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Weapons Discussion: rebalancing / new weapons


Hatrix

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Title. Also bitch about weapons.

 

I only really see three weapons that need a rebalance:

Homewrecker / Maul needs a rework. I rarely if ever see a Pyro use one of these. I know it's meant for Pybros, but come on Valve. The fact that people aren't using a certain weapon, or choose a specific one ,en masse, over another means that the ignored weapon needs a rebalance.

 

Reserve Shooter needs a nerf in my opinion. It's a straight upgrade to the shotgun, why on earth would you not choose it? That faster switch time, critting airborne targets? Fantastic. Also too powerful.

 

Sun-on-a-Stick hasn't been touched by any Scout, anywhere since its release. Please make this weapon relevant, it actually looks pretty neat.

 

New weapons:

I'd like to see a new Demoman melee weapon that doesn't fall into Demoknighting. I mean seriously. On CP maps on offense, I use the Pain Train. Only way to go there. But on defense, what am I stuck with? The (new and unimproved) Caber? The crappy "move as slow as a heavy" Skullcutter? Or smashing faces with a bottle? Give Demo a decent weapon that doesn't do anything negative in terms of health or movement speed.

 

Engi needs a new secondary. I'd love a nice revolver for him, something old west like a Smith and Wesson. High damage, way low ammo. Somewhere in that ballpark.

 

Medic needs a new Primary and a new Medi-Gun, but it'll probably be another year before we see another Medi-Gun. I'd settle for just anything in the Medic category. We haven't seen shit towards the Medic in ages.

 

I'd like something other than "shield, piss, or smg" as Sniper.

 

A new Spy sapper would be nice. Couple of my buddies and I were talking about a new sapper, general idea for it would be a planted bomb on the Engineer's building. Engi has roughly 8 seconds to remove it or it blows up dealing damage (average pill damage?) in a small area around it. It also kills the building instantly, doesn't matter if it has the Sentry has the Wrangled resistance or not. Here's the kicker: it doesn't disable buildings, all buildings are still fully functional. It sounded pretty decent to me.

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warrior spirit and eviction notice also need one. i didnt even know those two existed until recently.

Warrior's Spirit is pretty decent in my opinion, but yeah, Eviction Notice is pretty garbage. Speed boost on hit? You're a fucking Heavy. If it's meant as a retreat, how are you supposed to run away while hitting them? If it's meant to chase an attacker faster than you, how the hell you supposed to kill them? The thing does no damage.

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i still think the phlog is overpowered

 

Degreaser either needs a nerf or other flamethrowers should be slightly buffed. It's basically the meta pyro weapon and pretty much any skilled pyro will use the degreaser. They need to make other flamethrowers seem as useful as the degreaser is.

The scout also needs a new scattergun that doesn't have an ammo penalty. Literally every other scattergun other than the default has either 2 shells or 4 shells. It would help to be able to play scout with new weapons without constantly running out of ammo.

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Degreaser either needs a nerf or other flamethrowers should be slightly buffed. It's basically the meta pyro weapon and pretty much any skilled pyro will use the degreaser. They need to make other flamethrowers seem as useful as the degreaser is.

The scout also needs a new scattergun that doesn't have an ammo penalty. Literally every other scattergun other than the default has either 2 shells or 4 shells. It would help to be able to play scout with new weapons without constantly running out of ammo.

MORE DAMAGE PENALTY FOR DEGREASER

yis pls

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i still think the phlog is overpowered

 

Degreaser either needs a nerf or other flamethrowers should be slightly buffed. It's basically the meta pyro weapon and pretty much any skilled pyro will use the degreaser. They need to make other flamethrowers seem as useful as the degreaser is.

The scout also needs a new scattergun that doesn't have an ammo penalty. Literally every other scattergun other than the default has either 2 shells or 4 shells. It would help to be able to play scout with new weapons without constantly running out of ammo.

You hurt my feelings

i'm a skilled pyro and I use stock flare and powerjack, fite me

edit: also hatix, imo that sapper would be a bit op

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Gunslinger needs a buff because the mini sentries now is just plain retarded. They aren't even considered disposable anymore cuz they build so slow when they are ditched really, I only see it as plain cannon fodder for the other team to blow up so you can run away.

 

Dead ringer needs a buff so that it recharges when it comes near contact with a dispenser. Maybe even an ammo pack, but make it so ammo packs grant less cloak when the Dead ringer is active.

 

For medic I'd like to see a new medi gun, possibly one that has a shield like those ones in MVM. Or even, make a medi gun that overheals more than any other medi gun, but gains slower uber charge/heal rate.

 

Axtinguisher might need a small damage buff as Flares > Axtinguisher.

 

I'd like it if they make a new sapper that's throwable, like those ones in the "Meet the Spy" video, where the spy just slides a sapper to the sentry. Maybe add a damage penalty to buildings to prevent how OP it is, and add a recharge meter to prevent ranged sapper spam.

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I think the Soda Popper could use a damage penalty.

 

The thing fires faster then stock, reloads faster, and does the same damage as stock, to what downside.

 

Only 2 bullets in a clip?

 

Please a good scout only needs 2 bullets a kill.

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You hurt my feelings

i'm a skilled pyro and I use stock flare and powerjack, fite me

edit: also hatix, imo that sapper would be a bit op

How would it be overpowered? The building's health wouldn't drain and the building would still be fully functional. The blast damage from it wouldn't be like a crit rocket.

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How would it be overpowered? The building's health wouldn't drain and the building would still be fully functional. The blast damage from it wouldn't be like a crit rocket.

