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Showing content with the highest reputation on 09/28/12 in all areas

  1. 1 point
  2. 1 point
    O'Malley

    Raz's Balance Sheet V2.0

    -FaN: faster reload No real comment. I guess the FaN might need a bit of a buff to make it in the same league as the scattergun, but it might just make it one of those annoying-yet-balanced/inferior weapons. Sorta like how the Loch 'n' Load is generally inferior to the Grenade Launcher, but more infuriating to fight against. -Soda Popper: Hype is filled with damage instead of movement, and can be activated by pressing M2 Can you activate the hype meter whenever you want then? Or only when it is filled? Otherwise, I think this is a good change. -CaC: no cooldown I like this. -Guillotine: fix the aim lag Don't have the weapon, but by your description this should be fixed. -Concheror: health regen increase to 40% / 50% 50% sounds fine, but I play in random pubs. Might be too much at a higher level. But yes, a buff is needed. -Backburner: 130 degrees crit angle 120 degrees would be more rounded, but that probably doesn't really matter in terms of balance. This would probably be fine. If it is OP, have the current crit angle, but then another larger angle that gives minicrits. -Wee Booties: better targeturning No opinion. -Scottish Resistance: faster reload Sounds fine. The ScoRes is a really awseome concept for a side grade but still manages to fall short. A small buff like this could make it perfect. -Claidheamh Mòr: charge regen on kill I want demoknights to be abolished from the game so I'm too biased to provide a proper opinion on this. -Brass Beast: tighter firing cone Sure. -Wrangler: shield down in standby Definately. -Huntsman: can fire arrow when airblasted/splashed I agree, I always found this annoying and not very intuitive. However, getting headshots from above a target is ridiculously easy- especially using projectile hitboxes. So definately make the hitbox better fit the arrow, and possibly, if needed make it so when in air the arrow is 'inaccurate' like when you have the bow drawn for too long? Not sure about that? Might not be needed. -Homewrecker / Neon Annihliator: Sapper removal removed, and given a different buff. I love the niche the homewrecker promotes as an anti-spy weapon, but I do acknowledge that it undeservedly screws over the spy. Why not allow the homewrecker to heal a sentry at the cost of flamethrower ammo? Note: not contribute to upgrade, just repair. A pyro could still help against spies by delaying how fast the sapper kills the sentry, but only if the engineer is still around. -Pomson: Über drain removed, or at least removed against fully charged Medics. Uber drain needs to be completely changed to something else. Medicing has already become drastically less fun since the beginning of the game with the amount of 'joke' weapons team mates can use- like the demoknight. This is just another thing that sucks fun out of the game for the medic, and without even putting much fun in for the engineer. Change it to something like, the amount of uber a medic has is given to the engie in metal. So if the medic has 100% charge, the engie gets 100 metal. Have it go up to 300 with decay if need be. (This doesn't deplete ubercharge). Now an engineer can try to shoot a medic to rebuild a base quickly after the uber goes through, or to use the extra metal to keep his current base up, resulting in more action and input by everyone involved. -Spycicle: Complete rework, or at least given a proper downside Can't give an informed enough opinion on the spycicle. Problem Children: 16 These weapons are all very problematic to me: they have their own flaws that I want to addres properly, and I often don't really know how to change them, so suggestions are very welcome. -Natascha: deathnerfed She needs to remain deathnerfed unless the slowdown is changed to a different mechanic, I agree. I tried playing with heavily increased knockback to make it a defensive minigun. Sit on a point and blast away scouts and jumpers, but without necessarily killing them. Unfortunately I was only able to play against bots, so whilst it felt fun as playing as the Heavy, it might still be really infuriating to play against. -Liberty Launcher: crutch in need of a buff I agree. A common suggestion for a rework is for slightly increased look-knockback and greatly increased z-axis knockback. Knocking enemies into the air, setting them up to be airshotted or hit with the Reserve Shooter. I've also played with this and it seemed fun, but might be infuriating to fight against. -CM5k: everything went wrong forever Allow it to be kritzed by medics somewhere in a rework, I don't care. I'm sick of team mates ♥♥♥♥ing over what used to be my favourite class with dumbass and selflish loadouts. That's all I can say about these gun. -Phlogistinator: Crutch in need of a buff Not enough experience to say. -Minigun / Tomislav / Heatmaker: need higher skill floors 1) Increased firing cone is nice. 2) Lengthened rev up cements Heavy's weakness to ambush and makes him to be more careful with overextending and being alone. 3) Shortened rev makes the heavy less binary, giving him more options in regards to retreat and will also make shotgun secondaries more viable. 4) Instead of plain decreased damage, also add a fifth bullet. DPS remains exactly the same if all bullets hit. The fifth bullet goes near direct straight. I've been playing with this for quite some time by editing item schemas. It rewards good aim, makes it more consistent. At long range, if you have good aim you can consistently do low damage which might be good or bad. How it is currently, there is no consistency though, so you may do no damage all lots. -Razorback / Cozy Camper: badly designed If I could I would purge these too. -Atomizer: needs a nerf I agree. Not only does it make dodging rockets insanely more easy, it made lots of very neat and difficult tricks with the double jump completely useless. Like getting onto the crates at granary from the bottom via lights, or escaping with the intelligence through the back area of ctf_doublecross. -Gunslinger: very frustrating I don't have this problem at all, but some other suggestions to consider are slower turning speed and a limited turning Z-axis to make it less powerful against jumpers. -Dead Ringer: very frustrating I honestly think having the damage resistance scale down over time will work very well. It will make the inital death still survivable, but if the dead ringer spy is obvious, he won't be as nearly as hard to kill. Lazy unlocks: 5 Can't believe you forgot the Darwin's Danger Shield, which is perhaps the most boring unlock in the game. Set Hats: Agreed with fully. Ouch, that was a lot. EDIT: As I said, I think the gunslinger is mostly fine. But remember, a gunslinger shuts down scouts and pyros, is spammable, very quick to set up and often placed on the battlefield. A level three sentry is far less mobile, takes longer to set up, is more vulnerable when setting up and is usually used to cover points or chokepoints in fairly standard locations. The minisentry can really pop up anywhere anytime and make the area out of bounds. Well, that's how the argument goes. I still remember that when the gunslinger first came out, all the scouts would brag about running up to this peeshooter and meleeing it to death. Maybe that was back when engineers use to use gunslingers more like level three's, and not as a spammable, disposable aimbot?
  3. 1 point
    DualJay

