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Damage adjustments
Created 11th January 2010 @ 11:13
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I already posted something similar at the other weaponspread discussion, but I’d like to have this discussion separated:
Basically refining Haunter’s idea, my suggestion is to reduce the max. damage of every too effective weapon in this game to make way for the new weapons and encourage the usage of the residual 5 classes.
New maxvalue damage (+ maybe FaN):
Scattergun max. 93 (~90% of current)
Rocketlauncher max. 100 (~90% of current)
TDH max. 120
Pipes max. 93 (~90% of current)
Stickies max. 108 (90% of current)
Shotgun max. 81 (~90% of current)
Sniper bodyshots max. 42/120 (fully charged)
agreed to Imperium’s suggestion
Main purposes:
Significantly enhancing the heavy usage
Balancing the TDH (finally)
Balancing the FaN
Slightly reducing the spam influence
Easy to implement with TFTrue as transition
Last edited by atreides,
For the sniper bodyshot dmg, probably a minimum of 42 upto 120 because crits do 3x as much dmg (and therefore 42 x 3 would kill a non-buffed scout on a quick-scope hs). Everythng seems pretty good as it is all proportional to each other though.
“reduce the max. damage of every too effective weapon in this game”
Quite good idea! But I nevertheless think that it will be better to correct ONLY unlocks, here for example at TDH to clean mini-crits, but to add +10 % to explosion radius and 8 rockets.
FaN – I think it so have corrected as soon as it is possible, so to it anything I can not add
Sounds decent, but no need to lower the sniper body shots imo. And if you do, you need to lower Huntsman too, because it now does 120 max.
just ban the fucking tdh and play the game :D
or vanilla+medic :3
This is a good idea. Especially with all the new weapons that do “too much” damage. I don’t think it will balance the fan, cause it still will be shit. But it will be easier to balance the TDH, because atm there ain’t much room to play with the damage numbers to keep it a decent alternative to the rocketlauncher. It’s either worse or too good because it can instagib.
Sniper is fine.
Agree with all except sniper, he’s doesn’t get used much as it is so reducing his damage output will only make it worse.
And +1 to sorting this all out with TFTrue, I’ve been saying we should start using TFTrue again since the Soldier/Demo update.
well, Sniper is idd debatable, but I don’t think a fully charged bodyshot is worth that much how it is atm. Headshots are ok, i.e. ~150 damage for headshot.
I think 450 hp for a fully charged headshot is too much tbh. Especially since heavies can’t dodge a sniper from afar either.
Good ideas though. Would like to see the scout max damage reduced (I’m a scout).
I can only read: My team uses a FaN and we need a way to make it work again. Also putting (finally) behind balance TDH is kinda sad.
Poor interpretation:
We play with 2 scatterguns like nearly every team now, it’s not like we suffered since the recent changes. I’d like to see clear limits reg. classes, not weapons. Restricting weapons is the clear signal that a weapon isn’t balanced (yet).
Remove minicrits from TDH and make it 126 hp damage from point blank. With lesser fall-off damage than the RL.
Make Scouts fall-off damage bigger.
Heavy will be used again after it’s finally done in the TF2 BETA.
Don’t see the point in prolonging firefights.
Will just slow the game down even more.
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