TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
Someone on tf.tv posted exactly what do do to fix the sticky detonation delay when reloading the grenade launcher or switching weapons.
edit the method "ItemBusyFrame" to include
if (pOwner->m_nButtons & IN_ATTACK2) DoClassSpecialSkill()
, either in CTFGrenadeLauncher and CTFWeaponBaseMelee both or in CTFWeaponBase.
I've been trying to brainstorm some ideas to fix underwhelming/unbalanced weapons and make them A. fun, and B. balanceable. Since the weapon fixing thread is dead I figured I'd post them here to get quick feedback.
Potential ideas for Loch-n-Load:
Without a doubt, get rid of the third pill and turn it back into the proper 2-pill launcher.
Some ideas to make having only two pills feel less like "if he hits you you die immediately". I've considered things like having increased knockback (stepping on Loose Cannon's shoes and "not fun to play against"), being able to alt-fire and launch both grenades for increased damage (again stepping on LC's shoes but also incredibly hard to balanced without guaranteeing a one-shot on non-Heavy classes), but it's really fucking hard to balance a weapon that's already incredibly close to being unbalanceable.
Maybe something that utilizes the sight for more accurate grenade shooting? Like alt-fire works like a scope, and with just that change (-50% mag size, slightly more accurate grenades that shatter on surfaces, can aim through sight) isn't good enough, maybe making grenades even more accurate when fired through the sight?
We probably already have enough posts about the Short Circuit jumping as it is, but I just wanted to mention that even with just 2 instances of damage (i.e. most situations outside of tr_walkway) you're able to perform jumps that outclass the Detonator by a small margin.
(Values are approximate and should probably be tested further)
I was able to clear a 256 HU tall obstacle with the SC, whereas with the Detonator I could not. Maximum height I was able to achieve was ~263 HU.
Horizontal distance also seems to be slightly higher with the SC than the Detonator. Maximum distance I was able to achieve was ~700 HU.
[TF2] Short Circuit Jump Height Test
[TF2] Short Circuit Jump Distance Test
Can you only do it when you're damaging an enemy? If so, seems like a somewhat decent emergency eject choice
first time i see a nerf to a weapon that makes it more fun to use.
I'm looking for a melee weapon that works well with the stock grenade launcher and stock sticky launcher and I miss the old caber. Having a get out of jail free card for people that got in your face was slightly questionable but it was fun and funny.
I suppose full stock or the Skullcutter would work fine here? I'm not trying to Demoknight.
I hope TFTeam makes a Circuit Jumper for engineer :-)
bottle is so this. if im not running a shield, then i def am running a bottle always if i have a gernade and sticky weapon. It's the best option in those situations, sometimes even when running a shield. I get a bunch of bottle kills, and they are always are satisfying.
The max detonator jump is ~273Hu, and you can easily consistently hit 260+Hu if you do it properly.
Similarly, max distance with det jumping is ~768Hu.
However, with the weird depth det jumping has, you can similarly probably eke out more Hu's from the short circuit.
Skullcutter/Zatoichi
Skullcutter.
Probably the best choice.
skullcutter is arguable at best
longer reach and more damage is great
slower movement and longer equip time kinda negate the bonus reach
and damage is pointless if you can't reach anyone since you can't even charge in their face
maybe for baiting corners, but even then, you have stickies for exactly that purpose
I don't really understand why caber got nerfed into uselessness. They could've just ramped the self-damage to the same that it does to the enemy, and removed charging crits if thats what they were most scared about.
I wont lie, demoman holding potentially a crit pill in his hand charging at you with resistances was pretty scary and possibly a bit underwhelming to die to. But then again any melee deals 195 half the time, so who cares.
The only time you'll get your cutter out is if someone is in front of your face, since you're using primary + stickies. So in this case scenario It's the best melee for demo.
Perhaps they could make it so that the caber always blows the demo up, and it deals however much health the demo had left to the target. So, it could still be used for 2fort sniper assassinations but is less effective as a Fuck It desperation tool.
tbh just remove the slow draw speed from caber and make it recharge every 14 seconds, and It's perfectly balanced.
after being confused on the new facepunch.com homepage and realizing that forum.facepunch.com is the new website, im here now
oh and i think that the caber should have proportional damage to the demo's health
ie if hes on low health he deals more damage, but if hes full healthy health itll deal less
idk i think that makes it more as a last resort tool
After looking at this video by VAVLIE, I'm inclined to believe it's 266HU with a perfect self-det jump for the vertical limit, so the Detonator wins by 3HU in that regard.
I'd say it's still easier to get past the 256HU mark with the Short Circuit than the Detonator, while obviously being less convenient as it requires an enemy nearby.
I tried the horizontal Short Circuit jump again, and I managed a max of ~800HU this time. But it could only be reached moving backwards, and shooting at a very specific angle, so not very practical (but I guess technically further than the Detonator).
After he created that video he found a new method which is where the 270+ jump comes from, though as said it requires some weird tech and ain't terribly consistent.
The numbers for det jumping have come from quite a lot of testing though, if the short circuit was similarly beaten against the wall for long enough there's a good chance you'll be able to get far better height and distance from it, since it does seem to have a clear edge over the det in raw distance.
Fortunately for height, 256Hu is the sweet spot you want to beat since it's a common height used in maps, so eh.
I'm always a little confused when I see calls to revert the caber. Was there not an issue with sticky-jumper users falling from the top of the skybox and and one-shotting medics (or any light class) with a melee strike? It worked a lot, because people rarely look straight up while heading out of spawn.
Balanced or not, that's a pretty dumb thing to have in the game, right?
Yes it was, that's why my balance idea is to keep the damage as it is right now and only change the draw speed and add a recharge.
Personally, I never cared that you could do full damage by stricking the floor or a wall instead of the person you were trying to hit with it. Made the effort put into trying to avoid getting hit moot.
Revert the caber nerf so I can bully snipers more
can agree, am i sniper player and i miss getting assaulted by drunk paratroopers with a grenade on their hand
You don't mind, but I bet alot of people do honestly. Returning the old caber would make alot of people upsetti.
https://files.facepunch.com/forum/upload/1880/5f6d6130-0518-4db1-93ae-d4e134ea117d/rebalance.PNG
I think I'm onto something here
Holy fucking shit, just found 3 tradable Haunted Chicken Kievs on my 600 day offline alt, god damn, that's 60 eur. One of them is painted aswell
Skullcutter is by far the best non-demoknight melee next to stock or the Scottish Handshake, the only thing that kinda fucks it over is the extreme swap slowness.
I agree that skullcutter is great. It's mostly all I use when I play Demo
https://files.facepunch.com/forum/upload/242166/f59e7576-d0b1-4c13-9085-877797346052/20180427175019_1.jpg
Also, Icing on the cake.
It took Support around 8~ hours to respond to my ticket.
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