Final Major Update Speculation V37 - This is the last MUS thread. Speculate in General Chat.
4,863 replies, posted
[QUOTE=Stroheim;52382893]6s ruins fun weapons.[/QUOTE]
literally every single one of those weapons are still fine to use. nothing was "nerfed into oblivion" in this blogpost.
THANK YOU VALVE. After years of aggravation and passionate arguments, the quality-of-life improvements I've yearned for after so long have FINALLY been realized. I love you.
[QUOTE]B.A.S.E Jumper
- Players often complain that the B.A.S.E. Jumper is frustrating to fight against because the target is simply too hard to hit. This is mostly due to the combination of being able to deploy/retract at will, and the amount of steering control they have - which makes them too unpredictable.
Changes:
-Reduced amount of air control while deployed by 50%
-Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)[/QUOTE]
What? Did anyone really complain about not being able to hit a base jumper player? I never used it nor did I think it was even all that useful but this feels like another dumpster nerf that makes any reason anyone used it worthless now.
[QUOTE=Stroheim;52382786]Another thing:
Judging by the "flare pyro" buff sniper got on the danger shield, I bet that flare gun leak is real.[/QUOTE]
What leak
I don't get why they'd nerf the RR though, it always seemed like a balanced weapon to me for you to sacrifice defending yourself in order to heal your sentry without being shot at
[QUOTE=FiveEyes;52382922]What? Did anyone really complain about not being able to hit a base jumper player? I never used it nor did I think it was even all that useful but this feels like another dumpster nerf that makes any reason anyone used it worthless now.[/QUOTE]
in pubs, noone used the base jumper in it's full effect nor mastered air strafing, but in a competitive environment where the soldiers can strafe circles around anyone and undeploy/redeploy their parachute as many times as they want, it made them very hard to hit in the air
[QUOTE=FiveEyes;52382922]What? Did anyone really complain about not being able to hit a base jumper player? I never used it nor did I think it was even all that useful but this feels like another dumpster nerf that makes any reason anyone used it worthless now.[/QUOTE]
it's banned in 6s because there isn't really a way to deal with it effectively if the soldier is really good at airstrafing. heavies and sentry guns are best at dealing with BASE jumper, and neither of those are in 6s often enough to make a difference. this makes it a bit easier to airshot them as a soldier or demoman.
[editline]20th June 2017[/editline]
[QUOTE=rolfum;52382926]I don't get why they'd nerf the RR though, it always seemed like a balanced weapon to me for you to sacrifice defending yourself in order to heal your sentry without being shot at[/QUOTE]
it's banned in 6s because of its ability to keep an uber from defeating the sentry. hopefully, this change will make it so the wrangler is also no longer banned
The panic attack is almost becoming a Force a Nature without knockback
[QUOTE=Nebrassy;52382908]Notice that it says it was posted by "Valve" not "TF2 Team"
probably nothing but I haven't seen that before[/QUOTE]
For clarity they actually just put another update to the blog post to change that :v:
I really like these changes on paper. Now that the heavy's damage increases back to base when spun up, I feel this previous L&W bullshit to be fair now. But I don't get why they keep nerfing the rescue ranger over and over. It feels a bit weak for a while now, since it doesn't work as well with the wrangler anymore.
it wont be a full overhaul until they fix the neon annihilator
[QUOTE=Nebrassy;52382908]Notice that it says it was posted by "Valve" not "TF2 Team"
probably nothing but I haven't seen that before[/QUOTE]
They have just changed it
[QUOTE=Blackavar;52382933]it's banned in 6s because there isn't really a way to deal with it effectively if the soldier is really good at airstrafing. heavies and sentry guns are best at dealing with BASE jumper, and neither of those are in 6s often enough to make a difference. this makes it a bit easier to airshot them as a soldier or demoman.[/QUOTE]
I'm mixed on that, on one hand I can understand it being annoying in comp, but on the other I feel like the game shouldn't be balanced around competitive.
What the heck is the decision making behind the danger shield?
The old one was bad where it made sniper duels monotonously dangerous for counter-snipers, yeah.
But this new one straight up renders the existence of flares moot, since now you can't shut down a sniper at ALL as a flare pyro. You know, one of the three reliable things that'd keep an entrenched sniper shutdown aside from other snipers and long-range rockets?
EDIT: Speaking of which, why in the hell would I want to engage in a pyro's range as a sniper. I think this is just making it as useless niche item for no reason other than to match its previous version
notes:
the pocket pistol is suddenly meta
hordes of atomizer scouts
no more shame in using the guillotine or sandman really
mantreads roamer meta?
long time ago i recommended that vitasaw should get the uber-on-death after hitting with it instead of being passive, looks like that happened
gru might be unbanned now, but disciplinary action will still be banned
fists of steel wasn't nerfed that badly, it makes it more of an escape tool now instead of a "sit on last to stall enemy team" which is a dumb niche
now, after the short circuit is altered, we might not have any engy bans.
