• Major Update Speculation V31: Gamechanging Edition
    5,003 replies, posted
Or... [t]http://i.imgur.com/TyJ7NLj.png[/t] :v:
[QUOTE=Magypsy;49983060]Maybe he'll be useful when Valve un-nerfs the Heavy.[/QUOTE] Wait, Valve nerfed Heavy? Are you talking about the damage ramp-up nerf? Because he's still pretty good even with the delay. I've been getting triple golds in MM just by playing Heavy (though also relying on my team helps)
[QUOTE=Doctor Hunt;49985145]Wait, Valve nerfed Heavy? Are you talking about the damage ramp-up nerf? Because he's still pretty good even with the delay. I've been getting triple golds in MM just by playing Heavy (though also relying on my team helps)[/QUOTE] It was a nerf to the Heavy mains due to damage ramp up meaning during that 1 second the enemy has enough time to deal a decent amount of damage back. Without a medic that 1 second can be punishing for the Heavy since they can't deal the damage needed to kill the player.
Yeah, but that's why you rev up pre-emptively before you turn a corner, or you give yourself enough time or distance so that you can start spinning up before you see the first enemy.
[QUOTE=Doctor Hunt;49985212]Yeah, but that's why you rev up pre-emptively before you turn a corner, or you give yourself enough time or distance so that you can start spinning up before you see the first enemy.[/QUOTE] The fact is the first bits of damage slowly ramp up the damage, and Heavy is meant to be punishing in close combat. Nerfing that ability to be punishing up-close for even a second is harsh, especially when fighting against experienced players.
[QUOTE=Doctor Hunt;49985212]Yeah, but that's why you rev up pre-emptively before you turn a corner, or you give yourself enough time or distance so that you can start spinning up before you see the first enemy.[/QUOTE] I think you actually have to be firing to get the damage to ramp up, just being revved does nothing.
I'd like to add it's also an accuracy ramp up along with the damage ramp up, though that just makes the net effect less damage output from missing.
[QUOTE=chandlerj333;49985254]I think you actually have to be firing to get the damage to ramp up, just being revved does nothing.[/QUOTE] Revving up counts towards the accuracy ramp-up, and firing it does the damage ramp-up.
[QUOTE=chandlerj333;49985254]I think you actually have to be firing to get the damage to ramp up, just being revved does nothing.[/QUOTE] I could've sworn there was a patch note saying that as long as you stay revved the damage increases EDIT: [QUOTE]July 8, 2014 Patch Minigun: Winding up via secondary attack now counts toward reducing the one-second accuracy penalty.[/QUOTE] It reduces the accuracy penalty but not the damage, I never realized this
[QUOTE=Doctor Hunt;49985212]Yeah, but that's why you rev up pre-emptively before you turn a corner, or you give yourself enough time or distance so that you can start spinning up before you see the first enemy.[/QUOTE] We can leave this whole "shoot the wall to reach maximum damage" business to the soldier thank you very much
[QUOTE=chandlerj333;49979914]It was originally a flat "you give and take minicrits." No one used it. Then it was "Give and take minicrits, plus 25% speed boost (and boosted to 8 seconds)." Still, no one used it. Then it was "8 seconds, give minicrits, 25% speed boost, and take 25% damage more damage." Apparently people still didn't use it. Finally, we arrive where we are today, and people are realizing how good it actually is.[/QUOTE] The only reason people didn't use it was because Soda Popper was even more broken. Why waste a secondary slot on a weapon that grants minicrits temporarily and adds vulnerability when you can have a primary that does burst damage (to the point where even after changing the boost to a jump meter, it's still banned in comp), grants minicrits without any startup (don't want to automatically use your minicrits prior to it being switched to alt-fire? switch away to secondary or melee to maintain it!), has no vulnerability [i]and[/i] will allow for secondaries that also get benefited by minicrits? Basically, despite being broken as hell, it was obsoleted by an already even more broken primary with the exact same upside without any of the downsides. It was only after the minicrit bonus meter on the Soda Popper was switched out that people migrated to the Crit-a-Cola, as they then had an actual reason to use it. Honestly, the only way I can think of to make it pleasurable to fight is to remove the vulnerability from it and the Buffalo Steak Sandvich and make both lock to melee while active.
I miss having mini-crit pistols. I only really used the soda popper for that. Part of me wants a crit-a-cola-like primary replacement that also increases your secondary ammo, even though it's a stupid idea.
