TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
i thought cow mangler can disable buildings
Wish hugs.tf had more recognition, not 300 views ;(
you can bet your ass most of those views/donations are for the ingame item
What's your favorite/least favorite balance change Valve ever did?
most hitscan weapons having perfect accuracy on first shot.
probably everything else ever.
The original Sandman.
definitely not the pre-change old stickybomb launcher
that shit just spammy bro
Worst would have to be the Short Circut change they dear years ago when you could just hold down the button and erase soldiers and demomen without any effort at all lol. All because it wasn't used as much as the wrangler if I recall as well.
favorite was big earner getting speed boosts on backstab
least favorite was...
you get literally one guess.
My favourite was the Eviction Notice speed buff from Gun Mettle! The havoc you could inflict at the enemy vent entrance on Turbine was a highlight for me.
The least favourite change was to the Natascha and Brass Beast during MyM. They had to go and nerf the damage resistances of those two barely viable guns to pointlessness without ever giving them the balancing attention they need.
Bazaar Bargain/BFB
I swear to god if they never buffed and then "fixed" BFB and just let it be as it was on release I'd be a scout main now.
Fucking caber nerf.
Goes to show how strong the core gameplay is I guess if 11 years of balance changes someone disagrees with isn't enough to make someone stop playing.
It might get banned in comp as a desperation suicide Medic pick if it gets buffed,, but buffing useless weapons should be #1 priority after everything gets unbanned.
I met another [Valve] tag cheater, this one had rediculously high amount of health and all of our team had to concentrate fire on him before he died.
I dont know if its through exploit or some weird cheat but I have a demo recorded so maybe ill get something out of it.
Ullapool Caber
On-hit player: Deal as much explosion damage as the user's remaining health. This damage ignores damage resistances.
On-hit surface: Launch user skyward with an explosion dealing 25% of user's remaining health. Weapon will not recharge until visiting a supply closet or dealing 200 explosive damage.
Explosion damage ignores crit or minicrit boosts.
Remove holster/brandish penalty.
Weapon has normal swing speed and damage for when it's already exploded.
When caber is unexploded: Taunt replaced with a hold-taunt similar to hi-five but only eligible for enemy players. When it completes both players will explode as if it were swung normally.
When caber has already exploded: Taunt is the Grenade launcher taunt (ie Kaboooom!)
You can now be an idiot harassing the Snipers again, but you only really get to harass 1 sniper at a time (maybe more if they're bunched up). You need to be mindful of how you harass, since if they see you coming you won't be dealing as much damage unless you nab a healthpack real quick.
The weapon is no longer a braindead "me hit floor and you die" weapon to use when you get caught by surprise. Instead it doesn't deal as much damage which can instead be used to launch yourself out of danger to rain hell from above.
actually making all 3 banners have the same charge method was a great change.
it's just too bad conch still needs less. And those passive things.
How about keep it the same, nerf self damage and make it recharge after 12 seconds, similar to razorback.
Don't get too complicated, because tfteam will break it.
I really liked the Spy speed buff. I hated the Axtinguisher nerf in Tough Break.
we should make a thread out of this.
least favorite was the shit show that was the rework of the phlog.
most favoite is the metal reduction cost of teleporters.
Apparently the way the Degreaser switch speed is broken is that it has to be out for .5 seconds, normal weapon switch speed, for the faster holster time to apply.
Keeping it the same would entail keeping the horrendous brandish speed and reducing self-damage would only serve to make the thing good for repeat uses rather than as a last-ditch suicide button that I am intentionally designing it towards. Recharge on damage ensures you can't just blast yourself somewhere then run up to someone to give them a slap, you have to actively be doing damage if you want repeat use out of it.
If anything I made it pretty simple. Hit person you both boom, hit non-person you go up from weaker boom. Damage is based on your current health and you can't get damage boosts on the explosion. Explosion ignores all resistances aside from ubercharge.
The change of taunt behavior and normalizing the stick damage/swing/brandish speeds isn't mentioned on the weapon to begin with, but I mentioned them because they are a sore spot that make the weapon pretty unusable in its current state
honestly I just want more MVM content because the Titanium Tank event was basically the only thing that got me back for TF2, even if it was just for about a month
You've gotta note that the explosion ignoring resists is a huge mess to implement in code. Remember the Enforcer?
It's not terribly difficult to implement. Especially since they have working code for it. If anything it'd be more difficult to remember to implement it.
This is moreover so someone using it with the chargin targe, battalion's backup, or a vaccinator medic (or MvM explosive resists) doesn't get a free kill button while being able to survive to tell the tale, while at the same time ensuring that it (being a melee weapon) is fully capable of penetrating through a vaccinator bubble, battalion's backup, fists of steel, or explosive resisting shield.
Damage resistance itself already has loopholes, specifically so that self-inflicted damage ignores those resistances unless specific conditions are met. Remember when you could rocketjump off of people's faces for 15 damage? Remember when you could shove a 300 damage crit caber in someone's face for the low cost of 50 health using the targe? Hell, remember when the caber and grenade launcher did 0 self-damage if you had the jumper equipped?
Well the important thing is you found a way to make yourself feel better than people who are donating to charity.
What was WP like here? Think I started browsing this site right when he got banned
I don't think it's right to implement resistance piercing as a feature. While a majority of weapons utilizing resistances are arguably broken, the people equipping and using those items deserve the tactical benefits they swapped weapons for. Imagine running a balanced, resistance-based weapon and doing good with it. The last thing you would want the game to implement is an instant "screw you" weapon. That's what the resistance-ignoring Caber sounds like to me.
To be square with you, I didn't enjoy the Caber during it's prime. The very premise of it being a suicide bomb that instantly kills on a class that can easily get into melee situations, is dodgy design by nature. I think it would have been fairer on a class like Heavy, who rarely fights melee, but even in his case an instant death is hard to balance without it feeling unfair for the receiving side. That's my two cents on the matter.
as opposed to using charity solely as a means for recognition and rewards.
there are plenty of recorded cases where charity refused donations of questionable ethic.
sick zinger thoo
I didn't like it either but I can wholly recognize that the current version is unusable garbage. I made a concession to allow silly instakills under the explicit condition that the Demoman be sneaky about it. If he gets shot, that will drop his potential damage into non-lethal territory while he still commits suicide one way or another.
Anyone here tried the Degreaser and Panic Attack together? You're worse with both the flames and the shotgun, but you get near instant switch speed for both.
It kind of feels like the old Degreaser. With enough practice and good reflexes you could probably become a real pain to kill with projectiles.
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