TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
Can't really be helped if he has teammates that are using it to their fullest. That's about the only time I really use either the direct hit or Loch n' Load. But even if I don't use it all that much, I honestly do feel the trade offs are fair.
At most, I'd probably say crits on airborn targets could probably get removed. The additional damage and rocket speed is enough.
i guess we could have kept the old shorstop, or beggar, or tomislav then because hey stay with your team and just catch the enemy off guard(??)
and "dick weapon" isn't even a thing lmao, you're just trying to insult me not-so subtly.
Competitive leagues constantly monitor what's fun or not fun, and suddenly that wouldn't exist anymore to suit your argument?
Direct Hit has a tradeoff. Bad players aren't consistently landing DH shots in anywhere but places soldiers are already supreme (chokes).
You know full well when I refer to 'dick weapon' I refer to weapons the community as a whole treats as favorable or annoying, eg gunslinger or phlog, and calling DH one of those is completely out of place.
No leagues ban DH. so I guess they fit my argument without having to cease existence?
Annoying weapons should be altered.
John Peter "TotalBiscuit" Bain passed away.
A guy whose TF2 video 8 years ago pretty much got me into the game again.
Rest in Peace man.
I would think it isn't used in comp because it's mostly group fights, and nobody is foolish enough to adopt a "all-or-nothing" fighting style since the match counts.
Depends, I feel to some extent people think weapons are annoying because it changes a class up and not that the weapon is broken or over powered at all. I also feel that for a lot of people, it's a case of having a new situation that they have to change things up in order to adjust to it that they feel they shouldn't have to do. In other words, they feel uncomfortable about something new to the game. But unforntantly if you want to keep the game feeling fresh and new, your going to have to break down and allow new things to be introduced to the game. Other wise it'll grow stale and old. It doesn't help that the games been alive for over 10 years on top of things too.
The first half is correct. Blast is too crucial for crowd control to trade off for more efficient target focus. The risk involved with using DH isn't as impactful as that. Even people who land every shot with it will be losing too much collateral damage to justify it often (map/point matters in this context)
There's been frequent maintenance lately, one today, one yesterday, one on the 18th.
Summer Sale.
if you change anything about the direct hit, reduce its ramp up so it doesn't one-shot light classes at point blank
that aside, the weapon is seriously fine. the significant trade-offs between DH and stock are enough that DH isn't run in 6s despite the plentiful number of players who are good enough to use it to its fullest potential, and in pubs it can be countered by...not fighting the DH Soldier like you would fight a stock Soldier.
they're worse at holding high ground, worse at taking it, and are particularly vulnerable to flankers. Scouts run the risk of being one-shot if it isn't an ambush, but DHing a Scout is much harder than using splash to control his movement, imo.
I feel if the Direct Hit stays the way it is, Heavy should at least get an item or two that lets him deal with his counters. Like a projectile-nullifying minigun with some massive downside, or a shield that lets him significantly reduce damage from the front. Or a Huo-Long Heater that actually deals with Spy.
I proposed a very long time ago ( we're talking in years ) that of a minigun that was built around the idea of pushing choke points. Wheres when spun up, the heavy took less damage from attacks from the front, but on the off set, took normal/slight more from the front and significantly more from the back. Making flankers more dangerous to him.
So he'd be even more fucked by the, at least, 2-3 demo's and soldiers on the enemy team that just aim their blasts behind him.
Need help finding a video, was by Raxxo I think. Was an Engie at a pc mashing f5, then something happened, that it cut back to the Engie mashing f5 even harder with other classes around him. Think it had a
remix of Rocket Jump Waltz too.
