Your fucked when a demoman has 4+ heads with the eyelander. Bastards fast as a scout :sigh:
Fun fact: A Soldier with the Equalizer with 1 HP is just as fast as a Demoman with 4 heads.
[QUOTE=SGTNAPALM;19076137]Fun fact: A Soldier with the Equalizer with 1 HP is just as fast as a Demoman with 4 heads.[/QUOTE]
And deals more damage per hit.
[QUOTE=EDDY TT;19077001]And deals more damage per hit.[/QUOTE]
It's often safer to try and flee the soldier and kill him with the GL than to try and hit him first.
[QUOTE=thisguy123;19077099]It's often safer to try and flee the soldier and kill him with the GL than to try and hit him first.[/QUOTE]
Pfft, a REAL man would beat that sorry, backstabbin' Yankee to death with the hilt of his sword!
How about it stays the same, and you stop shooting rockets/flamethrower at Targe/Eyelander combo demos and actually use BOOLETS?
One thing I love about the eyelander is that it is an unspoken buff to classes that have not gotten much attention in a long time.
Heavies are useful again, it pays to have a scout on defense, and spies are super useful for taking out that one demoman that [b]just won't die![/b]
All the new weapons are fine... Stop throwing the "lolnerf" card please.
Stop with all this NERF NOW shit.
[QUOTE=wazzpinator;19079137]Stop with all this NERF NOW shit.[/QUOTE]
[img]http://nerfnow.com/comic/image/223[/img]
:3:
[QUOTE=EDDY TT;19077001]And deals more damage per hit.[/QUOTE]
:downs:
Good job.
[QUOTE=EDDY TT;19077001]And deals more damage per hit.[/QUOTE]
And dies when you look at him funny.
[QUOTE=EDDY TT;19077001]And deals more damage per hit.[/QUOTE]
And dies if you so much as sneeze in his direction.
[b]edit:[/b]
damn sand ninjas
Running around as engy with a pistol is awesome right now
So many targes laying at my feet :D
[QUOTE=thisguy123;19072528]or you could gibe the sword a bit of knock-back, just enough to hit the enemy out of it's range so they have some chance to fight back.[/QUOTE]
Have you ever hit someone while they're jumping? It tends to send them quite a ways away - at least out of immediate range of the sword. Hell, you could probably cause environmental deaths with the knockback if you hit someone at the right time.
omfg shut the fuck up about this
you get an overpowered weapon
AND COMPLAIN OMFG, GET USE TO IT!
See the way do deal with OP stuff in true TF2 style is to make everything else overpowered.
[QUOTE=Larikang;19070255]
3. It will get rid of the current snowballing behavior where a demoman becomes more and more difficult to kill the more kills he gets with it.[/QUOTE]
Wasn't the crit system put in place just to make the snowballing system?
Melee is meant to be a last ditch weapon, hence why it's last in the pecking order, i'm seeing too many demo's running around with the damn sword and shield and getting away with it, and this is on servers where the players are better than average.
[QUOTE=Larikang;19070255]The main downside of the Eyelander is the initial reduction of 25hp. So demomen should be reluctant to equip it because they'll be weaker, right?
Well not really. Since getting kills with the Eyelander boosts your health, what really happens is that demomen are encouraged to just run around with the Eyelander out in hope of getting a huge string of kills. Combined with the Chargin' Targe, this is an even more viable strategy since the protection from flames and explosives make it easier to get in close and the crit effect makes it easier to get kills.
So the problem is that even though this sword is supposedly "cursed" if you get even two kills with it, the curse doesn't matter because you'll have even more health than usual and will be able to run quite a bit faster - the main downside is gone! Like a medic building an ubercharge, I've seen so many demos start every round by just running around with the Eyelander out trying to get a kill streak.
So how about this: since it's cursed, the Eyelander hurts you [b]continuously[/b] whenever you have it equipped. Not very quickly, maybe like 3hp/second or less.
Why this will help:
1. This will encourage people to use the Eyelander just like any other melee weapon - to only take it out when you know you're going to use it.
