TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
The syringe guns need the projectile speed increased, no spread, and passive reloading. Maybe make the projectile bigger so you can see it more clearly
It also needs syringe jumping back
The syringe gun already has a higher potential DPS than the flamethrower, and making it easier to hit with like that will simply allow medics to cover botched positioning or bad play with a reliable source of damage- the exact opposite of the point of the class.
You are meant to die as a medic if you get cornered by a combat class. Balance rests upon that core tenement due to the medic's importance in tf2.
The syringe hitbox doesn't need to be bigger, I just can't see the syringes when I fire them easily. And the range is pretty poor
Here's a couple of (mutually exclusive) balance tweaks I thought of regarding the stock Syringe gun:
-Reduce the damage fall-off effect for Syringe gun to always deal at least base damage (10 dmg). Maybe even increase max distance-rampup to 15 at point blank.
This is a purely DM-themed tweak, as the stock syringe gun provides no utility (it is used exclusively for killing). I figure this would help make the stock syringe a reliable option, though as FindTheBorealis said, there are good options to explore here such as spread, passive reloads, and projectile speed.
-Stock syringes will heal friendly players (and disguised spies?) by 2 HP/syringe. This would roughly equate to 20 hp/second, which is slightly under the stock medi-gun's heal speed while in combat (24 hp/s).
This idea might hold a bit less water, but I figure if we want to start going the route of Medic primaries as utility, it would be worth some thought. Perhaps it would build ubercharge (slowly) similar to the Crossbow's uber build rate? This could place the stock syringe gun in a utility position that could potentially allow more melee flexibility (aka not the Ubersaw) due to syringes being a decent combat option for the Medic while also being able to build Ubercharge through damage dealt. I think Medic should have plenty of options when it comes to methods of building Uber, so as long as it isn't stupidly unbalanced.
As for the Overdose, it's tough.
I would agree with you that the Overdose pairs with the Vaccinator with success, as well as the Quick Fix (imo) due to it's near-constant charge rate. However as a getaway tool, I think the Overdose currently lacks in comparison to the Blutsauger's lifestealing abilities. I've always used the mindset of "pop it or drop it" - if I have full Ubercharge but I need to get away, popping the Ubercharge or surfing explosives to make a retreat has always worked well enough for me in most situations. The buffs I would propose to the Overdose to fit that criteria better as the escape tool it could be is as follows:
-Currently speed boost of up to 20% builds at a 1:1 ratio with Ubercharge(20% Uber gives the full 20% speed boost). Maybe increase that speed boost slightly (is the 20% boost Scout speed?).
I think that this would allow for the Overdose to be used both in a more reliable manner and more preemptively. Again, I've found that by the time I have 100% charge (and therefore the 20% speed boost), it's time to either A. Uber my teammates or B. Uber and escape.
-Increase push force taken by (~20% OR up to 20% based on charge)? while active.
This effect might allow surfing explosives/airblast as a means of escape to be better utilized. Surfing has the advantage of being a mechanical skill that takes practice to do well, and I really do think that the idea of pulling out your Overdose with a full Ubercharge and just 'hoofing it' doesn't cut it. This harkens back to my opinion regarding the Blutsauger - if you're gonna pull your primary weapon out to deal damage while making a retreat, I believe the lifesteal effect of the Blutsauger makes it a perfect match. Whereas the Blutsauger fills both a combat and retreat role, some additional buffs to the Overdose could make it a real escape artist's weapon. sorry for the text wall btw I hope I'm making some sense here
Well that's what Overdose is for, since Medic is not a combat class, If you have uber but all of your somewhat useful teammates are dead, It's better to use the overdose and save the uber.
Happens alot in 6's atleast.
In CSGO now they removed the option to use the audio cache, just streaming now. Also they added this
When loading the map in development mode with “developer 1” enabled, engine will display DISP_VPHYSICS warnings for displacements with degenerate collision faces. When such displacement faces are
encountered, the entire displacement object will have no collision in-game. Additional clip brushes or adjustments to such displacements may be added by map authors in these cases.
