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What weapon balances do you want to see in coming updates?
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I was a little disappointed with the weapon updates in MYM. While there were some big changes (medic's run speed matching on all mediguns, the new Eureka effect), lots of unbalanced weapons were left as is. Furthermore, some weapons were changed in frankly strange ways.

Since valve is listening, let's discuss what changes we'd want to see.

Here are a few of my thoughts. I'd love to hear/discuss yours in the comments.

The Shortstop:

The new "shove someone" mechanic came completely out of left field, which would be fine if it were useful but it's not. You'd never shove someone over shooting them, and since the shove doesn't cancel your reload you have zero incentive to do it.

Believe me, I tried pushing people off the edge on hightower with it, but it's not an effective strategy. Either the shove should be able to cancel your reload or it should be removed entirely. The FaN is better suited for knockback anyway.

The original concept of the Shortstop was a more accurate primary that synergized with the scout's Mad Milk. It let scout hang out on the objective and be rewarded for taking potshots at the enemy-- with the downside of being more easily pushed off the objective by explosions.

The design has drifted since then. But I would like to see changes that let the Shortstop once again reward potshotting the enemy team. For example, let shots cause additional flitching on hit, and will unscope a scoped sniper.

The Pretty Boy's Pocket Pistol & The Winger:

/u/ReaperjrJLD had an A suggestion to make sense of these stats: http://imgur.com/ukRaRkA

The Degreaser:

I'm not really a fan of how the TFTeam increased the general weapon switch rates across the board for the Tough Break update. But, while the increased weapon switch helped the stock flamethrower combo more easily, it still can't match the degreaser.

The air blast penalty was another step in the right direction, but as it stands almost all pyro mains will run degreaser over stock. Maybe that will never change.

Currently if two pyros M1 W into each other, one running stock and the other running the degreaser, they both have an equal chance at winning that 1v1. Why should the degreaser, the flamethrower used for comboing, be as good as stock in terms of DPS?

Reduce or remove the (mostly useless) afterburn penalty, and bring back the general 10% damage penalty.

The Axtinguisher:

Just remove the weapon deploy penalty. With only 131 damage per critical hit, the weapon is far from OP.

The Pomson 6000:

Speaking of design drift, I'd like to see valve drift away from the uber and clock charge sap mechanic. Engie's job isn't to hunt down medics, and he already has weapons to better counter spies (such as the Southern Hospitality).

But maybe the Pomson can be made to better combat pushes into an engineer's nest. First remove the uber change and cloak drain. Then let the Pomson do more damage the higher the remaining health of the target. Give the Pomson some small base damage, then let the remaining damage calculation scale based on the target's health.

This lets engineers better fight medic assisted pushes and high HP enemies, at the cost of making it harder to land the actual killing blow. But your sentry should be doing that anyway.

The damage cap should be something reasonable, like 110 for an overhealed heavy. Balancing this mechanic would be tricky, but this change would offer a new way for engie to support other damage dealers on his team.

Now what about you?

I know people want the Bison fixed, and the Crita Cola was given just a slap on the wrist. Any ideas on what needs fixing and how to fix it?

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8 years ago