[QUOTE=EvilShadow777;24048828]Guys I don't think the Wrangler needs a huge nerf, the Engineer is defenseless while using it since he has to rely on a standalone sentry. However with 2 Engineers there is a problem. If anything just nerf the shields a wee bit, not significantly but enough to make the Demo need one or two less stickies.[/QUOTE]
Yeah. Basically, wrangler ironically is a killer in 32 man pubs. In a small setting, the Engie has no support, and killing the engie is the easiest solution
[QUOTE=MRTW113;24051304]Yeah. Basically, wrangler ironically is a killer in 32 man pubs. In a small setting, the Engie has no support, and killing the engie is the easiest solution[/QUOTE]
Yea, 2 Engies can make a near invincible sentry. A mild nerf is needed, or at least something to make it less desirable, but nothing big.
[QUOTE=EvilShadow777;24054370]Yea, 2 Engies can make a near invincible sentry. A mild nerf is needed, or at least something to make it less desirable, but nothing big.[/QUOTE]
Definitly a nerf to the cool-down time shield, but that wouldn't stop the duo engie's combo.
[QUOTE=MRTW113;24054529]Definitly a nerf to the cool-down time shield, but that wouldn't stop the duo engie's combo.[/QUOTE]
What about... slower repair, slower ammo regen as the nerf, keep the shields as they are, that way it'll keep 2 engies from simply making a Tank sentry and the one Engie can still fix-up between waves.
Someone suggested to buff the Bonesaw with something like longer uber. Makes it more attractive.
Gunboats:
+80% Explosion resistance (by self)
-25% fall damage
5% slower movement speed.
The Gunboats are useful as is, each Rocket Jump does only about 25 damage initially, it's just the fall damage that makes it bad. Having a 25 damage jump turn into a 60 damage jump thanks to a fall really chips off your health fast.
[QUOTE=EvilShadow777;24057272]The Gunboats are useful as is, each Rocket Jump does only about 25 damage initially, it's just the fall damage that makes it bad. Having a 25 damage jump turn into a 60 damage jump thanks to a fall really chips off your health fast.[/QUOTE]
The counter argument for that is "you should be able to jump and take no damage, you don't need to overjump". But that's implying you're trying to reach a higher position. I rocket jump a lot in combat/across ledges and gaps, which usually gets me killed if I don't have a medic around.
I would say this stat set is suitable, looking at the Targe (crit charge, fire resistance and explosive resistance!? I suppose they had to make it more attractive to get it chosen over the sticky launcher)
Gunboats
60% self explosive resistance
50% fall damage reduction
The other items which really need a buff are the Dalokahs, Shiv and Razorback. The Shiv needs its previous nerf removed, it was fine before.
The Razorback I'm not sure about what could be added to it. Perhaps it charges your sniper while scoped in a little faster?
The Dalokahs is perhaps the most useless item in comparison to the other choices. The overheal should be 100, and it should last a lot longer (permanent I would say). It should also add on top of the overheal, but a new bar should be eaten when the heavy drops to 300 health.
Replace every weapon with the pistol
Remove damage spread
Remove crits
Problem solved
The Shiv was just a bit overpowered before, it's fine now IMO. Honestly it did just slightly less than the Kukri on hit and much more overall. Now it's still more overall from one hit but the Kukri has burst damage. Basically, Shiv for hit and run, Kukri for run in and kill.
The Razorback damage reduction from behind idea seems very popular, this could help it's efficiently on the battlefield.
And no, the point of the Dalokohs is for when you don't have a Medic, it shouldn't stack with overheal. If it did, you'd have a 600 HP Heavy with what you suggested, and the 525 HP heavy was pretty gamebreaking from what Valve has said, and this is before his minigun buffs.
So I agree with a 100 HP boost, but it shouldn't be able to stack overheal.
I don't think weapons should be nerfed I think most are fine as they are, all this Natascha rage is annoying me like no tommorow and yes I play scout.
There are downsides to each weapon for using them, by using one you get an advantage in a certain situation but are disadvantaged in another.
To be honest at the end of the day things need to be buffed not nerfed, and by that I mean the Razorback (pretty useless IMO, need to provide more protection in some other way) Dalokohs Bar (seriously, buffed health without a medic is good and all, but it needs a more unique stat buff), Sandvich needs to be rebuffed backed to what it used to be.
Sandvich is fine imo, the cooldown is only a pain if you get attacked while eating it, so it's your fault for not finding a safe place tbh.
Dalokahs would indeed be quite op with 250 (including the medic) overheal, so it should be +100 without medic, but a medic can still give you that extra 50. The effect should also never wear down by itself over time.
I don't play Heavy or Sniper I play scout I was speaking in there regard, the sandvich nerf was unneccsarry and was done due to some idiots bitching.
[QUOTE=Cam00;24062572]Sandvich is fine imo, the cooldown is only a pain if you get attacked while eating it, so it's your fault for not finding a safe place tbh.[/QUOTE]
Well, with the use_weapon glitch you save your sandvich [b]and[/b] have your fists out when you finish eating :eng101:
I think that when the blu cart is going backwards, red should be able to use it for health and ammo.
[QUOTE=GamerKiwi;24090884]I think that when the blu cart is going backwards, red should be able to use it for health and ammo.[/QUOTE]
It's actually really annoying when you're at low health on red, and you instinctively go next to the cart thinking it will heal you
I'm not sure what to say about the huntsman, really. I almost want to call it underpowered, as it functions like a flammable direct-hit rocket with charging ability.
Yet, I see people playing effectively with it.
[QUOTE=Destitide;24093087]Yet, I see people playing effectively with it.[/QUOTE]
:aaa:
Well, you aren't complaining about it being OP, for one
Hmm, aight i'm going to cover my opinions on [b]ALL[/b] unlocks.
