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Do you think the Pan is OP?


Soul Excalibur

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"omg VaVLE Fix DA Pan iz OP. N33ds a NerF PlZ VALVE"

 

"It's just a reskin"

 

I honestly have no clue.

 

Reason I bring this up is because I was recently on a server and pulled out my Strange Pan and did pretty well. Theres always some clown who complains to you that you are a noob because you are using an op weapon "LETS KICK HIM"/

So how does that work?

 

Anyway what's your opinion on the Frying Pan?

 

Edit- Yes, I did edit because it was on the Horizon of an argument.

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You die by one or two strike with Frying Pan. Leaving that with 99.99% chance of critical hit. So, yeah it is indeed OP and needs a nerf really bad.

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So the pan is just a reskin is it?
I want you to go on a server and count how many kills you get with the default melee weapon within 1minute

Then find how many kills you get with a pan within the same amount of time.

Tell me which one killed the most people? :3

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So the pan is just a reskin is it?

I want you to go on a server and count how many kills you get with the default melee weapon within 1minute

Then find how many kills you get with a pan within the same amount of time.

Tell me which one killed the most people? :3

 

So what? do you think it has stats that Valve are hiding or something? Who knows

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Same as default Melee.

But people who equip pan use it more often than when not equipping it.

 

Too many dumb people don't understand the Crit System

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Too many dumb people don't understand the Crit System

The base crit chance for standard weapons is 2%. This is modified by a bonus percentage based on how much damage the player has done in the last 20 seconds, which scales from 0% at 0 damage to 10% at 800 damage. For example, if the player has dealt 200 damage in the past 20 seconds, the additional bonus percentage is 2.5% and so the overall crit chance is 4.5%. As a result, the highest natural crit chance attainable is 12%.

 

Melee weapons are designed to crit far more often than ranged ones in order to encourage their usage at close range. Their base crit chance starts at 15% - higher than attainable for ranged weapons with the recent damage bonus maxed out - and their recent damage bonus scales from 0% to 45%, meaning a player that has done 800 damage or more in the last 20 seconds has a melee crit rate of 60%.

 

http://wiki.teamfortress.com/wiki/Critical_hits

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As someone else in the thread said, when you equip the pan or ham, you're going to use it more than a default melee.

shhhh, thats crazy talk 

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The base crit chance for standard weapons is 2%. This is modified by a bonus percentage based on how much damage the player has done in the last 20 seconds, which scales from 0% at 0 damage to 10% at 800 damage. For example, if the player has dealt 200 damage in the past 20 seconds, the additional bonus percentage is 2.5% and so the overall crit chance is 4.5%. As a result, the highest natural crit chance attainable is 12%.

 

Melee weapons are designed to crit far more often than ranged ones in order to encourage their usage at close range. Their base crit chance starts at 15% - higher than attainable for ranged weapons with the recent damage bonus maxed out - and their recent damage bonus scales from 0% to 45%, meaning a player that has done 800 damage or more in the last 20 seconds has a melee crit rate of 60%.

 

http://wiki.teamfortress.com/wiki/Critical_hi

So how does that work for the medic? It seems medics build a crit-bonus as well. Damage-assists?

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So how does that work for the medic? It seems medics build a crit-bonus as well. Damage-assists?

 

While healing, any damage your patient does it counts for you as well (assists). So if you are doing a lot of healing you will genuinely be getting a lot of critical hits. Same applies for Engy with his Sentry Gun/Mini

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