[QUOTE=G. Verloren;49588877]Like how the Killing Gloves of Boxing do full damage when the point of real life boxing gloves is to reduce/negate damage, or how the double barreled Loch N Load nowadays holds three shots. :v:[/QUOTE]
Like there are just [I]so many[/I] inconsistences between design and attributes its useless to name them
When I saw the model for the Fists of Steel prior to the item being accepted in game, I was hoping it would be either a strong melee weapon or something that had some gimmick related to the "Fists of Steel" concept. Instead, we just got some odd gimmick to negate certain types of damage while exacerbating other types of damage.
I know the post above said going over this in detail would be crazy long, but I just wanted to point that out anyways.
[QUOTE=G. Verloren;49588877] the point of real life boxing gloves is to reduce/negate damage[/QUOTE]
To the user's fists. The person on the receiving end of the punch is no better off than being hit barefisted.
It's a bit of a shame you can't just look at a weapon and instantly be able to guess what it does, but I like how they put function above form and just give loch'n'load three grenades regardless how many chambers it visually has because the weapon needs it now that it's not a risk vs reward weapon anymore.
I like to make Valve seem like complete and utter idiots on a daily basis but to be fair, they could do much worse.
The Direct Hit and Ubersaw will always be the two I point to as great examples of how a weapon's design compliments its attributes. The Direct Hit is reinforced, longer, and thinner. It looks sleeker, and you can see the cracks in it showing how much pressure it has to hold back. The Ubersaw has the needle and vial which fill up with uber upon it. It looks like it draws blood. These are both really good.
[QUOTE=Trekintosh;49589767]The Direct Hit and Ubersaw will always be the two I point to as great examples of how a weapon's design compliments its attributes. The Direct Hit is reinforced, longer, and thinner. It looks sleeker, and you can see the cracks in it showing how much pressure it has to hold back. The Ubersaw has the needle and vial which fill up with uber upon it. It looks like it draws blood. These are both really good.[/QUOTE]
I'd throw the Boston Basher into that pile too. Just looking at it tells you it's gonna make someone bleed, be it you or someone else.
[QUOTE=chandlerj333;49589130]To the user's fists. The person on the receiving end of the punch is no better off than being hit barefisted.[/QUOTE]
I'm afraid this simply isn't true. Both sparring gloves and competition gloves are purposefully designed to protect both participants in a fight, and do a great deal to eliminate both lacerations and eye wounds.
The one area where there's little difference between gloved and bare knuckle boxing is internal head injuries, because that's blunt force trauma based entirely on how much force you put into a punch. In fact, because gloves encourage harder punches overall, and because gloved head strikes are seen as far more acceptable than they are in bare knuckle fights, gloves may actually increase the frequency and liklihood of brain injuries.
But if you're not convinced, just look at statistics on boxing deaths - in the days of bare knuckle boxing, the risk of death was nearly [I]200 times greater[/I] than the modern risk. Not all of that massive reduction can be attributed to the addition of gloves, but at least a part of it can be.
[QUOTE=G. Verloren;49590502]because gloved head strikes are seen as far more acceptable than they are in bare knuckle fights, gloves may actually increase the frequency and liklihood of brain injuries.[/QUOTE]
Maybe the Heavy is just that powerful that his headstrikes are killing them in one hit.
Ah, another day, another instance of Valve nerfing an otherwise okay weapon into oblivion to stop people complaining about it.
Instead of, you know, trying to apply a more reasonable change (like removing the invincibility bonus, forcing players to retreat and pick better moments to pop the charge)
I look forward to the day when all weapons are nerfed equally and we finally have a balanced game again. Won't that be fun?
What if the Phlog had a reverse damage ramping mechanic, where its damage decreased the longer you flamed, and it ramped back up when you weren't flaming? It doesn't seem to fit with the crit boost, and might replace it, but it's an interesting way of artificially enforcing quick ambushes. Now that I think about it that would practically be a Backburner, with the ramp down paralleling when your target turns around. I guess it all depends on whether the damage was higher to start with.
[QUOTE=Ona;49593203]I look forward to the day when all weapons are nerfed equally and we finally have a balanced game again. Won't that be fun?[/QUOTE]
-100% Damage to all weapons
Problem solved.
All anybody would be able to do is run around taunting and looking at hats. ...Though, that seems to be the direction we're going anyway. Did they have this in mind all along?
Also, sincere question here, are stock weapons all considered balanced?
[QUOTE=FUTURE10S;49574228]welp Phlog is actually ruined now.
EDIT: In my defense, my ideal nerf would be no afterburn and less damage, but keep the 225 and the full HP restore, but maybe drop the whole uber thing and change it to -90% damage taken.[/QUOTE]
well the less damage taken is like the first phlog and its so broken.Also instant hp restore is bad cause unlike the sandvich its instant
[QUOTE=FruityFalcon;49584222]Might as well just give Pyro some sort of close range chainsaw flamethrower and give it the bleed debuff.[/QUOTE]
Oo better idea, a needle shotgun so you can leave your enemies burning AND bleeding!
I liked the tough break phlog buff. It was more balanced than most people thought.It made the phlog slightly useable against competent/ more experienced players ;)
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