[QUOTE=Johnny Joe;53005140]give heavy a 100 megaton tsar bomba that kills everyone on the server permanently[/QUOTE]
But then he'd be creeping on demoman's territory.
I've always wanted a hipfire rambo type badass machinegun for heavy, something that has no spin mechanics on it and lets you walk around and shoot but you need to actually reload it, but it'd need to have stats that doesn't make it OP somehow, maybe a long reload time?, dunno.
One Idea I heard was a Flack jacket for heavy, it would replace his primary and give him more hp or damage resistance.
They should just give him the 'Overpressure' ability from Fortress Forever, it would be good for knocking enemies up at close range and dealing with stickies/grenades near his feet
[QUOTE=Fluury;53005134]how about giving heavyweapon[B]s[/B] more than one kind of heavy weapon
give him a fucking harpoon gun idk[/QUOTE]
[url]http://fallout.wikia.com/wiki/Broadsider[/url]
For heavy with double donk mechanics :)
[QUOTE=Antary;53005180]But then he'd be creeping on demoman's territory.[/QUOTE]
fat demo
[QUOTE=qubestf2;53005232][url]http://fallout.wikia.com/wiki/Broadsider[/url]
For heavy with double donk mechanics :)[/QUOTE]
I'd rather have new and unique weapons than rehashed ideas thank you
the problem with giving heavy different types of heavy weapons is that you would start creeping on another class's abilities, give him a giant flamethrower? Now you're creeping on pyro's territory, give him some grenade machine gun? now he's intruding on demo's territory. maybe a giant chainsaw would work but should we really make another melee subclass when valve refuses to fix melee hit detection?
I'd like them to rework the Jarate/Mad Milk to work the same way as the Gas Passer does, somewhat long charge but dealing damage makes it quicker so it requires more skill to use.
[QUOTE=Fluury;53005276]I'd like them to rework the Jarate/Mad Milk to work the same way as the Gas Passer does, somewhat long charge but dealing damage makes it quicker so it requires more skill to use.[/QUOTE]
As long as they don't make them explosive in mvm :v:
[QUOTE=Fluury;53005276]I'd like them to rework the Jarate/Mad Milk to work the same way as the Gas Passer does, somewhat long charge but dealing damage makes it quicker so it requires more skill to use.[/QUOTE]
dealing damage is never a problem for anyone except maybe medic.
having long waits is arguably more "skilled" since you can't afford to spam/waste it.
[QUOTE=Hell-met;53005304]dealing damage is never a problem for anyone except maybe medic.
having long waits is arguably more "skilled" since you can't afford to spam/waste it.[/QUOTE]
Damage charge + Long wait was the intended "nerf/buff/change" to it
Basically; If you were to deal consistent damage to people, Jarate/Mad Milk would charge the same speed as it does right now. If you suck however, it would charge on it's normal rate, which would be slower - making it more skill orientated.
Right now Jarate/Mad Milk has the same net-efficiency in the hands of a noob or a veteran.
Yes, but it doesn't really change how you use the weapon. Jars currently have a very generous splash radius.
If you want to skill index the jars, I think this would be a decent change:
(i) Now uses rocket splash radius
+Direct hits now cause effect to last 25% longer
- splash can now affect the thrower
The direct hit bonus further rewards aiming the jar, and the self affection means the user has to be more wary of where they use it, and can't just throw it at their feet for an easy point blank douse
Just asking, but what's the best way to report bugs to the TF2 team? Reporting an issue in the [URL="https://github.com/ValveSoftware/Source-1-Games/issues"]Source 1 Github[/URL], emailing the TF Team or emailing Eric Smith?
[QUOTE=DrCactus;53005374]Yes, but it doesn't really change how you use the weapon. Jars currently have a very generous splash radius.
