Forum
Gunboats
Created 10th October 2010 @ 09:26
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Quoted from Hat
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9 times out of 10 i will do a double RJ when bombing the medic, and this is WITHOUT gunboats
so how would gunboats effect this in any way? sure i will have 30hp more (amazing!)
but i will also not have a shotgun so if i fuck up 1 of the 2 rockets i have then i will simply not be able to kill the medic with the slow rocket launcher reload
Its not 30hp.
okay you have 50hp more which is basically nothing
you also have no shotgun
next?
Quoted from Hat
okay you have 50hp more which is basically nothing
you also have no shotgun
next?
I’d love to have 50hp more as a scout. I don’t think most medics would mind either. It’s basically nothing, so lets mail Robin about it.
Last edited by Koeitje,
im talking about a situation where perhaps 4-5 people will be focus firing you, 50hp more in that situation does not really outweigh the loss of a shotgun as a finishing weapon
Quoted from Hat
im talking about a situation where perhaps 4-5 people will be focus firing you, 50hp more in that situation does not really outweigh the loss of a shotgun as a finishing weapon
There’s plenty of times when 50hp makes all the difference. Normally you would be focused by 3 people tops. That 50hp can mean the difference between firing your second rocket, and not firing it at all. Same goes for a finishing weapon, when jumping a medic you hardly ever got time to reach for your shotgun anyways. Rather have 50hp more to give me that slight edge when throwing down my rockets.
Last edited by Koeitje,
It’s supposed to make a difference, that’s the point of an unlock. The difference of no shotgun balances the unlock. There’s a positive difference and a negative difference.
Quoted from Mark
It’s supposed to make a difference, that’s the point of an unlock. The difference of no shotgun balances the unlock. There’s a positive difference and a negative difference.
Yes, but one should consider the actual impact on the game. If I’d made a weapon that does +100% damage to scouts but -10% to heavy classes it has a positive and a negative difference, but I doubt people would want to see it in league play.
Lets make one thing clear: I don’t care whether or not the GB are banned.
Last edited by Koeitje,
No, that’s why the positive and negative have to cancel each other out, which the gunboats do, but your proposition doesn’t.
Quoted from Mark
No, that’s why the positive and negative have to cancel each other out, which the gunboats do, but your proposition doesn’t.
Do they? Why are we having this discussion then? If it was that crystal clear? Close the topic. Allow gunboats. Mark says it’s balanced.
Last edited by Koeitje,
We’re having this discussion because the admins banned them, but as you can see, most of the people, in this thread at least, disagree.
Quoted from Mark
We’re having this discussion because the admins banned them, but as you can see, most of the people, in this thread at least, disagree.
n=9, doubt that is statistically significant with regards to the entire 6v6 user base on etf2l.
funnymustard
i think your focusing too much on the medic killing aspect, which is actually downgraded with using gunboats…
Quoted from Koeitje
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n=9, doubt that is statistically significant with regards to the entire 6v6 user base on etf2l.
Didn’t say it was.
i would like to hear an admin response with regards to ‘gunboats are op because their counter (the direct hit) is banned’
and how they came to this conclusion
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