2. Since this will nullify the 15hp boost somewhat, it will encourage wounded demomen to leave the front lines to get health rather than stick around hoping to get more kills with it.
3. It will get rid of the current snowballing behavior where a demoman becomes more and more difficult to kill the more kills he gets with it.
This idea could be tweaked a bit. Maybe you could also get rid of the initial 25hp loss or make kills with the Eyelander suspend the loss of health for a short time.[/QUOTE]
[img]http://ic2.pbase.com/u32/growf/upload/37621282.stfu.gif[/img]
Problem isn't in the sword,problem is in you,you whiny bitch!Why can't you just adopt and play the fucking game as it is made by developers!
[QUOTE=Talishmar;19071169]People seem to kill me 15 feet away with normal melee weapons.[/QUOTE]
And it's 25 for the Eyelander
[QUOTE=Amateur;19123979]
Problem isn't in the sword,problem is in you,you whiny bitch!Why can't you just adopt and play the fucking game as it is made by developers![/QUOTE]
Because Valve has a history of releasing updates, later realizing that they're unbalanced, and then changing them later.
Case-in-point: the sandman.
[editline]12:22PM[/editline]
[QUOTE=SGTNAPALM;19076137]Fun fact: A Soldier with the Equalizer with 1 HP is just as fast as a Demoman with 4 heads.[/QUOTE]
Yeah... but as others have said he also dies very easily, whereas a demoman with 4 decapitations can have up to 210 HP.
That makes him 210 times harder to kill than a soldier at 1 HP. How is that balanced?
The 'heads' system was added to discourage W+M1 behavior. You start out weak, but get stronger when you do well. It's raising the skillceiling on what would otherwise be a mindless meleespam fest. They even removed random crits from the sword.
To survive with that llittle health, you are practically forced to take the Targe as well. The charge effect works really well with the sword anyway, but losing out on stickies still sucks pretty bad.
[QUOTE=Larikang;19126784]
Yeah... but as others have said he also dies very easily, whereas a demoman with 4 decapitations can have up to 210 HP.
That makes him 210 times harder to kill than a soldier at 1 HP. How is that balanced?[/QUOTE]
Getting 4 decapitations as a demoman takes time, does't always work and is easily countered by classes with bullet weapons. Getting to low HP as a soldier isn't hard. Everyone's trying to kill you anyway, and you can even 'safely' get to low HP by damaging yourself.
[QUOTE=Larikang;19126784]Case-in-point: the sandman.[/QUOTE]
And the sandman is pretty much useless now. There was nothing wrong with it before they gave it the most recent nerf, people just whined because they kept getting killed by it.
And the snowball effect you mentioned is intentional. The point is, you are weak when you spawn, and cutting heads makes you stronger, until the downside is now a positive side. You cannot have both the downside and the positive side at the same time, so it makes the bottle a viable choice for people that aren't good with melee.
[QUOTE=imawerewol;19127535]And the sandman is pretty much useless now. There was nothing wrong with it before they gave it the most recent nerf, people just whined because they kept getting killed by it.
And the snowball effect you mentioned is intentional. The point is, you are weak when you spawn, and cutting heads makes you stronger, until the downside is now a positive side. You cannot have both the downside and the positive side at the same time, so it makes the bottle a viable choice for people that aren't good with melee.[/QUOTE]
No crits is a pretty hefty downside. Especially when you realize all melee weapons normally have a standard 25% or so chance to crit.
[QUOTE=Talishmar;19071169]People seem to kill me 15 feet away with normal melee weapons.[/QUOTE]
Everyone has extendo-melee weapons whenever you aren't looking :ssh:
[QUOTE=V12US;19127572]No crits is a pretty hefty downside. Especially when you realize all melee weapons normally have a standard 25% or so chance to crit.[/QUOTE]
As I recall, melee attacks have a 15% base crit chance, making its cap 25% with your bonus from damage done.
Edit: At least, that's what I've heard.
Sorry, you need to Log In to post a reply to this thread.