Forum
Damage adjustments
Created 11th January 2010 @ 11:13
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If you want to solve spam, just change 8 to 4 stickies in the stickylauncher
This actually sounds intresting (atleast to me, a non-demo player). But how about changing only the number of stickies that are laid, i.e. a demoman could only have 4 stieckies out at any given moment, but still have 8 in fully loaded weapon?
What do demomen playing guys/gals think?
For the record. I am a demoman. Most of the kills of demoman are when the enemy runs out of ammo, the demoman still have those extra 2/4 stickies. Reducing the stickytraps will further speed up the game. A stickytrap of 4 stickies is most of the time not enough to kill a fully buffed soldier. So the tedious stickytrap checking around each corner is easier or not even needed.
Don’t see the point in prolonging firefights.
Will just slow the game down even more.Not by much. It will stop the game from flowing super fast because you just did 125+ damage on 2 scouts with your tdh.
TDH is not a reason to reduce the damage of the shotgun and nades
Yes. But you can’t simply lower the TDH damage. That will mean that it hardly is a decent sidegrade. You need to lower the entire damage ranges for scout/demo/soldier to have room for having a weapon that does more damage. This all is caused by Valve introducing new weapons after the game was balanced for the classic weapons.
+1 vanilla
TDH is not a reason to reduce the damage of the shotgun and nades
Yes. But you can’t simply lower the TDH damage.
You can reduce the fall off and ramp up damage of TDH and remove minicrits on low heights.
TDH is not a reason to reduce the damage of the shotgun and nades
Yes. But you can’t simply lower the TDH damage.
You can reduce the fall off and ramp up damage of TDH and remove minicrits on low heights.
Or we can play vanilla?
why should there even be a minicrit?
airshots with that thing are easy as piss, why reward something so easy?
why should there even be a minicrit?
airshots with that thing are easy as piss, why reward something so easy?
this
Pipes max. 93
Stickies max. 108
Slightly reducing the spam influence
just cant agree with this
why would stickies do more damage than grenades, when:
– grenades are harder to hit = more skill needed
– 8 stickies = 800+ damage of spam
edit: I said this in other thread
stickies should have an ammount bonus, for example:
1 sticky 50damage
2 stickies 125damage (instead of 2×50=100)
3 stickies 200damage (instead of 3×50=150) etc..
so, when u chased someone with sticky+det would only do like 50 damage, that would make the stickies work more as a trap than actually spam
Last edited by Haunter,
I toned down every value by 10% except TDH and sniper rifle. There’s no arbitrareness involved.
Stickie traps are already very powerful, stay powerful with these changes, sorry but I can’t see the point in adding bonus damage then. It’s about maintaining the effectiveness of traps and lowering the offensive use I guess, maybe it could work, but pls test these suggestions without complex changes first.
Last edited by atreides,
aren’t some of you guys involved in the beta?
does anyone there take in consideration the ideas posted here?
and i mean good overall ideas like the one in OP, not the shitty “derp reduce this 50% and remove this” statements by people without a clue about numbers nor gameplay
I mean, reducing the peak damage of some weapons would be really good for the gameplay… wondering why it wasnt considered before
Last edited by ambra,
Reducing damages is only increasing the spam anyway. It only makes it harder to get the kill, get the advantage and wont reward agressive solo-actions. Result is even more spamming.
+1
it would just make the game more defensive and slower cause nobody would jump straight forward just to make the kill.
it would just make the game more defensive and slower cause nobody would jump straight forward just to make the kill.
That’s just speculation. It’s evident that everyone survives more damage, but you still need just two goodplaced rockets to kill a medic. That’s one exampe to show you that this easy assumption about game flow is at least flawed and only tests will prove the real effect on gameplay.
why should there even be a minicrit?
airshots with that thing are easy as piss, why reward something so easy?
This is not the thread to show the uselessness of chain quotes. Minicrits weren’t up for discussion here, ever.
if airbourne > 1.5 seconds minicrit else standard dmg
allows classes to jump without being one shot, slightly decrease the dmg on the TDH so it does not one shot scouts close range
One target (amongst others) of this thread is to balance the TDH. If it’s balanced on ground, I don’t see a reason to give any bonus airborne, as it’s fairly the same difficulty.
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