-Used to lead area 51 -PLayed backup med for eg when eg was the closest team to toppling CoL -Got b4nny and Dummy into comp tf2 -Slaughtered PYYOOOOUr's team when they were in open -Quit invite because he got sick of their attittude
-- XD blitz did you warn me? -Angerfist No, but I'm suspending you right now. -BlitzBoy
Red Shifter posted... Updated the Stickybomb Jumper - Now uses a unique texture and projectile - No longer causes the wielder to take increased damage from other sources
I have to say I find it kinda weird that the Sticky Jumper basically doesn't matter at all except for goofing around, and yet it's received more balance changes than most weapons.
Do you still have to be careful not to kill yourself by having a non-stickyjumper weapon in hand when you blow the bombs up? When the nerf hit I was shocked and annoyed to find myself dying to my no damage to anything weapon.
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MMBN style fighting game made by me in the link below! http://sandbox.yoyogames.com/games/184947-b8bn
There really needs to be more balance patches, especially considering they doubled the weapons in the game in the past year or so.
I feel like posting how I'd balance some of the OP/UP crap and make some things a little less annoying:
Pyro: Detonator: Boost the jump distance, remove the minicrits altogether. Powerjack: Restore the +25% damage that it used to have Homewrecker: Less damage/knockback from sentries, takes two hits to remove sappers Sharpened Volcano Fragment: While held, afterburn damage is converted to health Flamethrower: Could probably use a slight boost, but I'm not sure what
Engineer: Gunslinger: Reduce cost of teleporters to 100 while using the Gunslinger Wrangler: Shield goes down when you switch away from the Wrangler, reduce shield strength to 50% Widowmaker: 50 metal used instead of 60. Maybe less. Slight general nerf: Redeployed buildings do not regenerate health as they're being redeployed. It's just silly to kill an engineer and have to run away from a sentry that should be defenseless.
Heavy: Pretty much this: http://forums.steampowered.com/forums/showthread.php?t=2042388 Though instead of his proposed sandvich nerf, I'd rather it just restore the bar when you pick up your own sandvich. Also, get rid of the recharge bar for eating (not throwing) steak and sandvich, because why not. Oh, and lower the spin down time. Eviction Notice: Crits when it should minicrit, for fun times with the steak Family Business: Slightly faster firing rate. Dalokohs Bar: Restores 120 health when eaten, boost you up to 450 HP (does not stack with overheal).
Sniper: Sydney Sleeper: Remove it. **** you Valve. I actually have a strange version of this that I use for trolling, but I still want it gone. Machina: Remove damage bonus (or maybe shift it to headshots only as a slight boost for headshots that aren't fully charged), can penetrate at any charge. Bazaar Bargain: A miss gives -10% rather than clearing the bonus entirely.
Spy: Dead Ringer: Damage resistance decreases linearly during the 6 seconds of "super cloak" that you get. Cloak and Dagger: 8 seconds of cloak while running rather than the 6.2 it currently has. Enforcer: Cloak drains faster instead of taking longer to cloak. Alternatively, drains your cloak with each shot, like a reverse L'Etranger. Big Earner: Remove the health penalty. From there, there's two options: a) +50% cloak from stabs but less from regen and ammo packs b) Same cloak bonus as now, but slightly more time between consecutive swings Conniver's Kunai: Slightly slower overheal decay, bugs fixed Diamondback Maybe award the Spy with a crit for backstabbing medics too. I dunno. L'Etranger: Maybe give slightly more cloak on hit (like 20% instead of 15%). Maybe.
Medic: Quick Fix: Faster charge rate, like in beta and/or give it ability to overheal during an uber. Also maybe remove the uber penalty for switching targets. There are tons of ways to fix this thing. Crusader's Crossbow Flaregun-style reload, so it reloads when you switch to another weapon.
Scout: Holy Mackerel: Now uses the sandman taunt. Just because. Mad Milk: I have no idea. Still needs to be toned down a bit, but it's hard to balance without making useless. This was kinda a bad weapon idea. Sandman: Stunned target no longer suffer a speed penalty Atomizer: 5 damage on double jump, 5 damage on triple jump. Maybe. It needs a real downside.
