• Final Major Update Speculation V37 - This is the last MUS thread. Speculate in General Chat.
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[QUOTE=gigazelle;52383103]I actually kinda welcome this change. I don't think as many people will be equipping it, and those who do, will do so because the other team has a REALLY good pyro harassing them. Downside to this is that it has no advantage to 8 other classes in the game, and that it's not a SMG or jarate. It's a niche secondary, and it is good at performing well in that niche.[/QUOTE] I have a feeling that Pyro will be good enough after this update that he's viable full-time in 6s, and that Sniper needs to be a counter for Pyro given his newfound power, hence this change. we'll just have to wait and see
For the Ambassador, I feel like they should have simply capped the range at which Spies could acquire headshots.
[QUOTE=Psychopath12;52383154]The problem is with the ease of using the Scorch Shot. With any other flare gun, the Pyro has to hit the Sniper directly (or very close to his body in the case of the Detonator).[/QUOTE] Which is why I hope they nerf it into the ground. You can juggle ubered players with it if you've got the half-ass'd positioning to do it. (Same reason I hate the Loose Cannon... The idea of a projectile turning into a "prop" you can get stuck in is very annoying.) [QUOTE] Pyro has trouble dealing with good Snipers, there's simply no viable option the Pyro has other than to hope the Sniper is distracted, hope the Sniper is on fire and misses, or go an entirely alternate route.[/QUOTE] "Going around" is a lot easier than you think. Especially in a 12v12.
[QUOTE=grif;52383182] "Going around" is a lot easier than you think. Especially in a 12v12.[/QUOTE] Don't balance around Casual, it's been said multiple times. If the game is balanced for an organized setting, it can only be a bit less balanced, within a small margin for clusterfucks. However - something being balanced for clusterfucks won't necessarily be balanced for an organized setting. @down Sorry for repurposing the -snip-ped post like that.
[QUOTE=grif;52383182]"Going around" is a lot easier than you think. Especially in a 12v12.[/QUOTE] Going around is a viable option on maps that always have flank routes, although that extra time spent in transit can be more than enough time for the Sniper to mop up other players that the Pyro was trying to protect via killing said Sniper. Not all maps give you that luxury and many widely-considered good maps still have a few choke points where people will need to pass through the Sniper's sightline unless he gets flushed out.
Some of you are misreading the Ambassador change. "First-shots are no longer perfectly accurate. Bullet-spread is instead reduced by 50%. This makes head shots less reliable at long range, while still very viable at close and medium-range." This means that instead of being a perfect, center-line shot, the Ambassador now only has a 50% REDUCED spread for the first shot (still MUCH more accurate than the stock revolver's shots). This probably won't change close-range usage AT ALL, but it will make sniping from across the map significantly more difficult.
[QUOTE=GladoSC;52383156]It's applied to Scout, not the others.[/QUOTE] [QUOTE=Tinker;52383157]Every time you deal damage it puts a Mark of Death [I]on the Scout[/I], not their enemy.[/QUOTE] Ah, that rules. Thanks, both of you.
They completely gutted the Dead Ringer. The nerf makes sense, but why wouldn't they buff the damage resistance for the first second? It's so unreliable right now it completely ruins the point of trying to feign death, because you die trying to use it at low health. 75% resistance is not enough. At 25 HP you still die to the 100 damage classes, meaning you will get two shot by them regardless of whether or not you activate the Dead Ringer on the second hit. I don't think people would complain if it had higher damage resistance for the first second or so.
[QUOTE=-Banshee-;52383209]They completely gutted the Dead Ringer. The nerf makes sense, but why wouldn't they buff the damage resistance for the first second? It's so unreliable right now it completely ruins the point of trying to feign death, because you die trying to use it at low health. 75% resistance is not enough. At 25 HP you still die to the 100 damage classes, meaning you will get two shot by them regardless of whether or not you activate the Dead Ringer on the second hit. I don't think people would complain if it had higher damage resistance for the first second or so.[/QUOTE] Now that it doesn't renew when you eat ammo packs/building gibs on your way out, it should be fine, actually. Don't make it grant you godmode again, however.
GRU is back to the original concept of losing health per second when active then?
you guys have the GRU and eviction notice changed all wrong, it doesn't drain heavy's hp, it actually lowers his max hp over time, making it so medics do not gain uber from him [IMG]http://i.imgur.com/ftSAt41.png[/IMG]
[QUOTE=quake84;52383183]Don't balance around Casual, it's been said multiple times. If the game is balanced for a an organized setting, it can only be a bit less balanced, within a small margin for clusterfucks. However - something being balanced for clusterfucks won't necessarily be balanced for an organized setting.[/QUOTE] The idea of getting from one end of the map to the other is fairly similar whether its 9v9 or 12v12. The moment you've been spotted you are compromised. It's fair to say you're in a much worse position against a team of communicating players (Which you would see more often in comp) But why does PYRO need a long range counter to deal with that? Why is it that engineer mains don't complain? Engineers can often push to other sides of the map (Like koth_product) without suffering a "sealed fate."
[QUOTE=rolfum;52383224]you guys have the GRU and eviction notice changed all wrong, it doesn't drain heavy's hp, it actually lowers his max hp over time, making it so medics do not gain uber from him [IMG]http://i.imgur.com/ftSAt41.png[/IMG][/QUOTE] What is even the point of running away/using this then if your NOT in a 6s match then. "Oh darn! You could have survived those two rockets if you didn't have the GRU, but instead you did and got [I]GOT[/I] at mid trying to make it back to second with only 190 health at full. Sorry bud!"