[QUOTE=Magypsy;49985893]I miss having mini-crit pistols. I only really used the soda popper for that. Part of me wants a crit-a-cola-like primary replacement that also increases your secondary ammo, even though it's a stupid idea.[/QUOTE] Well, it actually sounds like a solution
[QUOTE=ambaxtoxin;49985021]Or... [t]http://i.imgur.com/TyJ7NLj.png[/t] :v:[/QUOTE] This is pure shitposting and more or less being a dick spending posts trying to mock someone off topic from tf2 itself. This applies to anybody else making similar posts, as well. At least Exor has the decency to stay on topic in this specific circumstance (even if he's being a major cunt in mm)
[QUOTE=The Duke;49985875] Honestly, the only way I can think of to make it pleasurable to fight is to remove the vulnerability from it and the Buffalo Steak Sandvich and make both lock to melee while active.[/QUOTE] might as well just remove it from the game at that point if we're going to be making weapons completely useless
[QUOTE=Magypsy;49985893]I miss having mini-crit pistols. I only really used the soda popper for that. Part of me wants a crit-a-cola-like primary replacement that also increases your secondary ammo, even though it's a stupid idea.[/QUOTE] For that you can use exploit that is currently not fixed in the game that allows you to pick up pistols from the ground after you used crit-a-cola. At the same time you can use another exploit that allows you to use engineer's pistol (212 ammo total) as a scout just by picking it up from the ground. Also Red Robot already made detailed video-tutorial of how to did them all if you want to do that. [sp]They don't gonna fix 'em for sure[/sp]
[QUOTE=Mort Stroodle;49985944]might as well just remove it from the game at that point if we're going to be making weapons completely useless[/QUOTE] A free speed boost to start a match/respawn/escape + 3-shotting a light class within 1.5 seconds without spending ammo isn't useless. Even with the vulnerability, you can kill quite a few people in a single life with stock bat/mackerel + crit-a-cola, already.
[QUOTE=The Duke;49986092]A free speed boost to start a match/respawn/escape + 3-shotting a light class within 1.5 seconds without spending ammo isn't useless. Even with the vulnerability, you can kill quite a few people in a single life with stock bat/mackerel + crit-a-cola, already.[/QUOTE] if you get consistent melee kills then anything would have killed these people regardless
[QUOTE=Mort Stroodle;49985944]might as well just remove it from the game at that point if we're going to be making weapons completely useless[/QUOTE] Nothing deserves the tide turner treatment :(
[QUOTE=The Duke;49986092]A free speed boost to start a match/respawn/escape + 3-shotting a light class within 1.5 seconds without spending ammo isn't useless. Even with the vulnerability, you can kill quite a few people in a single life with stock bat/mackerel + crit-a-cola, already.[/QUOTE] We already have Demoknight. We dont need ScoutKnights too, Melee attacks have never been viable in tf2. [QUOTE=poptart TF2;49986419]Nothing deserves the tide turner treatment :([/QUOTE] Tide turner still functions. If you want to talk nerfed to oblivion, Baby Face blaster is where its at. Slight gravity damage completely drains your meter with that weapon.
-snip, forgot it was Tuesday-
[QUOTE=Doctor_Lazlo;49986798]Steam's down on my end.[/QUOTE]:snip:
-snip-
[QUOTE=Dookas;49986816]It's tuesday[/QUOTE]yeah i realized that after i posted
What do you think Valve will do against cheaters? They implemented the "report" system, it would be nice if it did something, there's a hacker on west coast NA servers that's making it pretty shitty, and there are loads in other regions.
[QUOTE=pepetoads;49986846]What do you think Valve will do against cheaters? They implemented the "report" system, it would be nice if it did something, there's a hacker on west coast NA servers that's making it pretty shitty, and there are loads in other regions.[/QUOTE] Best thing I can think to do against hackers is put a paywall into matchmaking for the official release. Seeing as Lmao box has existed for a good few years now and valve hasn't done shit about it.
[QUOTE=pepetoads;49986846]What do you think Valve will do against cheaters? They implemented the "report" system, it would be nice if it did something, there's a hacker on west coast NA servers that's making it pretty shitty, and there are loads in other regions.[/QUOTE] If how they're implementing alot of systems from CS:GO is any indicator, we're probably gonna get some form of overwatch or the entire server could record a demo, then if something seems fishy about the game have the demo sent to someone, and anyone abusing it gets some sort of penalty like lower priority/exp loss etc
[QUOTE=Oizen;49986557] Tide turner still functions. [/QUOTE] As a shittier sticky jumper?
[QUOTE=poptart TF2;49987088]As a shittier sticky jumper?[/QUOTE] As a shield that gives you 100% control of your charge? I'd still use it over the other shields, but Demoknight as a whole is more of a joke class.
[QUOTE=Oizen;49987195]As a shield that gives you 100% control of your charge? I'd still use it over the other shields, but Demoknight as a whole is more of a joke class.[/QUOTE] turn controls useless when you cant kill anything with it. Melee minicrits are completely useless, and sticky jumper offers greater mobility that isnt restricted to a 12 second cooldown.
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