I'm of the opinion they should minimize attack-mitigating weapons as much as possible (short circuit, airblast, etc). They are not fun to fight and are only balanced if they are rare and costly. a minigun which can do so would be a real example of a dick weapon. Good heavies can stomp even a DH soldier most of the time if he plays correctly. As for shields, there's probably a tangible concept for one but because there's basically none in the game right now it would have to be handled EXTREMELY delicately (and not be large)
if a heavy is dying to a soldier, even a DH soldier, it means one of the following:
the heavy is out of position
the heavy is not revved, which is a failure of gamesense
the heavy is not tracking the soldier properly, which is a failure of mechanical skill
in ramp-up range where the DH is a guaranteed 3-shot, the Heavy can mow down the Soldier's health long before he finishes firing those rockets
outside of that range, especially once falloff starts and the DH starts taking 4 or 5 shots to kill, minigun dps should still be roughly on par with the damage the soldier is putting out. if he's far enough away, that also gives heavy a chance to retreat and get better positioning.
being spammed around corners by stock rockets? being spammed from high ground? ambushed when your guard's down? none of these scenarios are scenarios where the heavy is powerless to respond to what's happening or to have prevented the situation in the first place. heavy's only real weakness is mobility, his damage output meets and exceeds those of the other classes, easily. it's time to stop with the Never My Fault attitude around being countered and either switch classes or stop picking fights with bad positioning.
That's debatable.
https://files.facepunch.com/forum/upload/201333/d823cc5f-2b74-4432-9de7-ac1c89e3c843/image.png
The distance between the bullet holes and the Soldier is the distance Soldier can be and do 100 damage with DH. Heavy does not mow Soldier down instantly at that distance.
100 damage DH is when the weapon starts undergoing falloff. I was referring to the base damage and ramp-up range in the post you're responding to, where base starts at 110 and increases to 140 at point blank.
Okay, then stop playing Soldier or Scout 90% of the time.
Generalists are the definition of working around enemy strengths/weaknesses tho. They are efficient in majority of scenarios and therefore they provide a safety net for anything (spoiler: playing heavy against direct hit is not providing yourself this same safety net)
https://i.imgur.com/0875wyU.png
S/O to my dad's girlfriend about 10 years ago when she bought me the Orange Box a good 2 or 3 years before I could even get a chance to play it.
its to match the medic's labcoat. I wouldnt mind an additional paint mentioned by you though
while we are already talking about weapons, what other weapon cries "shitty weapon idea that really deserves the darwin's danger shield treatment" other than the phlog? Not saying it's OP, but I'm saying its an annoying weapon for everyone involved and I don't think anyone but bad pyros will argue about keeping it
make it minicrit and give some other kind of counter-buff instead if it's needed
nobody likes getting insta-melted by a crit phlog that their teammates fed into
I never really had too big of a deal with it myself still. Well except for the final area of Dustbowl when the Phlog pyro is playing with an ubered medic for crit runs around that narrow section of the map, which I feel is mroe of an issue with map design more then anything. But I guess in a sense it's on that I'd be sort of a hypocrit if I had no issues with it when I dislike weapons like the frontier justice and the Diamondback. The later I feel needing a total rework into a completely new weapon more or less.
The medic's labocat is a bit darker red iirc. Either way, it still couldn't hurt to make it a bit more red.
Also, this is coming from somebody that has almost every single cosmetic in his backpack painted Waterlogged Lab Coat. I love the blue, but the red just doesn't read as red, it reads as bland gray. (also it makes making a Medic loadout hard because every cosmetic blends into his coat)
Honestly the worst thing about the phlog is when you turn a corner and there's a crit phlog pyro there and he melts you before you can do anything but that's a pretty rare scenario.
Other than that the phlog is pretty easy to deal with since they can't reflect. I wouldn't mind seeing some kind of rework to the weapon though.
i hope they do a few reworks with the next update. Something to mention is how appreciative i am of the gas passer. It may not be super great right now, but its so satisfying to know the pyro finally has a great area denial weapon now that could eventually be touched up to be super effective. Just the fact that the new pyro weapons were not stat reworks, and instead completely unique weapons makes me very happy and hopeful for the future.
I personally really love the off white of waterlogged labcoat.
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