    Raz's Balance Sheet V2.0

    ------------------------ -Phlogistinator: Crutch in need of a buff Maybe make the damage scale with charge, like -50% damage at 0 and +50% at full, then you can activate it for super mode. -Minigun / Tomislav / Heatmaker: need higher skill floors Pre-change minigun -50% ammo for the tomislav (no wasting it) Heatmaker needs at total rework, it's bad and evil -Razorback / Cozy Camper: badly designed Razorback: add in some sort of faster charge and stronger melees while it's unbroken, and make it recharge in 30 seconds. Camper: Eh, it's not too bad -Atomizer: needs a nerf +1 jump +20% damage weakness when not airborne -Gunslinger: very frustrating Don't you touch that gunslinger. I'll explain why later. -Dead Ringer: very frustrating Make it "invincible and intangible for one second", then the rest normal + no flicker. Lazy unlocks: 5 Winger: Minicrits while airborne -60% clip size Skullcutter: has a niche, if slightly UP Family Business: see above, but balanced Warrior's Spirit: see above Overdose: I think this one is fine Set Hats: Oooooooo-kay. -Milkman: Either removed, or moved to the Shortstop Moved to shortstop, and give the SS and damage decrease -Tank Buster: Removed, or moved to the Black Box Move it to the black box -Gas Jockey: Moved to Powerjack, or a completely new melee Move to the powerjack -Croc-o-Style: Removed Yes. -Saharan Spy: moved to Your Eternal Reward Uh... lemme ruminate on that. -the hatless sets: probably left alone Just delete the demoman and heavy sets altogether, and move HP regen to the crossbow. ----------------
  4. 1 point
    alexgndl

    Raz's Balance Sheet V2.0

    I'm not sure, I'm nowhere near an expert on weapon balance in this game. I gotta say though, I disagree with the Gunslinger needing a nerf. It's really just a different style of play, blah blah blah. You say that it completely shuts down scouts and pyros, but then again-doesn't a well-placed Level 3 sentry? I think it's balanced, in my opinion.
  5. 1 point
    Moby

    Homestuck

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