The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
1,430 replies, posted
[QUOTE=Mr. Jelly;40694334]
[B]Cozy Camper[/B]
Current stats minus the regen
[B]+1 Ammo every 3 seconds[/B]
Frontline Snipers require the added survivability more than a Sniper camping back 5 counties over[/QUOTE]
Fixed it for you.
i don't think i've ever run out of primary ammo as a sniper
when it comes to the cozy camper, i'd just remove that damned move speed penalty and then let it be the way it is, but that's just me
[QUOTE=Zadrave;40694236][B]The Razorback[/B]
+Blocks 1 back-stab attempt
+Regenerates every 30 seconds
+When active: 50% damage resistance to all sources when hitting you from behind
Makes it so running the fuck away like a pussy is more viable[/QUOTE]
I dn't like the idea personally. No idea why.
How about:
[B]The Razorback[/B]
+Blocks one backstab-attempt
+enemies can't see your Razorback
[QUOTE=DatWut?;40701215]I dn't like the idea personally. No idea why.
How about:
[B]The Razorback[/B]
+Blocks one backstab-attempt
+enemies can't see your Razorback[/QUOTE]
Don't punish Spies for doing their job.
...Come to think of it, how about
[IMG]http://wiki.teamfortress.com/w/images/thumb/0/0f/Item_icon_Razorback.png/100px-Item_icon_Razorback.png[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] Blocks a single backstab attempt.
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] 1 health regenerated per second on wearer.
The purpose of the Razorback is to give the Sniper peace of mind to focus on the sniping. Slapping the health generation on it would complement that, by letting the Sniper soak up minor damage without having to run off to look for medkits.
[QUOTE=Deodorant;40701417]Don't punish Spies for doing their job.
...Come to think of it, how about
[IMG]http://wiki.teamfortress.com/w/images/thumb/0/0f/Item_icon_Razorback.png/100px-Item_icon_Razorback.png[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] Blocks a single backstab attempt.
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] 1 health regenerated per second on wearer.
The purpose of the Razorback is to give the Sniper peace of mind to focus on the sniping. Slapping the health generation on it would complement that, by letting the Sniper soak up minor damage without having to run off to look for medkits.[/QUOTE]
Just had another idea:
[IMG]http://wiki.teamfortress.com/w/images/thumb/0/0f/Item_icon_Razorback.png/100px-Item_icon_Razorback.png[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]Blocks a single backstab attempt
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]regenerates after killing the Spy who stabbed your Razorback
they are still just going to revolver your ass
How about
+Blocks 1 backstab attempt
+ Reduced damage taken from behind by 35-60%
I dunno
the razorback
+shield reduces damage taken from behind/sides by 50% while scoped
-can only absorb 150 damage before breaking
i dunno
The Razorback
+Reskin of Kukri
+Neon Annihilator effect on kill
The Razorback
+gets "fixed" in every post
+blocks a single backstab attempt
+makes funny sounds when someone gets close
So you at least know there's a spy. It's probably not going to help you without SMG or Jarate, but at least it's something.
[QUOTE=Drury;40704592]The Razorback
+gets "fixed" in every post
+blocks a single backstab attempt
+makes funny sounds when someone gets close
So you at least know there's a spy. It's probably not going to help you without SMG or Jarate, but at least it's something.[/QUOTE]
I actually like that idea. Make it fizz or beep or something when an enemy is close by. Might only protect against one class, but at least it doesn't only protect you against that class ONCE.
The Razorback
+3rd hidden cosmetic slot
oh wait...
razorback
darwins danger shield reskin
Here's something for the Gunslinger, not a complete rebalancing, just 2 things:
-decreased Minisentry range
-adds a "hit"-counter to the HUD that resets after a miss, the 3rd hit or switching weapons
About the second thig: It annoys me, a lot, that you have to keep holding M1 to gain the criticial punch. If they gave us a counter that counts the hits, regardless of us releasing M1 and making the Cirtical Hit a guaranteed thing, I'd love that.
[QUOTE=comet1337;40711567]razorback
darwins danger shield reskin[/QUOTE]
Hmm, actually, if you added the health bonus to the razorback and the block a backstab bonus to the sheild, so they where both identical, and make it so that upon backstab, the health bonus is gone, that'd actually give spies a reason to backstab you, thus allowing the razorback to be useful. (Or not, they'd probably just shoot you.)
