[QUOTE=john_frohman;31260074]Not without losing half of his health, the detonator does increased self-damage.[/QUOTE]Not half health. I played with it just yesterday. It took at most 30.
The Righteous Bison doesn't feel right on the soldier. It should be a scout weapon.
[QUOTE=LaughingStock;31260618]The Righteous Bison doesn't feel right on the soldier. It should be a scout weapon.[/QUOTE]
The scout is all about being fast. The bison is not fast by any means.
The Cow Mangler doesn't have nearly enough downsides to it as the other weapons do.
[QUOTE=angelangel;31261932]The Cow Mangler doesn't have nearly enough downsides to it as the other weapons do.[/QUOTE]That's what I thought too but it's extremely slow and you'd be kind of stupid to walk into the explosion radius. A fully charged shot usually won't kill anyone. You could probably easily land 3-4 shots with the normal rocket launcher and finish them off with a shotgun if needed.
I just don't think it fits. Can't exactly point it out. Looks great though, and sounds fun to play with. Maybe when not everybody that has it is using it it'll blend in a bit better.
[QUOTE=AeroSinthetic;31262892]I just don't think it fits. Can't exactly point it out. Looks great though, and sounds fun to play with. Maybe when not everybody that has it is using it it'll blend in a bit better.[/QUOTE]I think it's because of the huge fucking particle effects.
You will find yourself with more deaths than kills using the Mangler and the Bison.
[QUOTE=LaughingStock;31262087]That's what I thought too but it's extremely slow and you'd be kind of stupid to walk into the explosion radius. A fully charged shot usually won't kill anyone. You could probably easily land 3-4 shots with the normal rocket launcher and finish them off with a shotgun if needed.[/QUOTE]
The laser from the cow mangler has the same properties of a Rocket Launcher rocket (speed, dmg, etc.)
So at heart, it's a 5 rocket Rocket Launcher.
Couple that with the hability to disable sentries and unlimmited ammo and yes, it's overpowered.
[QUOTE=Psyke89;31266800]The laser from the cow mangler has the same properties of a Rocket Launcher rocket (speed, dmg, etc.)
So at heart, it's a 5 rocket Rocket Launcher.
Couple that with the hability to disable sentries and unlimmited ammo and yes, it's overpowered.[/QUOTE]If you actually use the thing, no, its not. Its actually harder to use. People also need to stop including the benefits of the charge shot without mentioning the drawbacks. The standard shots need to be regarded separately from the charge shots. They function quite differently.
[QUOTE=Doctor Zedacon;31267285]If you actually use the thing, no, its not. Its actually harder to use. People also need to stop including the benefits of the charge shot without mentioning the drawbacks. The standard shots need to be regarded separately from the charge shots. They function quite differently.[/QUOTE]
I've only mentioned one thing about the charged, that it can disable sentries.
And it's not that hard to do it, since the blast radius of charged shots is increased, so you can do it around the corner and it doesn't take all that much to charge shots.
But again, even without the charge shot, it's a 5 rocket Rocket Launcher with unlimited ammo.
It's overpowered.
[QUOTE=Psyke89;31267877]I've only mentioned one thing about the charged, that it can disable sentries.
And it's not that hard to do it, since the blast radius of charged shots is increased, so you can do it around the corner and it doesn't take all that much to charge shots.
But again, even without the charge shot, it's a 5 rocket Rocket Launcher with unlimited ammo.
It's overpowered.[/QUOTE]It has a slower reload time and fire rate, cannot critical under any circumstances, and does reduced damage.
The only issue I could possibly have with this is that [i]everybody[/i] is using it right now, but that's okay because that happens every time a new weapon is released.
Unless they balance these weapons, the only situation they can be truly fun in is if everyone on the server uses them at the same time. Or if I'm using it.
[QUOTE=153x;31268423]The only issue I could possibly have with this is that [i]everybody[/i] is using it right now, but that's okay because that happens every time a new weapon is released.[/QUOTE]But its a bit different this time because the crafting cost for the weapon is very cheap when normally its quite expensive.
[QUOTE=Political Gamer;31268533]But its a bit different this time because the crafting cost for the weapon is very cheap when normally its quite expensive.[/QUOTE]Not for a lot of items. Back when they reduced the prices for everything it became, and its even easier now that they simplified the entire crafting system.