Ambassador nerfed.
Deadringer nerfed.
GABENDAMN SANDMAN NERFED.
All miniguns buffed. Especially for shitters like myself who camp defensive spots and spin down for what?
Is not horrible day to be giant man.
Also time to dust off my KGBs.
[QUOTE=BarJarHinks;52382720]Balance blog post is out!
[url]http://www.teamfortress.com/post.php?id=30147[/url][/QUOTE]
Holy shit these are actually good.
[QUOTE=FiveEyes;52382950]I'm mixed on that, on one hand I can understand it being annoying in comp, but on the other I feel like the game shouldn't be balanced around competitive.[/QUOTE]
TF2 is one of the only first-person shooters where the real competitive scene is entirely unsupported by the developers. Now that's changing. Valve doesn't want any weapons to have to be banned, so they balance for competitive. I see nothing wrong with that. No point in there being weapons that can't be used in competitive mode.
[QUOTE=Blackavar;52382973]TF2 is one of the only first-person shooters where the real competitive scene is entirely unsupported by the developers. Now that's changing. Valve doesn't want any weapons to have to be banned, so they balance for competitive. I see nothing wrong with that. No point in there being weapons that can't be used in competitive mode.[/QUOTE]
Ah, I was unaware they didn't want weapons banned, as weapon banning had been a thing for ages (community wise).
My mistake, that makes sense now.
[QUOTE=Blackavar;52382887]It doesn't say that they removed the on-hit speed or the faster swing speed.[/QUOTE]
yes, but it will be a lot harder to actually combat enemies if you're constantly bleeding out, even if it is only 5hp a second
While I disagree with some of the changes, after it's implemented, this pretty much means there won't be any incredibly op weapons in the game, but I think it adds even more useless weapons, we'll need to see how it plays out of course.
I'm interested to see how the panic attack will be on engie, I think this "pattern grows with successive shots" aspect fits the widowmaker, in reverse of course, maybe make it more accurate on every successive shot that lands?
[IMG]https://files.catbox.moe/lnhjrx.png[/IMG]
I feel like a lot are forgetting about this.
[B]There are more changes to come, this is not the finished changelog.[/B]
Holy shit, looks like TF2 will become more enjoyable to play now. Who says this game is dead huh?
[QUOTE=Blackavar;52382933]
it's banned in 6s because of its ability to keep an uber from defeating the sentry. hopefully, this change will make it so the wrangler is also no longer banned[/QUOTE]
Issue is Rescue Ranger already has the -66% healing nerf while shielded from the wrangler, to counter the "uber-resistant sentry", which in return makes it already very weak against ubers - ubers get up close to the sentry and deal more damage than you can heal, so this nerf effectively nerfs the normal healing you'd do when you get hit with a stray rocket.
The weapon was okay (made you able to sit a little bit away from the sentry and heal it remotely improving anti-stray-projectile defense, but not making it uber resitant, concentrated damage was never "outhealable"), it's just getting weaker for no apparent reason.
This might also increase the frequency of dispenser hogging because you'll need metal now and you cannot play the backlines - you'd need to either chew up ammo packs or sit in the dispenser, unnecessarily exposing yourself.
You guys are saying Heavy was overall nerfed by these changes, but a TON of the weapons changed here were reasons why Heavy isn't much fun to play in the first place! (crit-a-cola, sandman, DR, amby, atomizer [?])
Now we need the bad miniguns to be buffed/reworked, some change to the family business, dalokohs, and steak sanvich, a few core class changes, and heavy will be perfectly viable in competitive, practically a generalist.
This GRU change might've just made a full-time Heavy viable by being unbanned. I'd hardly call that a nerf.
I like the Minigun and Mantreads changes but I don't know how to feel about the rest
These are a lot of gameplay changes, it's kinda disturbing
The old health loss on GRU is great, building uber at max 24/7
I hope they don't touch the dalokahs, it's honestly better than the sandvich in my opinion
[QUOTE=Serge Ivanov;52383013]These are a lot of gameplay changes, it's kinda disturbing[/QUOTE]
Feels good doesn't it? I think all of these changes were well thought out and good. The minigun nerfs from Love & War still needs to be reverted but overall gj valve.
[QUOTE=Serge Ivanov;52383013]These are a lot of gameplay changes, it's kinda disturbing[/QUOTE]
They combat a lot of playstyles that are frustrating to go up against, though. Plus the new advantages on a lot of these weapons sound like a lot of fun.
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