[QUOTE=Magmacow358;40711808]Hmm, actually, if you added the health bonus to the razorback and the block a backstab bonus to the sheild, so they where both identical, and make it so that upon backstab, the health bonus is gone, that'd actually give spies a reason to backstab you, thus allowing the razorback to be useful. (Or not, they'd probably just shoot you.)[/QUOTE]
I guess merging the stats would work quite well.
Who thinks that the cow mangler needs a boost.
I think it would be good to remove the no crit-boosting thing.
[QUOTE=ASIC;40712363]Who thinks that the cow mangler needs a boost.
I think it would be good to remove the no crit-boosting thing.[/QUOTE]
To be honest, I think the secondary attack should just do full crit damage, and maybe travel more slowly with a more distinct effect so people can really see it coming.
Crits could be adjusted to deal only double damage instead of triple damage.
Compared to beggar's cow mangler is a joke.
Let it do full crits, that's what happens when you get hit by three rockets at once anyway.
I think the rocket jumper and sticky jumper should apply knock back to your enemies.
[QUOTE=ASIC;40714099]I think the rocket jumper and sticky jumper should apply knock back to your enemies.[/QUOTE]
That would make them too great for griefing and trolling other players.
The Gunslinger
Can only see ~60% as far as normal sentries the same way they used to before they got bugged in the MvM update.
Drops at 100% health instead of regenerating health.
Everything else the same.
The extended vision is a bug that sorely needs fixing. Engineers can cover a huge area instantly with no thought or tact given to where it should be placed. The regenerating health forces many enemies to wait for it to finish building to break it while the engineer can immediately place another one. It doesn't need this pseudo-shield when deploying while the engineer has increased health from the Gunslinger; he should be punished for putting it in bad spots and should use his increased max health to defend it.
[QUOTE=OffTheRoad;40714140]That would make them too great for griefing and trolling other players.[/QUOTE]
Yeah, but it would also make them more useful.
[QUOTE=ASIC;40714541]Yeah, but it would also make them more useful.[/QUOTE]
I can't wait for that dingus demoman with the sticky jumper to fly all the way to the spawn and just put a ton of stickies on spots that will send players into the skybox.
You need to actually consider how things affect other people, balance isn't a one-way street.
[QUOTE=ASIC;40714541]Yeah, but it would also make them more useful.[/QUOTE]
Those weapons are only meant for using as practice, and making them able to push the enemy around would be damn pointless as you still could do the same and actually deal damage with normal versions.
I see what you are saying.
However I use the sticky jumper because I sticky jump a lot and Almost never use sticky bombs in combat.
I'm trying to think of a way to improve the razorback so that it's not so useless, but the only things I can think of wouldn't change much (because the Sniper isn't exactly the hardiest of classes).
What if the Razorback made the Sniper more resistant to bullets and status effects? There's gotta be SOMETHING (other than removing it) to make it a decent "weapon"/tool.
[QUOTE=DatWut?;40605138]The problem with puff-n-sting is that you can walk around a corner where you suddenly meet a Pyro. You're dead. Fact.
Also, should the Pyro miss the swing, he'll just airblast you into a corner/wall. That's the bad gameplay the Degreaser features. At least I call it bad gameplay.[/QUOTE]
You can jump backwards on reaction and airstrafe most of the time.
[QUOTE=Not Bigode;40715678]You can jump backwards on reaction and airstrafe most of the time.[/QUOTE]
What about classes that are slower than pyro?
Actually that's a lot, because if you're considering moving backwards, that makes you slower.
[QUOTE=mySvenLabs;40715636]I'm trying to think of a way to improve the razorback so that it's not so useless, but the only things I can think of wouldn't change much (because the Sniper isn't exactly the hardiest of classes).
What if the Razorback made the Sniper more resistant to bullets and status effects? There's gotta be SOMETHING (other than removing it) to make it a decent "weapon"/tool.[/QUOTE]
The Razorback isn't useless. It's just bad players who have no idea how to [i]use[/i] it giving it the perception of uselessness.
Yes, it only impacts 1 class, but so does the Sapper. It's an item where you sacrifice universal attributes -- damage output, status debuffs, extra health, flinch resistance -- for the ability to completely screw with an enemy's ability to approach you, even more so if you're in a group and paying any attention at all.
In a situation where an instant kill is important (ie Spy gets caught and needs to trickstab to stay alive, uber scenario, etc), stalling it by being in the Spy's way or by forcing him to go for a non-instant kill can mean a world of difference.
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