• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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well, the people's collective tears teared apart the v2 tomislav and the sticky nerfs. there's is hope. i'd love to have sirynge guns have their own niche, like permanently reducing the taget's base HP by 1 per hit. but that kind of stuff needs to be extensively tested.
The joys of being a community server admin: https://i.imgur.com/Hr0QKu5.png I don't have TF2 chat binds, but if I did I'd make this one: [10:31 PM] shmini shmeat: sorry i cant be un banned i dident know testing a hack for a vidoe on a alt account wood get me banned sorry im gonna go cry abit The above user is now going through the admin list, pleading with each one of them. shmini shmeat - Today at 9:25 PM oh i dident know i wood be banned on both and it was for a video Sedweel - Today at 9:25 PM Doesn't matter what the reason is. Cheating is not allowed on MicS. shmini shmeat - Today at 9:26 PM oh sorry im gonna go now i cant stop crying i had so much time on that sevrer sooorty thanks anny way hey man sorry i know i cant change it but truely im sorry thank you anyway do you accept my sorry hey man pls do you care i just wanna know im upset and banned can you tell me if you care im sorry Sedweel - Today at 9:52 PM I wasn't the one who banned you shmini shmeat - Today at 9:52 PM who was who do i blame for being up set for the rest of my week Sedweel - Today at 9:54 PM Yourself For cheating on our servers shmini shmeat - Today at 9:58 PM well thank you im will be deleting and selling all my tf2 itams over this week and deleting my steam on friday sorry im so sorry i do have my self to blame thats y i dont need a tf2 anymore After 10,000+ hours in TF2, very little brings joy to my black little heart apart from cheater tears.
Permanently reducing base health sounds frustrating, and would encourage people to push their "explode" keys, but what about an "underheal", where any damage it deals is unhealable, but the underheal decays over time. The trouble is that this information would be hard to convey to the player. It'd work reasonably fine on the default hud, where the health is represented by the cross graphic which could be colored black or green on the underhealed portion, but minimalist huds would need to get creative. This would force players to back off for a bit without forcing them all the way back to spawn to play with optimal health.
ive always wondered how a bleed effect would go. It could highly discourage chasing a medic, unless youre sure you can out maneuver the needles.
it must be noted that medic's weapons must work as both as a defensive option and as a utility. way too many times i've seen people go medic using their primaries as an AR.
What if they made a Crossbow type weapon for the Medic that applied Jarate or Milk to enemies it hits? Or if they gave that effect to one of the Syringe Guns (but naturally made it like "land X amount of hits in Y amount of time to apply successfully")? Could be fun?
It could be as simple as the Tribalman's Shiv approach: -50% base damage, but deals bleed damage/applies jarate/applies mad milk (whichever is more fun and balanced) for an approximate amount of time, depending on syringes hit. Another crossbow weapon would be the death of Syringe guns. The current crossbow already provides a lower skill ceiling and more than enough utility to be always worth taking over the 3 Syringe guns. Medics only take the Syringe guns if they can't hit the crossbow consistently enough, solely for Overdose's utility. They need less drop-off, at the very least.
AFAIK, Overdose applied milk on hit enemies back when TF2 Beta was a thing https://i.imgur.com/MR5e9Pg.png
the problem with that is that you're instantly telling the medic using it that he needs to stop healing people to atack people, putting himself to risk for a something he can already do better(survival) by simply not getting into a frontline. it is the reason why going medic in degroot is a thing. the true reason why the crossbow is so good is because you don't stop sctively healing AND supporting teammates. its the same reason why the BFBsucks: the scouts evades damage by jumping around, not by sheer speed.
I feel like Syringe guns should be split into three variants to even match the Crossbow: Utility: Obviously the Overdose. Needs to be gobshite at combat but come with a passive bonus that helps medic do his job effectively. Combat: Blutsauger already fills that niche, but could probably use a buff to match the Crossbow atleast a little bit in Pubs. Hybrid: Stock needs to be changed in a way that it not only is decent for Combat (which it atm isnt) but it also comes with some sort of Utility Alternatively we could simply nerf the madly overpowered(compared to the rest) beast that is the Crossbow, but it's fun so people wouldnt like to see it go.
I feel like giving all Syringe Guns (or at least Stock and maybe Blutsauger) passive reload would buff them by quite a bit. You'd lose a little less time after a combat scenario and it'd be harder to get caught off guard.
