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sandman adjustments
Created 26th February 2009 @ 22:59
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why havent this shitty weapon been banned from etf2l yet?
Just played a PCW with the new scout achievments, (against – we object to these weapons and refuse to use them.) and i feel that the game has been completely destroyed. All the hard worked caps, taking middle, taking spire, to be pushed back by a fucking boink ball which 2 scouts can bat at your medic AND soldier whilst in uber is completely retarded. I for one will never play any opponent who wishes to use these weapons in a PCW, the game has been destroyed, there is now no use for uber, and both push and defence tactics.
I hope to see these weapons removed or altered by valve. In other words, sandman is made to a normal melee weapon with some 5 second speed buff when you kill someone or something like that, atleast then its made a fun unlockable.
Should be banned.
Howdeh, we used them because if we dont practice with them then we will get raped in week 8 like you did just there – because we dont know how to adapt to counter it or avoid it. Thing is, in week 8 you’d just get rolled like that PCW because you refuse to have anything to do with sandman – you’re playing a totally different game from your opponents.
PS: We only actually hit you while ubered twice, both on the soldier you were ubering (and you had another one right next to you) so you cant say that ubers are useless…
“I hope to see these weapons removed or altered by valve. In other words, sandman is made to a normal melee weapon with some 5 second speed buff when you kill someone or something like that, atleast then its made a fun unlockable.”
nice idea howdeh: like weaker power but one which gives you more speed for a short time
“I hope to see these weapons removed or altered by valve. In other words, sandman is made to a normal melee weapon with some 5 second speed buff when you kill someone or something like that, atleast then its made a fun unlockable.”
i quite like this one, it fits in the same theme as the previus unlocks
ubersaw – slower hit, but +25 uber
axetinguisher – half damage, but crits when on fire
KGB – slower hit, but with each kill gives you KGB
now, the sandman does this
sandman – no double jump, but a stun that works on everyone
but this looks more fitting with the previus unlocks
sandman – slower swing, but speed boost on kill
There are clear flaws with both the sandman and the Bonk drink.
Firstly the Sandman is designed to be a high risk/ high reward weapon. This alone is fine. The backburner also shows this, as well as the Kritzkrieg to an extent. The problem comes because there is a difference between the risk of using a KK than the risk of no DJump.
You know before you spawn whether you will need double jump to a huge extent compared to the KK, mainly because Djumping relies heavily on map design and opportunites that do not change.
This means scouts will apply the high risk/reward when the high risk counts for very little, but the reward counts for just as much. At this point we have a midly risky weapon for a high reward, and its imbalanced.
Bonk Drink is absurd because its a passive effect of invincibility, like an uber, that requires no previous action otehr than spawning with it. Passivity means it requires less input from players, and ultimately requires less skill than something active like a kritzkrieg or natascha.
What it should have been overall? A melee weapon that you can charge a swing for more damage/crit but does less damage, or swings slower for more damage, or something equally uninteresting like most other melee sidegrades.
2nd pistol should have been the stunning weapon, if stun was something valve really wanted. It should have required good accuracy, the amount of stunning should have relied on an ammo meter similar to the Cloak meter, as in the more you use it the longer it takes to get to max again, as well as applying a max time allowed to stun. Should have been simple to use, should have forced you to remain at a reasonable distance from the target, and most importantly must have required you to maintain your stun gun on them for them to remain stunned, so that when you changed weapons, they could do their thing again.
Scouts couldnt have killed anyone with it alone, forces teamwork. Requires good aiming, adding onto the skill sets required by scouts already. Cumulative ammo metre would mean that scouts would need to decide how long they would stun for, and how much they would save for later.
Its a bit late for the scout now, but if valve had simply asked comp players how we thought these weapons would act in 6v6 play, we could clearly have told them the designs were flawed.
I like that idea, renegade – how it uses teamwork and you cant stun indefinately.
http://www.youtube.com/watch?v=pRjnqCf165Y Sorry for the awful quality, but that is a bit shit… both scouts dead at very start of the round :x
But if you could do that everytime an uber is used, it is useless. And the chances of missing a soldier with a stupid stun ball isn’t pretty high. I completely respect why you used the weapons and I hold no grudge against you, your team. However, we felt our game was destroyed after experiencing what these unlockables can do as half of the time we had to be so cautious in-game especially when holding choke, and when you pushed us back from spire to mid with your uber, our counter meant nothing because we were stunned – that personally destroys the game, considering if that stun wasn’t there, the point was sure to be ours still. Our scouts also got annihlated at mid straight away as the ball instantly smashed them in the face, obviously not the best dodging skills I agree, but to walk out of house, under bridge to have a ball into your face is rather annoying.
We played a good game and my team and I hold no grudge against you or obs. I hope we can play some more at some other point, without the annoying comments from both sides ;)
After another day of stunning experiences (arf arf arf) I have to say I really hope etf2l will follow in the footsteps of the australian TF2-scene and ban this piece of ghey.
The hitreg or whatever has to be the worst of all weapons in the game; I have never watched a grenade clearly fly past me just to gib me the second it flies out of my FOV at 30-ish ping. Maybe this has to do with the collision-model-change of the last patch or something but with a weapon around that seals the deal as soon as it hits you this is unacceptable.
Dunno how to possibly make it any more obvious that an easy-to-aim weapon that fully stuns all classes for an almost arbitrary amount of time is completely ludicrous, especially when there is as good as no risk for huge reward.
Why do you compare uber (shooting while invincible, no negative effects afterwards) with bonk drink (shorter effect, no shooting possible, only reloading, burnout effect) ?
I concur with you that Sandman needs some (or much) rework, but why is it a stun that doesn’t belong to any fps? If this wouldn’t be TF2, our gameplay police here (or better GSA, gameplay security agency) would definately say something like “INVINCIBILITY DOESN’T BELONG TO ANY FPS” (with caps, ofc) or “AUTOAIM WEAPON DOESN’T BELONG TO ANY FPS”. This is actually TF2, and with some modifications, I’m not seeing any problems with adding something novel instead of just another crit mechanics on unlock weapons.
Like 95% of all posts regarding changes are saturated with value judgements, absolutely no basis for discussions, change this if you want to be regarded as of full age.
Baseball itself fits btw perfectly into TF2 environment, emphasizing this unique comiclook.
I didnt think the updates was strong enough.
Scout are still bloody useless in publics servers vs 4 sgs.
In 6v6, its not over powerd it just adds another dimension to the game, both sets of scouts have the same ability so overall the better team with the better scouts who get their targets more often will win the battle, but its equal for both sides.
ok you might lose an uber, so what cant a spy/sniper can take your uber in a second with a backstab/headshot.. and i dont see you wanting hs on medics being taken away mick :P
Not to mention the scout will prolly die a lot more because he cant 2x jump anymore.
As for making the game look less pro. The game was never pro bias in the first place, its a fun style team playing game, not all out war with bouncing bettys.
Regarding this interim state of sandman bit (notice to gameplay police: you can correct me here) overpowered:
We played many months (or even years ) with overpowered demomen (dl2), to reduce this a bit until Valve reworks Sandman:
Sandmanlimit 1!
scout limit 1 or since when do we limit weapons?
since classlimits.
It’s not the 2 nailguns that are OP.
There should just be a poll on the front page, it seems discussion is pointless. We all seem to agree that it’s somewhat op, but what is the best direction to take it… banning of the sandman, or limiting scout to one.
Personal opinion, if you limit the scout to one, it may offer some change to the gameplay and bring in new classes, but you may effectively be killing the heavy from competitive play. If you ban the sandman though, not a lot will change from what we had previous to the update.
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