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[December 2 Beta] Natascha Versions
Created 4th December 2010 @ 20:12
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Discuss what you think about the different Natascha versions in the beta.
– for discussing the changes to the natascha mechanics go here: http://etf2l.org/forum/beta/topic-14728/
– keep your feedback constructive
– only comment if you have properly tested the weapon
– don’t get stuck in the thought that your way of fixing natascha is so much better, focus on the adjustments in the beta
– spam and off-topic posts will removed
The first Natascha’s windup time is like half second longer. Nobody can’t see the difference and it’s by far the most overpowered one, and I think it should not be added in to normal TF2.
The second Natascha is maybe the most balanced one. It acts like a support weapons now, like it should.
The third Natascha is the most underpowered, I think. The Heavy needs his 300/450 hp.
Heavy’s main weakness is the spam, and now he only dies quicklier…
And no, I have not tested them at all… :) (Played against thou)
Remove it entirely.
The problem isn’t that the stats on the weapon are wrong, the problem is the horrid effect it produces, which no tweaking of percentages will fix.
Well, I’ve played with them all and the default one with slower spinup is definitely the strongest one. The others are balanced better, the one with -40% damage is interesting as it really makes the weapon into a support weapon used for leading focus fire. You won’t really kill stuff quickly but the very apparent slowdown is still quite useful combined with a decent team.
2 best variants
1. -50% dmg
2. -25 % dmg -100 hp
Quoted from Memento Mori
Remove it entirely.
The problem isn’t that the stats on the weapon are wrong, the problem is the horrid effect it produces, which no tweaking of percentages will fix.
You can produce a similar effect to the slow by adding an increased knockback mechanic. It probably wouldn’t require any other negative effects because sometimes you wouldn’t want to knock an enemy away whilst you would in other situations.
For example, you would want extra knockback to hold off an enemy uber or to push a scout attempting to attack your medic away but you wouldn’t want extra knockback when trying to finish off enemies attempting to retreat.
Quoted from Ched
[…]
You can produce a similar effect to the slow by adding an increased knockback mechanic. It probably wouldn’t require any other negative effects because sometimes you wouldn’t want to knock an enemy away whilst you would in other situations.
For example, you would want extra knockback to hold off an enemy uber or to push a scout attempting to attack your medic away but you wouldn’t want extra knockback when trying to finish off enemies attempting to retreat.
Iv said this sooooo many times. Agree with every word.
Quoted from RaCio
Well, I’ve played with them all and the default one with slower spinup is definitely the strongest one. The others are balanced better, the one with -40% damage is interesting as it really makes the weapon into a support weapon used for leading focus fire. You won’t really kill stuff quickly but the very apparent slowdown is still quite useful combined with a decent team.
This.
I am not a fan of the -75hp natascha. Not only does it nerf the weapon to much. In general i dont think the class should balanced to the weapon by changing his hp or some of his class abilities (sandman doublejump anyone?). Instead the weapon should be balanced to the class. The -40% dps natascha is the most balanced i think.
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