"lower skill ceiling" lol what? Crossbow is ridiculously hard to use to its fullest effect as efficiently as possible. What is this garbage where a weapon is good that means its overpowered/braindead/lowskill/a crutch, its so stupid.
Low skill ceiling doesn't instantly mean "its 2 ez every n00b can uze it lmao", it means that, relative to the syringe guns, its maximum effectiveness can be achieved much quicker. Also, I don't know how from reading that part of my post you instantly got the idea that I was saying the Crossbow is stupid easy and can't be fun to use. Maybe slow down before getting angry? All I was saying was that the Crossbow allows Medics to be more effective more consistently, with less time invested into actually learning the weapon. Also, not, it really isn't "ridiculously hard to use to its fullest effect". The worst you have to do is predict teammate movement. The projectile is fact, has very little drop, and you don't have to aim for headshots like the Huntsman, the weapon closest mechanically. Think before you get angry and make an angry post.
Syringe gun needs a slight buff, not a complete overwork to be overpowered as fuck.
Where can I find the audio files for the developer commentary nodes?
This might seem strange, but the reason people are willing to sacrifice a self-defense tool like a Syringe Gun is because Medic's tools that he's gotten over time are really powerful support-wise, much like Psychopath has said by pointing out how the Crossbow helps the medic heal and build über by doing so. Medic players on highly-skilled teams gain a lot by sacrificing self-defense tools because of the additional skills they gain out of it, such as long-range healing (and über building, which has been nerfed), and gaining über from simple melee swings, while their team compensates for his lack of self-defense. A more subtle example is the Übersaw, where players sacrifice 20% of their melee swing speed for 25% of über per hit. This doesn't help the Medic heal other people (like the Amputator, for example), but it does help the Medic reach their main goal, which is to obtain full übercharge for a push. Of course, this sacrifices some of the Medic's self-defense capabilities, but -20% melee swing speed is so insignificant that the weapon might as well be a straight upgrade. Traditionally, Medic's melees have always sacrificed firing speed, damage or even maximum health to obtain an additional skill, and all of them are inherently riskier than Stock as a result, but the Übersaw superseeds every melee because of how important über is and how insignificant its downside is as a result. Melee weapons like the new Vita-Saw sacrifices 10 maximum HP (from 150 to 140), which might not seem much, but that's less chip damage the Medic can tolerate before he gets into the one-hit kill health range, or similarly, it's a one-hit death if he takes a mini-crit hit dead on from a close-up hitscan weapon or explosives. As a result, despite the slight health change, it dictates the Medic to act safe and get their swings carefully. In addition, the Amputator requires you to be taunting in order to heal an unlimited amount of people which allows the Medic to build über from, which builds upon its 20% less damage per swing penalty. However, in the Solemn Vow's case, its disadvantage (-10% swing speed) literally does nothing to offset the massive advantage that is skipping über tracking (the art of guessing accurately the enemy's über count in order to know when your team has an advantage) entirely and knowing the enemies' health allowing the Medic to take its chances if they really need to, or to call out very damaged players out for them to be picked off. Although, funnily enough, despite this weapon being banned on the community global whitelist, the Übersaw isn't despite being clearly also an upgrade from stock by itself, to the point that virtually any non-Übersaw weapon might as well have the downside "it isn't the übersaw". It's never been nerfed because no player really thinks that getting 25% über off a swing is actually unfair due to what the Medic has to go through to get it, not to mention that they've grown accustomed to it, but the power creep on this weapon is so high that it completely overshadows any new melees released for the Medic thus far. Even though it's pretty hype to see a Medic pro get some über from this weapon because of its inherent high risk, high reward situation that it puts the Medic on, it really does kill any melee variety the Medic might have (which does not help considering that a lot of people seem to think the 6s's meta is "stale"). I'm not saying the Übersaw needs a nerf, but it set the standard so high that even if it got nerfed so it didn't steal all the spotlight, it would still be the most utilized melee by Medics in TF2. If players were to both have the Syringe Gun and Übersaw equipped, there's no doubt many of them would try to go for a lucky saw to finish their oppossing players off due to how powerful über (and killing an enemy player) is in the grand scheme of things - they're in a situation where they're probably going to die anyways, and they're not healing, so why not just go for it and see what happens? It doesn't help that the Syringe Gun is its own type of weapon that player have to learn and master, even though it gets countered by moving unpredictably in most cases. The