Forum
sandman adjustments
Created 26th February 2009 @ 22:59
Add A Reply Pages: 1 2 ... 7 Next »
As long as the other sandman thread is crowded with ban/noban posts, some thoughts about sandman to adjust this weapon in a competitive way:
* ubercharged medics can’t be stunned.
* ubercharged targets can only be stunned for one second.
* stun’s duration depends on health(absolute) as well (decreasing for higher health)
* heavies already spinning their gun are on ‘rage’ meaning stuns not possible.
Open for discussion
I can’t see the logic behind “heavies on rage”, it just doesn’t hold water. Also, I can’t see valve implementing what we want, as sandman is an unlockable weapon for pubs (yes, to counter sentries).
Why even bother, that weapon is a disgrace to tf2, as well as sandvich, imagine any guest spectators from other games wanting to watch a quality tf2 match, and what do they get? 4scouts4balls?
Just don’t allow to use it
Remove stun from close and mid range, substitute it with damage+slowdown . Leave stun from long range.
Remove stun alltogether
Sandman should stop people from firing OR stop them from moving. Not both. But even then it might be to unbalanced.
In any case, medic’s should be able to trigger their uber while stunned.
– Sandman (bat) hits give almost no damage and no crits.
– Don’t lose the Double Jump
– 2 Balls instead of 1
– Half ball recharge time
– Double bonk time
– Sandman (ball) hits don’t stun or give any damage.
– While you are under the effect of “BONK” you can’t capture points/pick up intels/push cars.
Lie, that would be utterly useless…
remove the fuckin ball, make the bat have to prime, the longer you prime the longer you stun. (priming is alt-fire regular batting is regular fire)
yay for fixed!
also give back doublejump and half the damage with regular hits.
I think the sandman should just stop the targets from moving. For a heavy it wouldn’t make a big difference if he wasn’t able to move for 2-4 seconds. For a scout it would be deadly but it also requires much better aiming to hit a scout with the ball. So the efficiency of the “stun” would depend on your skill.
+1 to arnold or bl4ckc0re (with preference to arnold because HEY BAT IS A MELEE WEAPON FFS)
nuff said
lol this turned to another discussion ban stun not to ban stun… don’t really see the difference..
Lol seeing that a spectator would laugh his ass of could be good as well… Serious gaming with a laugh. Imagin hitting some in air targets with stun… It be serious aiming inolved but you’d have a hell of a laugh as well… and in the end isnt what makes team fortress good? The fact that you can laugh your ass of with it at times? Or does it have to be all serious all the time for you people?
STOP IT ffs , a STUN DONT FUCKING BELONG TO A FPS !!! tbh i dont even want to go to the ukESA lan finals if we qualify , i will feel ashamed to play a game who look so newbie….BOINK LOL ! how can CS and CoD4 see us as a pro gaming game with that kind of weapons….
Qwtf had concussion grenades. At first they made your vision go all wobbly so it was hard to hit anything, but then ppl learned an easy cheat to counter it. Then they changed it to affect your movement which became erratic for a short period. Imo concussion grenades are a lot smarter option than a weapon that completely renders you helpless, even if it is for a very short time.
Add A Reply Pages: 1 2 ... 7 Next »