If you want to skill index the jars, I think this would be a decent change:
(i) Now uses rocket splash radius
+Direct hits now cause effect to last 25% longer
- splash can now affect the thrower
The direct hit bonus further rewards aiming the jar, and the self affection means the user has to be more wary of where they use it, and can't just throw it at their feet for an easy point blank douse[/QUOTE]
I dont really agree with splash affecting the owner; Just seems not really needed, especially with the Buschwaka Combo relying on the fact that you do it on melee range.
I'd be more on-line with the radius deciding how long the effect will last, as in
Direct Hit: 10(?) Seconds
Not Direct Hit: Depending on how close to the center, remove the seconds.
[QUOTE=JugadorXEI;53005460]Just asking, but what's the best way to report bugs to the TF2 team? Reporting an issue in the [URL="https://github.com/ValveSoftware/Source-1-Games/issues"]Source 1 Github[/URL], emailing the TF Team or emailing Eric Smith?[/QUOTE]
I always email Eric. Just last week I reported a Crash in the Inventory which still happens, and he responded fairly quickly.
Bushwacka combo needs more risk to it, considering you get a free 195 melee hit on demand with the class designed to be poor at close range combat.
[QUOTE=DrCactus;53005590]Bushwacka combo needs more risk to it, considering you get a free 195 melee hit on demand with the class designed to be poor at close range combat.[/QUOTE]
I'd say the fact that you get a 20% Damage penalty alongside of essentially no secondary at all to defend yourself mid/close range is a fair enough risk.
By the way; Why are Case prices still so incredibly high?
[IMG]https://files.catbox.moe/lgwf2t.png[/IMG]
Is this a sign of people just liking War Paints way more?
Maybe implementing a thing where the war paint texture size can vary based on weapon could make the paints look better, just an idea.
edit: maybe have the paints be bigger with weapons with a lot of blank space, like the loch-n-load, and smaller for weapons with more complex models like the jag or brass beast.
edit2: war paints on the brass beast tend to look weird on the ammo drum because of the model maybe this could fix it? no idea if if would, just spitballing.
[QUOTE=Fluury;53005613]I'd say the fact that you get a 20% Damage penalty alongside of essentially no secondary at all to defend yourself mid/close range is a fair enough risk.
By the way; Why are Case prices still so incredibly high?
[IMG]https://files.catbox.moe/lgwf2t.png[/IMG]
Is this a sign of people just liking War Paints way more?[/QUOTE]
And I still haven't found a Winter 2017 War Paint case yet. :(
[QUOTE=Fluury;53005613]I'd say the fact that you get a 20% Damage penalty alongside of essentially no secondary at all to defend yourself mid/close range is a fair enough risk.
By the way; Why are Case prices still so incredibly high?
[IMG]https://files.catbox.moe/lgwf2t.png[/IMG]
Is this a sign of people just liking War Paints way more?[/QUOTE]
20% damage vuln doesn't really break any important thresholds to make it worth considering. This just adds some risk to using the combo. It also makes both jars less viable for self defense and adds more of a reason to use other secondary weapons.
Also, I assume people just like war paints better because they have a much wider use than hats. unbox a shitty hat for demo, even though you hate playing him? too bad. Unbox a battle scarred skin? You can use it on any weapon for whichever class you like, don't worry.
[QUOTE=DrCactus;53005647]20% damage vuln doesn't really break any important thresholds to make it worth considering. This just adds some risk to using the combo. It also makes both jars less viable for self defense and adds more of a reason to use other secondary weapons.
Also, I assume people just like war paints better because they have a much wider use than hats. unbox a shitty hat for demo, even though you hate playing him? too bad. Unbox a battle scarred skin? You can use it on any weapon for whichever class you like, don't worry.[/QUOTE]
Yeah war paints seem pretty consumer friendly compared to cs:go skins, if you don't like the paint the unapplied paint will probably sell for more on the community market, and you choose what weapons to put it on. The tiers and strange/unusual stuff is still annoying, but I think war paints were a good idea by the TF team. Besides each paint texture being the same applied to all weapons.
edit: they're not perfect but an improvement over the old style skins.