Crusader's Crossbow is more of the same: sacrifices self-defense for long-range healing and damage-dealing, which are otherwise outside of the Medic's range. If this weapon were to be nerfed, people would still use it because its long-range capabilities are not only useful, but also safe if done correctly, and because Medics in high-level play stay alongside their Pocket, there's simply no need for a self-defense weapon when you have your own personal bodyguard. It's still terrible for self-defense on close range, but if the Medic has the aforementioned Übersaw (and he will), then he'll likely saw you and probably surf the damage he gets after. Since the Crossbow behaves like other projectile weapons such as the Flare Gun or the Huntsman, you can carry over the skills you've gotten from these weapons and apply them to it as well, and of course, the weapon also increases the Medic's skill ceiling by using a long-range projectile weapon by definition. However, although I do think the Crusader's Crossbow has been buffed unnecessarily by allowing it to build über off of its healing (which, in my opinion, should've been given to the Amputator only to give it a distinctive feature) and allowing it to do burst healing for up to 150 health based on range which is quite a lot, the Syringe Guns in comparison still have an use if you're willing to learn to compensate for the projectile speed and arc, rewarding you massive damage that can allow you to even kill a Heavy all by yourself. In pub play, there won't be anyone protecting you and the communication will be minimal, making them an appropiate choice compared to the Crossbow, and if you want to run away, the Overdose is even better. In low- to middle-level competitive play, mixups or community events, you might sometimes see a Medic using the Syringe Gun because their team might not be good enough to defend him, and honestly, I do think Syringe Gun frags are as hype as a Crossbow snipe from far away. Sure, a Medic who is using the Syringe Gun for self-defense isn't healing and building über, but there's a difference between a dead medic, and an alive, surviving one who keeps their übercharge intact. The Crossbow still holds some power creep because of his capabilities, whose negatives can be offset if the Medic has a great team, but the Syringe Guns don't necessarily need a buff to compensate for the Crossbow's strengths (unlike Medic's obvious melee choice). I do think the Crossbow might need a nerf of sorts, but obviously nothing too heavy-handed to keep its high skill ceiling in check. Even if Syringe Guns were buffed to be even more powerful, the Crossbow would still be used because long-range healing/damage-dealing is just that powerful, and that really speaks by itself (have in mind I'm not arguing against Syringe Gun buffs/nerfs, I'm just pointing out that the Crossbow's capabilities really do help on a high-level environment where everyone knows what's happening and communication is common place.) tl;dr: even if the TF2 Team were to nerf the Crossbow and buff the Syringe Gun, the Crossbow would still be preferable on a high-level environment because it's a weapon you can get the most out of when a lot of communication is at play. I do believe that the Crossbow might've been a bit overbuffed because of its über-building capabilities, though, which might deserve a nerf, but buffing the Syringe Gun isn't going to get more people to actually use the weapon. You can find them inside the tf2_sound_misc_dir.vpk file (you need GCFScape to open it), on the sound\commentary directory.
They won't nerf crossbow, because they know It will affect 6's meta.
The uber building was nerfed. Arrow building is no longer more effective than just normal building and is just slower now.
The Crossbow quite literally never needed the Uber buff in the first place.
I wish Valve would show us their usage stats so we know why they buffed or nerfed something
I'm pretty sure they stopped nerfing/buffing stuff based on that cuz its a dumb as fuck metric to rely on
new players used the backburner a lot because it was an unlock and somehow people asumes that an unlock is an instant upgrade. wich is why you see w+m1 degreasers.
Considering that the increased airblast cost only means anything if they actually airblast, that's not far-flung from the truth to call it a practical upgrade as far as they're concerned.
I was looking at old updates and in 2009 they added support for the Novint Falcon https://upload.wikimedia.org/wikipedia/commons/d/d1/Pair_Black_Novint_Falcons_and_Grips.jpg Wonder if they still work in game
Probably buggy as hell. I wonder what happened to that thing. All I remember is that people started putting sex toys on it and after that it just sort of fell off the earth.
that much I agree. i wish new players could be more aware of the importance of airblast to extinguish team mates. getting +20hp is a hint, but its not enough to make it something people would do naturally.
I thought this was a helmet at first, with a gun attached directly to the head, presumably so you can kill yourself in real life when a random crit hits you.
Perhaps if there was some kind of tooltip over burning players you could turn off.
Heavy gameplay with the Falcon https://www.youtube.com/watch?v=gEoKQ55ef9w
Looks like all it does is make your aim worse.
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