Demoknight: Ali Baba's Wee Booties: The turn speed increase now actually makes a ****ing difference. Persian Persuader's decrease in charge cooldown moved to this. Persian Persuader: Same, but minus the decrease in charge cooldown. Scotsman's Skullcutter: Less of a speed penalty. Claidheamh Mòr: Instantly refills charge bar on successful decapitation Chargin' Targe: Bump it back up to 50% explosive resistance maybe.
Soldier: Rocket Jumper: Same kinda buff the Sticky Jumper got Righteous Bison: Slightly more damage, maybe? Concheror: Make it require less damage taken/received to charge up, since it's definitely the worst effect Reserve Shooter: One more shell, uses Direct Hit "rules" for minicrits (so it won't minicrit on people jumping) Mantreads: Restores health on successful stomp? Market Gardener: Make the weapon actually crit-boosted during a rocket jump (so if you swing while in the air and land before finishing, the swing still counts as a crit). Alternatively, give it 0.5 seconds or less crit time after landing (needs to be short enough so you can't just run up to someone and smack them after rocket jumping) Equalizer: Maybe decrease the speed slightly. Maybe get rid of random crits since people complain about it being able to one-shot heavies and overhealed soldiers with a single crit.
VintageGin | Posted 9/16/2011 6:28:58 PM | message detail | quote Sharpened Volcano Fragment: While held, afterburn damage is converted to health
Probably my favorite suggestion. This is a really clever idea, it fills a niche that no other Pyro weapon would, and it would make just flaming people and letting them burn actually matter.
I agree with all the Engineer suggestions you made, except perhaps the Gunslinger-teleporter buff, I don't think it's necessary. The Wrangler should be nerfed, the Widowmaker needs to be buffed like crazy, and buildings shouldn't be completely unbreakable while being redeployed like they are.
Paratroopa1 posted... I agree with all the Engineer suggestions you made, except perhaps the Gunslinger-teleporter buff, I don't think it's necessary.
Well, I feel the way the Gunslinger is now, it kind of discourages teleporter use in a way. I feel things would be simpler/better if it was a flat 100 metal for each building, as it means you can at least throw down one minisentry after placing an exit. Plus, you're less likely to be around to guard the exit and/or repair it if you're going Gunslinger, which means you're probably gonna have to rebuild it more often.
It's not a necessary buff, but I don't think it'd hurt anything balance-wise.
See the problem with Gin's suggestions is that he is focusing way too much on intra-class balance versus inter-class balance. It really doesn't matter, and Valve realizes this. As long as you make sure that there are only one or two "best" weapons for each slot for each class, then you only have to balance those best weapons towards other classes and the entire game. It's pretty much pointless to try to make 5+ weapons per slot per class viable.
It doesn't matter that the Amputator and Solemn Vow and Degreaser, etc., are straight upgrades, as long as the Degreaser is balanced.
-- _foolmo_ 'he says listen to my story this maybe are last chance' - ertyu quoting Tidus
Redeployed buildings should be more punishable, I agree. It's ridiculous that if you have an Engie plop down their level 3 Sentry, you can shoot at it constantly without it being destroyed while the Engie just shotguns at you.
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Xbox GT: PrivateBiscuit1 Down with Zhang. Let there be Biscuit!
Widowmaker needs...something, yes. Mean, theoretically, you *could* have infinite shots with that thing, if you're always hitting. Practically, you are not going to be landing every shot as an Engy, and you only get, what, three shots with it total, before you're out of ammo *and* out of metal? Worthless
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We are thought, and reality, and concept, and the unimaginable
foolm0ron posted... See the problem with Gin's suggestions is that he is focusing way too much on intra-class balance versus inter-class balance. It really doesn't matter, and Valve realizes this. As long as you make sure that there are only one or two "best" weapons for each slot for each class, then you only have to balance those best weapons towards other classes and the entire game. It's pretty much pointless to try to make 5+ weapons per slot per class viable.
It doesn't matter that the Amputator and Solemn Vow and Degreaser, etc., are straight upgrades, as long as the Degreaser is balanced.
Eh, it's more interesting if more weapons are viable. I'm not trying to perfectly balance things-- there will always be an option that's the best the majority of the time. But even if a weapon is only viable 5% of the time, that's still better than the current Dalokohs Bar, for example.
