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[March 10 Beta] Balance changes
Created 15th February 2011 @ 00:56
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Full list: http://forums.steampowered.com/forums/showthread.php?t=1629850
— March 09, 2011 —
Medic:
The Quick-Fix:
Megaheal (the uber) effect now also applies to the medicPyro:
The Detonator:
Detonation particle effect increased to better match the radiusSoldier:
Reduced rage generation rate with Battalion’s Backup by 50%
— February 16, 2011 —
Gameplay:
Removed item cooldown meter and ammo count when using Dalokohs
No longer play the MEDIC radio call when a soldier has the Equalizer active (in addition to suppressing the visual effect)General:
Added Sydney Sleeper to the granted-items list
Fixed several description issues related to item changes
Melee:
Replaced the no-crit attribute with -25% damage on the following:
The Eyelander
The Gunslinger
The Southern Hospitality
The Powerjack (also added +20% melee vulnerability)
The Horseless Headless Horseman’s Headtaker
The Ullapool Caber
The ClaidheamohmorMedic:
Vitasaw
Added the ability to see enemy healthHeavy:
Dalokoh’s
Removed cooldownFists of Steel
Increase deploy times 20%
Ranged damage reduced 40% (down from 60%)Demo:
Loch-n-Load
+10% damageSoldier:
Equalizer
Tuned high-end damage range so it’s no longer possible to one-shot certain classes
Suppress the medic call effect while activeScout:
Madmilk
Heal 60% of damage done (down from 75%)Pyro:
Flares always crit burning targets, regardless of range.
Backburner
Removed the restriction on airblast
Ammo cost increased 150% (4 blasts at full ammo)
Damage bonus reduced to 10% (from 15%)Sniper:
Sydney Sleeper:
+25% increased charge rate
Discuss what you think about the most recent changes to the tf2 beta.
– keep your feedback constructive
– only comment if you have properly played the changes
– don’t get stuck in the thought that your way of fixing things is so much better, focus on the adjustments in the beta
– spam and off-topic posts will removed
Im liking the -25% dmg melee, Dalokoh’s, backburner and equalizer changes.
The loch-n-load change isn’t perfect at the moment. You can do between about 119-127 damage, meaning oneshotting scouts gets pretty random.
Haven’t been able to try out Sidney sleeper yet, did it drop for anyone?
I’ve just been toying with the new mediguns, they’ve updated the quick fix I think.
And the sidney sleeper has just been made droppable, it wasn’t before.
Quoted from RaCio
Im liking the -25% dmg melee, Dalokoh’s, backburner and equalizer changes.
The loch-n-load change isn’t perfect at the moment. You can do between about 119-127 damage, meaning oneshotting scouts gets pretty random.
Haven’t been able to try out Sidney sleeper yet, did it drop for anyone?
Just loaded up tf2 beta and Sidney sleeper dropped instantly (perhaps valve have been getting complaints that it is impossible to test if no-one has it)
To have a jarate effect from my own timing the SS needs to charge for just under 2 seconds (too tired to do exact maths)
and for a 150 hp damage shot you need to charge for ~ 5 seconds
IMO still to slow to be viable
To make the Sidney sleeper viable, remove the no headshots, remove the charging
All scoped shots have jarate effect
Headshots do 150 damage
Bodyshots do 50 damage
No ramping of damage the longer you are scoped
This encourages 2 things
1, to aim for the head
2, needing to scope stops people just spaming left click and no scope jarateing people.
The lock and load
with comp settings
tf_use_fixed_weaponspreads 1
tf_damage_disablespread 1
tf_weapon_criticals 0
at point blank range the damage seemed to vary between 119 -126, since grenades have zero falloff damage on direct hit, would be good to have a fixed damage number for this even if it is 125 (it’s a risky choice being able to 1 shot a scout against 4 rollers….)
Th melee weapons is a good change, as the no crit effect meant zero sacrifice for using them in comp matches
Yeah, they’ve just updated it
I don’t think they should buff the damage effect or charge of the sydney sleeper further. Increasing move speed while zoomed seems a nice fit for the weapon.
Mad milks heal is now fine the 60% healing works similar to a reverse Jarate, but is less useful as a team defensive tactic
Team A throws Jarate/Attacks with buff banner
Team B throws Mad milk
(using a scout as an example)
Team A Scout Deals a max damage shot of 140 (104*35%)
Team B Scout Deals a max damage shot of 104, but self heals up to 62HP (he can not overheal)
In this situation Team A will be dealing more damage than Team B can heal, making the mad milk less effective in this situation.
However where it may still be possible game changing
is in the small none uber fights (e.g. mid fight)
soldiers healing ~20-40 hp per hit
demos with stickies healing ~10000000000000000000 hp
Scouts healing between 6-60 hp a hit
the other teams easiest counter is to run mad milk of their own, this is not instantly a bad thing, as other weapons/classes are countered in the same way (sniper for sniper etc)
It does have the potential to extend fights if used correctly (timely) as since it doesn’t allow overheal and the effect only lasts for only 6 seconds before a 24 second recharge, th timing of the throw has to be in the benefit of your team. I see the greatest potential of mad milk being used just before a push (by either team) to aid the attack/defence in a similar way to a Battalion’s Backup.
n/b
it’s late so if this doesn’t make sense i’ll correct it tomorrow
— March 09, 2011 —
Medic:
The Quick-Fix:
Megaheal (the uber) effect now also applies to the medicPyro:
The Detonator:
Detonation particle effect increased to better match the radiusSoldier:
Reduced rage generation rate with Battalion’s Backup by 50%
medic op, yo
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