I'm with Hatrix, it's not overpowered. In fact, for the most part it's underpowered. The standard sapper is only .5 seconds slower than it on a level 3, but on a level two and one building the "Bomb-Sapper" is .8 and 2 seconds slower, respectively.

 

An interesting twist on it- the blast damage is 75% pill damage for a level one building, 100% for a level two, and 125% for a level three.

 

Also, I second the Sun-on-a-Stick. Coolest melee weapon in the game imo- just its really crap. It would be much cooler if it set people on fire, but with very short afterburn.

Or turn it into a baseball bat- you hit a flaming rock at your enemies that sets them on fire. Then reduce it's standard damage further, but keep the mini-crits capability. Thus eliminating the need for a pyro, but demanding precision from scout to make it viable.

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I think Force n nature badly needs a nerf, and that dead ringer and gunslinger have been nerfed way too much in the update, and needs a buff

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I think Force n nature badly needs a nerf, and that dead ringer and gunslinger have been nerfed way too much in the update, and needs a buff

FaN is completely fine how it is.

 

The only people who think the Dead Ringer got a nerf are people who can't play spy. The new stats are such a fucking buff, it's crazy. I love it. That speed boost is wonderful.

 

Gunslinger got more balanced. No more dropping practically indestructable mini-sentries.

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FaN is completely fine how it is.

 

The only people who think the Dead Ringer got a nerf are people who can't play spy. The new stats are such a fucking buff, it's crazy. I love it. That speed boost is wonderful.

 

Gunslinger got more balanced. No more dropping practically indestructable mini-sentries.

Read my comment on gunslinger and DR pls, that literally made me cringe when i see you say that.

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Cecily, you obviously have no idea as to why the Axtinguisher was nerfed. Back in Summer 2014, Valve nerfed three classes hard; Demoman, Pyro and Heavy.

They made it so that stickies dealt way less damage, heavy got a damage and accuracy ramp that required him to be firing for 1 second to reach full outputs of the former (now changed to revving for 1 second for full accuracy and firing for 1 second for full damage output), and the Pyro's axtinguisher was nerfed.

 

If you raise the Axtinguisher's damage, you're giving the Pyro a free edge against his hard counter; the Heavy. Why should he be rewarded for running in the face of the ONE class that destroys him at the range he's effective at? It's like saying Heavies should be able to run in Sniper sightlines and have the ability to deal considerable damage at the same time. You can tank SOME of the sniper damage with the fists of steel, but you're eventually going to die to the spam if you don't play intelligently.

 

I don't get it-- what's so wrong with game balancing? When you want to balance a weapon, think not of how it affects the concerned class; think of how it affects OTHER classes and general gameplay.

"Hurr, nobody plays Heavy so Pyro should receive a buff"

The amount of Heavy mains, albeit minimal to the amount of other mains, is still considerable, and there are heaps of people who like to pub in their spare time as the fat man.

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The amount of Heavy mains, albeit minimal to the amount of other mains, is still considerable, and there are heaps of people who like to pub in their spare time as the fat man.

I'm not a Heavy main, but I used to never play Heavy because it was just a stupid choice to play, but with all these new Heavy buffs, he actually stands a damn chance. Melikes.

 

Read my comment on gunslinger and DR pls, that literally made me cringe when i see you say that.

Everyone is entitled to their own opinion, this is a discussion. I stand by my comment of "Only people who dislike the new Dead Ringer are the people who can't play Spy."

Yes, Gunslinger is less OP with the mini-sentry, but it still gives you +25 health, the crit on third hit, everything else the weapon actually functions with. So you have to baby-sit a little bit. I think that's worth being able to repair the mini-sentry now.

 

Axtinguisher might need a small damage buff as Flares > Axtinguisher.

As Cortana stated, the Axtinguisher doesn't need a buff at all, it's fine how it is. It was stupid OP to anyone not paying attention, which at last count in an average pub full of 32 players, is usually around 26.

>flame

>ded

 

I think the Soda Popper could use a damage penalty.

Valve loves fucking with the Soda Popper, it's been changed at least what, four times now?

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-snip-

I'm not buffing the damage so it's back into the OHKO 195 damage range. Somewhere between 90-120 would be good.

Yes, Gunslinger is less OP with the mini-sentry, but it still gives you +25 health, the crit on third hit, everything else the weapon actually functions with. So you have to baby-sit a little bit. I think that's worth being able to repair the mini-sentry now.

Gunslinger is at the first place, designed to be a different playstyle for the engie, instead of turtling and carrying around a big, heavy sentry which takes forever to build up. The mini sentries are what makes up the battle engineer. Not only the health/crit gimmick, because you can just play demoknight instead and have a better outcome.

 

The +25 health is just the icing on the cake, and it can barely improve the survivability of the engie, because of his average movement speed. Even a medic can survive better than a engie due to the movement speed and natural hp regen he has.

 

The crit on 3rd hit. Now where should I start this? The engie isn't supposed to run around the battlefield punching the crap outta people with the gunslinger, because let's face it, how often do you recall yourself landing 3 punches in a row with the gunslinger? How many times do you whack your buildings/teammates on purpose just to build up on that crit? Well, it's rare, but barely something noticeable.

 

Last but not least, mini sentries that are supposed to be ditched and help the engie fight at close quarters/fast thinking situations, turns into a semi-babysit sentry? What? Like that doesn't even make sense. If you argue about the health that the mini sentry has at the start, just nerf that. Why the building speed as well? The mini sentry basically became a hybrid of the old mini sentry and the modern big sentry. Which honestly destroys the whole point of gunslinger once again. The only thing I see mini sentries being useful are ninjaneering and being cannon fodder. Other than that, I see nothing offensive in terms of the mini sentry itself.

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