocket Pistol ? I don't mind the health bonus, it's useful for the scouts, but why immunity to fall damage ? In highlander play or 6's, I do often kill scouts with fall damage as soldier by juggling, this feature should be part of Baby face blaster, not pocket pistol, if you can't loose your boost by jumping, but I think that as an available perk for scouts for free use broken as: reloadless soldiers and demos, spiningless heavies, spies that can attack cloaked, instant buildings for engy, ops, I should stop now.[/QUOTE] I dont think the PBPP was well thought out in regards to synergy with the BFB and other primaries. Sure not being able to jump means you can get fall damage but the extra health kinda makes it redundant. Giving it to the stock scout means you really cant rely on the juggle kill like you mentioned and they have that extra health too. Pair it with the atomizer and scouts are a major headache, as the downside to fire doesn't matter much when they can stay out of the pyro's range fairly easily.
Oh yeah, and you guys forget how easy is to be killed by Pyros while using the PBPP. I know they are terrifying normally, but with the PBPP it doesn't even matter if you get away from them, the afterburn WILL kill you.
I think that in normal games the phlog charges "mphh" WAY too quickly
[QUOTE=Mr. Jelly;42083029][IMG]http://wiki.teamfortress.com/w/images/thumb/3/34/Item_icon_Reserve_Shooter.png/100px-Item_icon_Reserve_Shooter.png?t=20120630233816[/IMG] [B]Rasarve Shutter[/B] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG][U]+35%[/U] faster weapon switch speed [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG]Mini-crits airborne targets for 3 seconds after switch [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/IMG]-50% clip size [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/IMG][U]Unaffected by other weapons' switch speed bonuses[/U] Buff for Soldiers and Flamethrower/BB/Phlog (why would you even) using Pyros Nerf for Degreaser using Pyros[/QUOTE] why does it need a nerf for Pyros when the flaregun is the much better choice?
[QUOTE=The Baconator;42090204]why does it need a nerf for Pyros when the flaregun is the much better choice?[/QUOTE] If you don't want to swiftly get rid of other pyros that is
[QUOTE=Omninerd;42090019]Oh yeah, and you guys forget how easy is to be killed by Pyros while using the PBPP. I know they are terrifying normally, but with the PBPP it doesn't even matter if you get away from them, the afterburn WILL kill you.[/QUOTE] Scouts poop on pyros though so it is not much of a downside.
[QUOTE=OceanGovernor;42091954]Scouts poop on pyros though so it is not much of a downside.[/QUOTE] But... Pyros everywhere... Always... :(
[QUOTE=Omninerd;42092087]But... Pyros everywhere... Always... :([/QUOTE] it's okay i always make sure it's quick and painless
[QUOTE=OffTheRoad;42088812]Fall damage rarely makes that big of a difference really. [/QUOTE] Yes it makes, in high level of competitive play, highlander or 6's or even in "high quality pubs" if there is such thing, scouts "exploit" the maps topology, abusing of double jumps and floating in areas where splash damage can't get, most of the time if you're a gunboats roamer, you can spend like 2 or 3 rocket shots to get a nice 102 to 112 direct rocket to they're feet, most of them die from fall damage, while you have 1/3 of your health taken from jumping, and another 1/3 from that little pests. [QUOTE=Arthamus;42093964]it's okay i always make sure it's quick and painless[/QUOTE] Yo I heard that fire and barbed wire axes do wonderfully on that (also mail boxes).
[QUOTE=Omninerd;42092087]But... Pyros everywhere... Always... :([/QUOTE] You can abuse his range to a silly extent though, play around with pyro and learn the length of the flamethrower so as a scout you can exploit it. SS does an exceptional job at this.
[QUOTE=OceanGovernor;42098246]You can abuse his range to a silly extent though, play around with pyro and learn the length of the flamethrower so as a scout you can exploit it. SS does an exceptional job at this.[/QUOTE] that works out fine until you run into a pyro that uses his shotgun
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