Tribalman's Shiv: Annoying, but counterable. The bleed damage is only dangerous for scouts and spies, really.
Razorback: If you don't want to worry about spies, use this. If you can detect spies easily, then use Jarate instead.
Jarate: This is well balanced. Mini-crit's 35% buff to damage gives you multiple strategies, adding to your class's name: Support.
Huntsman: Fun weapon. I don't see anything OP with this. Except the taunt is too fast =( But that's real nitpicky.
Dead Ringer: Horribly annoying, but counterable.
Cloak and Dagger: Good for patient spies, nothing overpowered as you really can't run around with this.
Ambassador: 102 headshot damage isn't really that much damage IMO, and the horrible accuracy after the first shit makes this gun fairly balanced.
Ubersaw: Fun weapon, and because Medic is quite fragile after all, i don't see anything too wrong with this gun. Your fault if the enemy medic manages to saw you 4 times and get another uber.
Kritzkrieg: You get additional offensive power, but the invincibility leaves you open to all attacks, which might in some cases ruin your ubers.
Blutsauger: In skilled hands, it's a good weapon. Those who can't aim with Blutsauger should stick to the normal syringe gun for additional health regen, making you slightly more durable. Also, normal syringe gun is recommended if you want to heal others, not go offensive yourself.
Frontier Justice: You might be able to kill a couple of opponents with revenge crits, but otherwise i think the normal shotgun is better.
Wrangler: The 66% damage absorption is crazy. Lower it to 33% and it might be all right. Also, it automatically locks onto targets once you take the laser near them. Take this away and it'll be a good unlock.
Southern Hospitality: Same as Tribalman's Shiv. Annoying for Spies and Scouts, but otherwise there is not much problem, as now BB pyros can skullfuck you in the ass, no matter if you have lvl 3 sentries and dispensers. The afterburn will deal massive damage.
Gunslinger: Only useful on one sided Control Point maps, and when you're the offensive. Place it as a distraction and the minisentry will help ya. Also, the +25% extra health allows you to be more offensive while the sentry backs you up.
Natascha: If the enemy team has a fuckton of scouts, use this. Otherwise, choose Sasha for extra damage.
Sandvich: Useful if your Medic gets killed but you finish off the enemy wave. Then you can use this to either heal yourself or your teammates. Great support option.
Dalokoh's Bar: IMO this has little use. Maybe if it gave 75-100 permanent overheal i might consider it, but not now. Also, it could be a one-time use item, like the Razorback. Otherwise great item. But it'd be awesome if this could be dropped like the Sandvich and would instead give other classes 50% permanent overheal.
KGB: Use with shotgun for awesome crit kills. Seriously, using KGB's crits with a minigun is a waste of crits. Stick to fists.
Scottish Resistance: It's allright for defending, but you must be present to know which ones to blow up. But this allows you to defend multiple entrances and not place all of them after pressing M2.
Charging Targe: Awesome item. It helps you with the two dangerous things on the servers: Projectiles and fire. Also, the charge gives you a great getaway ability if you still get overpowered, or you can chase down an escaping Scout.
Eyelander: Great item, it's by no means overpowered as the -25 health is actually a big hit. Collecting heads is rewarding, and eventually you'll be going around the battlefield, chopping up heads and getting overhealed by them. Awesome weapon.
Scotsman's Skullcutter: This weapon sucks. What the hell will you do with the extra damage if you can't catch anybody? Before you get close enough to kill someone you're either sniped, rammed full of rockets and ignited, OR a Spy comes and backstabs you. This weapon sucks IMO. Even with the Targe, you most likely get one kill before getting blasted away.
Homewrecker: Useful weapon, makes you more of a support class. You help Engies by killing sappers, igniting spies, airblasting projectiles away and maybe being a meatshield.
Axtinguisher: If you like meleeing, why not make it really powerful? Go W+M1 with flamethrower, then pull this out and start hacking away.
Flare Gun: A ranged weapon, but it's a projectile, so it takes time to go to it's target. With practice, this weapon is deadly.
Backburner: This weapon has been nerfed a lot, but IMO the damage buff should be taken away, and instead add like, -10% damage from the front but +25% health. That way you really needed to use the ambush tactic instead of going W+M1.
Equalizer: Awesome weapon, better than the shovel. If a medic comes by, just switch to another weapon, it's not that hard.
Pain train: Use if you want to capture points. -10% bullet resistance is acceptable.
Gunboats: I like these. They allow you to move around more with your rockets without killing yourself. If you just got overhealed, you can really move quickly.
Buff Banner: The more players on the server, the better this weapon becomes. On an offensive or defensive push, get your rage meter filled, walk right in the middle of your team and blow the horn. Minicrits everywhere, the enemy suddenly realizes they're kinda fucked, and you might save the day. Needs skill to get it full though.
Direct Hit: If you can aim with it, superior to the rocket launcher. But IMO, if i want to direct hits, i take a class that has guns that shoot bullets. I prefer splash damage, kthx.
Sandman: Should disable double jump and keep the default health. This would make Scout more of an ambush-styled gameplay.
Bonk: For a small distraction to aid your team, this weapon goes. Gives you a more of a support role.
Crit-a-Cola: If the enemy doesn't see you coming, this combined with your primary is a beast. If they do see you coming....You're fucked.
Force-a-Nature: Most overpowered weapon at the moment, if anyone asks me.
Even without Crit-a-Cola, two shots from this gun can get you to critically low health, around 75 from 300. Kills lower health classes (scouts, snipers, spies...) in one clip. For fucks sake, the spread should be higher. People can shoot you with FaN from 13 meters away and still deal considerable damage. And with the double-jump, FaN-scouts are like BB Pyros were back in the days.
That's me, allright.
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