DeathChicken posted... Widowmaker needs...something, yes. Mean, theoretically, you *could* have infinite shots with that thing, if you're always hitting. Practically, you are not going to be landing every shot as an Engy, and you only get, what, three shots with it total, before you're out of ammo *and* out of metal? Worthless
The silliest thing is, if you're getting enough metal from your shots to have infinite ammo, then you likely don't need infinite ammo. After six 60+ damage shots, you've probably killed whatever you've needed to kill, giving you time to reload and get some health.
I feel like they could have split this weapon up into two different weapon ideas. One that gains you metal per shot but is weaker, and one that costs you metal (but has a much lower metal cost).
kurtfisto | Posted 9/17/2011 2:45:52 AM | message detail | quote Hell no redeployed buildings should not be nerfed, they're easy enough to destroy as they are.
A heavy has difficulty destroying a redeploying level 3 sentry firing at it point blank, and can't if he's not quite close by to it. My mains are heavy and engineer, I can say this with complete authority. It is absurdly difficult to destroy a redeploying sentry.
From: Paratroopa1 | #034 A heavy has difficulty destroying a redeploying level 3 sentry firing at it point blank, and can't if he's not quite close by to it. My mains are heavy and engineer, I can say this with complete authority. It is absurdly difficult to destroy a redeploying sentry.
Can't you kill it before it even gets a shot at you?
-- hey I'm not a stalker I just want to be bros - literally zea ~KF~
kurtfisto posted... From: Paratroopa1 | #034 A heavy has difficulty destroying a redeploying level 3 sentry firing at it point blank, and can't if he's not quite close by to it. My mains are heavy and engineer, I can say this with complete authority. It is absurdly difficult to destroy a redeploying sentry. Can't you kill it before it even gets a shot at you?
Nope. Not unless you have more than two people shooting it typically. But the engie can keep shooting at you, and if he has, say, another Heavy by his side, you're either running or dead.
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Xbox GT: PrivateBiscuit1 Down with Zhang. Let there be Biscuit!
Oh yeah, you can kill the Engi, but even that's kind of hard to do because he can tank behind his sentry. Even if you do kill him though, you pretty much have to run away from a redeploying sentry, unless you're really quick and have a good weapon for it. Sticky bombs are best, flamethrower also works.
Paratroopa1 posted... Oh yeah, you can kill the Engi, but even that's kind of hard to do because he can tank behind his sentry. Even if you do kill him though, you pretty much have to run away from a redeploying sentry, unless you're really quick and have a good weapon for it. Sticky bombs are best, flamethrower also works.
Rarely is the Engie actually alone though. Good luck beating the Engie with basically any other class there with him.
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Xbox GT: PrivateBiscuit1 Down with Zhang. Let there be Biscuit!
I kinda don't want to watch the cast...I was doing so terrible due to lack of sleep. There's one point during the game where I run into their spy and fail to kill him after eight shots. And for some reason I kept dying to their pyro, which shouldn't be the case for a scout.
Yeah, we end up winning the match 5-1. The second half started out at a standstill much like the first half was, we even got backed up to our last point again, but once we got rolling we got rolling and we demoralized the hell out of them, which was kind of a shock to me because we're always the one losing our composure. The fact that we forced the other team to lose their composure first means we've come a long way.
I'm never going to have fun losing, which I do all the time, and I always feel like I'm at the receiving end of everyone's bullcrap, which just makes me get focused down more.
Sick of this s***.
-- I like how each new topic you make reveals such varied facets of your idiocy. - foolmo Now this is entertainment!
From: Biolizard28 | #047 Yep, I've reached my limit. Uninstalled the game.
I'm never going to have fun losing, which I do all the time, and I always feel like I'm at the receiving end of everyone's bullcrap, which just makes me get focused down more.
Sick of this s***.
I can't imagine taking TF2 of all things this seriously. Must suck.
Biolizard28 posted... Yep, I've reached my limit. Uninstalled the game.
I'm never going to have fun losing, which I do all the time, and I always feel like I'm at the receiving end of everyone's bullcrap, which just makes me get focused down more.
Sick of this s***.
Too easy.
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Xbox GT: PrivateBiscuit1 Down with Zhang. Let there be Biscuit!