[QUOTE=rolfum;52383224]you guys have the GRU and eviction notice changed all wrong, it doesn't drain heavy's hp, it actually lowers his max hp over time, making it so medics do not gain uber from him [IMG]http://i.imgur.com/ftSAt41.png[/IMG][/QUOTE] Which makes it even less-likely to stay banned in 6s, since it will be difficult for the Heavy to have all 450 of his health by the time he gets to mid. Full-time 6s Heavy, here we come! He'll probably replace pocket soldier in that case. [editline]20th June 2017[/editline] [QUOTE=Stroheim;52383236]What is even the point of running away then "Oh well you could have survived those two rockets if you didn't have the GRU, but you got GOT at mid trying to make it back to second and only had 190 health at full. Sorry bud!"[/QUOTE] it's not for escaping, it's for getting to mid
If you want to escape, use the Fists of Steel.
[QUOTE] On the Ambassador change - Keep in mind that revolvers in general already have a pretty tight cone. We found that having a 50% reduced spread on your first shot still results in nearly perfect accuracy at short-to-medium ranges (But, as mentioned, these changes are not set in stone)[/QUOTE] Jill on the ambassador nerf on [URL="http://www.teamfortress.tv/41999/tf2-blog-balance-changes/?page=2"]tftv[/URL]
Huh. This new blog post is really a step in the right direction. I look forward to these changes, especially the Panic Attack as its nice to see that weapon get some love. By upping its firing speed it hopefully should preform more its effect in Mannpower mode when haste was applied. Because, man, Haste and Panic Attack was such a great combo. Also, Manntreads getting a buff to become more like the BASE Jumper? That should be...interesting.
disciplinary action hasn't been changed no? So logically whip heavy to mid is still very viable and problematic? lowering GRU can lower his rollouts solo but with a soldier it's still the same scenario
[QUOTE=ElderLolz;52383282]Not all the changes were listed. Maybe they changed the DA.[/QUOTE] That's what I assume, but with the information withheld I can only conclude there's still a possibility it goes untouched. Hopefully i'm incorrect.
The only change that I'm not too keen on is the Atomizer rework. It was an excellent mobility tool when paired with the Winger, but since the triple jump mechanic will only work with the Atomizer deployed the combo won't work anymore. However, I am fond of the mid-air crit mechanic amd the slight damage buff. It'll make it the Atomizer a lot more useful in Medieval Mode.
The style of writing is very much different from the usual blogs. I assume it was Jill who did it all.
[QUOTE=Hell-met;52383304]The style of writing is very much different from the usual blogs. I assume it was Jill who did it all.[/QUOTE] Yeah, it was very informal and not the usual style of writing. Could be a natural consequence of many of their writers leaving.
The only one that concerns me is the BASE Jumper. Will it be viable if we can't control ourselves? Will it be fun? I only ever found the item viable in a few situations, mostly just for goofing around. If anything this will hinder what was once a fun weapon to use. I don't think it makes it more viable, just ruins the joy of using it.
[QUOTE=rolfum;52383224]you guys have the GRU and eviction notice changed all wrong, it doesn't drain heavy's hp, it actually lowers his max hp over time, making it so medics do not gain uber from him [IMG]http://i.imgur.com/ftSAt41.png[/IMG][/QUOTE] [I] Congratulations! You made it to mid/the fight faster (or 1-2 seconds faster with the eviction notice), and now you have the health of a kunai spy to work with as you get obliterated by a stray huntsman arrow! Good luck trying escape or reposition at anything other than full health![/I] Like Strohiem said, what's the point of equipping these weapons in regular play. An easier time dying?
[QUOTE=GuntMyFries;52383326]The only one that concerns me is the BASE Jumper. Will it be viable if we can't control ourselves? Will it be fun? I only ever found the item viable in a few situations, mostly just for goofing around. If anything this will hinder what was once a fun weapon to use. I don't think it makes it more viable, just ruins the joy of using it.[/QUOTE] it's most likely really bad now, but interestingly not a very large portion of players have experienced its problems since no real good players used it. So almost everyone won't understand the change now.
I wonder what the GRU/Eviction Notice notes mean by max hp "regenerated while holstered"? It could be instantly regenerated, or regenerated over time, but the notes don't seem to specify either. There could be big gameplay differences depending on which it is.
[QUOTE=C. Blades;52383328][I] Congratulations! You made it to mid/the fight faster (or 1-2 seconds faster with the eviction notice), and now you have the health of a kunai spy to work with as you get obliterated by a stray huntsman arrow! Good luck trying escape or reposition at anything other than full health![/I] Like Strohiem said, what's the point of equipping these weapons in regular play. An easier time dying?[/QUOTE] because rollouts are still important. All you have to do is duck your head for a short amount of time and play defensively until your health returns. You can also now use it in shorter bursts with less downsides (example, you can pull it out to escape a choke or a push without the punishment of mini-crits)
[QUOTE=robotnik185;52383346]I wonder what the GRU/Eviction Notice notes mean by max hp "regenerated while holstered"? It could be instantly regenerated, or regenerated over time, but the notes don't seem to specify either. There could be big gameplay differences depending on which it is.[/QUOTE] I think it'll regen at the same rate it depletes.
[QUOTE=robotnik185;52383346]I wonder what the GRU/Eviction Notice notes mean by max hp "regenerated while holstered"? It could be instantly regenerated, or regenerated over time, but the notes don't seem to specify either. There could be big gameplay differences depending on which it is.[/QUOTE] it's definitely going to be over time, instantaneous would negate the entire center of the balance, which is mitigating fast heavy rollouts with full health
[QUOTE=Punchy;52383358]it's definitely going to be over time, instantaneous would negate the entire center of the balance, which is mitigating fast heavy rollouts with full health[/QUOTE] I suppose the old tactic of spamming jump+swap to reduce hp lost will make a comeback then
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