Payload Race: An unchangeable timer counts down to 0. Upon reaching 0, the team who's cart is closer to the end wins automatically.
Some maps already do something like this, where overtime causes the carts to auto-push at a minimum speed; if neither team boosts their cart by getting near it or blocks the enemy cart, the one that's closer will inevitably win.
He's talking about official maps, none of which have that option.
The one that everyone forgets exists.
Underrated map
Make all syringe guns reskins of the crossbow, then give them different strengths and weaknesses.
Idea, make syringes stick in enemy players like the Crusader's Crossbow
syringe gun is often overlooked for what it can achieve. It can give you good cover due to it's slower projectile speed, as it temporarily blocks a short sightline. If used right, it punishes players who are overextending to attack you. It's a very good defense weapon compared to the crossbow. It has it place.
None of the syringe guns have a real place other than on the bench because the Crossbow has 1 perk that none of them can hope to compete with: it helps Medic do his job.
If as a Medic you are taking your primary out as a means of defending yourself, you've already failed: either for having a team that can't uphold their end of the bargain or because of a lack of communication and awareness on all of your part.
Until the day comes that the 3 syringe guns are able to bolster the Medic's actual abilities without being generally useless (or a hindrance) otherwise, the crossbow will reign supreme.
i agree with this in a competitive mindset, but in casual i feel syringes do have their place. And they are something i often times want when im playing casual, as yes, my team wont always hold up their bargain, and as such i need a backup plan. Competitively i agree, but i do still feel theres a place for them. just like the volcanoe fragment has it's place (strictly medieval mode, but glad it's there)
If the only purpose of having a weapon is to kill off idiots because your idiots won't pay attention to your callouts then it's not really a purpose worth caring about.
Just like with the SVF, no one will sing its praises because its praises are so asinine and specific that it might as well not even be a thing.
then just plant 50 dmg bolts in their faces. passive reload, giga hitbox and super speed. Lol "balance"
A lot of class slots that are taken up by weaker stuff get super powerful unlocks, like the Crossbow, Disciplinary Action, and Wrangler
A syringe gun with inate mad milk syringes would be a neat side grade.
Why isn't there a syringe gun that deals some sort of bleed or jarate or mad milk status effect? They're guns that shoot fucking syringes
Is it bad I just want a Syringe gun that shoots projectiles in a straight line instead of an ark. More like the original Super Nailgun...
The Blutsauger would work really well as a mad milk syringe gun. It'd do exactly what it does at the moment, but also benefit the team. It goes from the selfish battle medic syringe gun to a maybe viable alternative to the crossbow, trading burst healing on a single target for it being spread across multiple teammates.
why not put it on its own item
rather than continually mess up existing items (aka dont be like valve)
What would the blutsauger lose by applying mad milk instead of just health drain? You'd still gain health on hit when you attack enemies, except this also applies to your teammates.
I'd rather have existing items be changed that new weapons put in that aren't thought out super well. Like the RIFT items, the Gas Passer, the Crit a Cola.
blut is thought out well and perfectly balanced.
Blut is poorly designed garbage right now, you're gimping yourself 90% of the time by losing out on passive heals and ranged healing for a mediocre buff when you fuck up and end up in close range without a teammate. With the amount of burst damage in this game, blut barely provides a benefit at all, and is completely worthless against a half decent scout who can easily avoid getting hit with the needles. It might be on part with stock, but that's still not saying much. Even for being really aggressive and getting up in people's faces with ubersaws I'd still probably prefer consistent burst damage from the crossbow over needles, which are only really effective if you're retreating and the enemy is braindead and runs in a straight line at you. Giving it a milk function would at least give it some utility to make up for not having ranged/burst healing.
Really though it's not just a problem with the blut, we need either global needle buffs, crossbow nerfs, or some of each.
overdose was originally a milk syringue but people cried that it sucked so I doubt there would be a change of mind
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