[editline]22nd July 2011[/editline]
[QUOTE=Raptortheawesome;31268450]Unless they balance these weapons, the only situation they can be truly fun in is if everyone on the server uses them at the same time. Or if I'm using it.[/QUOTE]There is no damn balance issue. At all. Its just people bitching.
I don't if I should be mad or happy about the new weapons.
[QUOTE=eninco;31268718]I don't if I should be mad or happy about the new weapons.[/QUOTE]Happy.
[QUOTE=Doctor Zedacon;31268275]It has a slower reload time and fire rate, cannot critical under any circumstances, and does reduced damage.[/QUOTE]
It does the same damage, has the same reload time and fire as a normal RL and can crit with Jarate (mini) or Kritzkrieg.
[QUOTE=Psyke89;31269565]It does the same damage, has the same reload time and fire as a normal RL and can crit with Jarate (mini) or Kritzkrieg.[/QUOTE]No, all of those have been proven wrong. Especially the no critical problem because it really pisses off medics who waste it on soldiers using the Cow Mangler.
[QUOTE=Psyke89;31269565]It does the same damage, has the same reload time and fire as a normal RL and can crit with Jarate (mini) or Kritzkrieg.[/QUOTE]Snipers and soldiers aren't good buddies. The projectiles are extremely visible and you can spot them from a mile away. They're also completely vulnerable when they're charging their shots. Basically, he can disable a sentry for four seconds, but that would take him three seconds.
What is Robin Walker's deal with the Solider?
Fucking ridiculous that all the other classes get jack shit, specially the Engineer.
[QUOTE=Doc Diddles;31270105]What is Robin Walker's deal with the Solider?
Fucking ridiculous that all the other classes get jack shit, specially the Engineer.[/QUOTE]
[url]http://wiki.teamfortress.com/wiki/Soldier#Weapons[/url]
[url]http://wiki.teamfortress.com/wiki/Scout#Weapons[/url]
[url]http://wiki.teamfortress.com/wiki/Pyro#Weapons[/url]
[url]http://wiki.teamfortress.com/wiki/Demoman#Weapons[/url]
[url]http://wiki.teamfortress.com/wiki/Sniper#Weapons[/url]
[url]http://wiki.teamfortress.com/wiki/Spy#Weapons[/url]
[url]http://wiki.teamfortress.com/wiki/Medic#Weapons[/url]
[url]http://wiki.teamfortress.com/wiki/Heavy#Weapons[/url]
I think I can agree with you on the engineer, but even then, he has a good assortment of melee weapons. He's not the kind of character that you go out and fight with so all he needs is a shotgun and a pistol.
All of the rest already have a good selection.
[QUOTE=Doctor Zedacon;31269713]No, all of those have been proven wrong. Especially the no critical problem because it really pisses off medics who waste it on soldiers using the Cow Mangler.[/QUOTE]
Where have they've been proven wrong?
The reload times are the same 0.9s.
The rate of fire is the same 0.8s.
The damage is the same around 115-105 hp for a direct hit, with the same radius/dmg on splash hits as normal rockets.
It mini crits with jarate, I've gotten kills that way.
The only thing I haven't witness is the Kritz, I though it was only random crits but it's still a 5 rocket RL with unlimited ammo and a charge shot, yeah it's still overpowered.
[QUOTE=LaughingStock;31269908]Snipers and soldiers aren't good buddies. The projectiles are extremely visible and you can spot them from a mile away. They're also completely vulnerable when they're charging their shots. Basically, he can disable a sentry for four seconds, but that would take him three seconds.[/QUOTE]
Rockets are extremely visible as well.
The vulnerable part is moot, since TF2 maps usually have lot of predictable chokepoints, it gives the soldier a great advantange.
A Soldier downtime for 3 seconds isn't the same as a sentry downtime for 4 seconds, since the Soldier can, you know, move and time it's downtime.
It's unlikely they he'll be able to hold everyone back considering the reload and charging times. A sniper could easily scope him out, especially since he only has 1/3 of his movement speed during the charge up.
I don't see the problem. I've played a few rounds and it seems perfectly balanced.
[QUOTE=Psyke89;31270965]Where have they've been proven wrong?
The reload times are the same 0.9s.
The rate of fire is the same 0.8s.
The damage is the same around 115-105 hp for a direct hit, with the same radius/dmg on splash hits as normal rockets.
It mini crits with jarate, I've gotten kills that way.[/QUOTE]
Uh... Mini-crit is not the same as a crit. Way less damage.
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