I think you should be able to choose where each texture is applied in a war paint because the placement on some war paints especially ones like iron wood MK.II where a blaring bright yellow is large part of the textue and ends up being 90% of the weapon on some weapons like the loose cannon
[QUOTE=DrCactus;53005647]20% damage vuln doesn't really break any important thresholds to make it worth considering. This just adds some risk to using the combo. It also makes both jars less viable for self defense and adds more of a reason to use other secondary weapons.
Also, I assume people just like war paints better because they have a much wider use than hats. unbox a shitty hat for demo, even though you hate playing him? too bad. Unbox a battle scarred skin? You can use it on any weapon for whichever class you like, don't worry.[/QUOTE]
The Jarate was almost entirely designed around self defense, though - Primarily against spies, which are once again close encounter. I don't think the sniper should be punished for using the Jar in it's intended way - the rest of the changes should do the job of making it more skill-based, this just seems like an unneeded direct nerf.
[QUOTE=Ultravod;53005101]Last tidbit, Energy Orb isn't even a new particle effect. It's just a Scorch Short projectile, elongated. It sure looks cool, though. Valve/10.[/QUOTE]
To add, if you didn't already suspect it, the [url=https://i.imgur.com/QiqCe7N.jpg]origin[/url] of the texture used should be clear when you see it:
[img]https://i.imgur.com/U5sJwaE.gif[/img]
Slightly modified, but there's no mistaking it. Certainly turned me into one of those nutters that'll defend the ones I own to the end.
[QUOTE=Fluury;53005678]The Jarate was almost entirely designed around self defense, though - Primarily against spies, which are once again close encounter. I don't think the sniper should be punished for using the Jar in it's intended way - the rest of the changes should do the job of making it more skill-based, this just seems like an unneeded direct nerf.[/QUOTE]
Jarate was designed as a utility to help support your team by either marking key targets you can't hit, or groups of enemies in a choke point. It can be used to help against spies, but if you're looking for something for self defense, that is the whole point of having the SMG. The self splash is only there to discourage people from just splashing it on their feet instead of trying to aim at their target.
[QUOTE=Fluury;53005613]
[IMG]https://files.catbox.moe/lgwf2t.png[/IMG]
[/QUOTE]
They're a more rare drop because they only drop for people who brought the contract pass, They have been dropping in price (they went up over christmas though) so I would wait a week or so before buying a case.
I still haven't had one drop for me yet, I did get 2 regular smissmas cases though.
[QUOTE=ShimTaco;52997693][t]https://my.mixtape.moe/jcswsy.jpg[/t]
heck yeah[/QUOTE]
You guys remember this skin?
just sold it for 130 dollars on the scm
I actually opened my first one, and got a strange cabin fever war paint :v: debating if I should keep it or sell it
[QUOTE=DrCactus;53005701]Jarate was designed as a utility to help support your team by either marking key targets you can't hit, or groups of enemies in a choke point. It can be used to help against spies, but if you're looking for something for self defense, that is the whole point of having the SMG. The self splash is only there to discourage people from just splashing it on their feet instead of trying to aim at their target.[/QUOTE]
The entire ad for it was the Sniper using it against a Spy, hell the Spy even has special voicelines for it - it wasnt the Sniper throwing it at a Heavy+Med combo, eh?
I know that that is what you are trying to accomplish but since the splash is so generous, hitting anyone or anything in a Dispenser-heal radius is gonna end up with you essentially killing yourself.
Yeah, and you can still use it to mark a spy. It's not like splashing yourself is going to make all of the piss seeping in the spy's suit magically transfer to you instead. it just means you both get doused because you used it point blank. With the proposed change, it uses rocket splash radius, so the only time you would take self splash is if they're right next to you.
Although I think we've bloated the post count here long enough. We should continue this discussion in the weapon balance thread.
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