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Soldier Weps, Overpowered or not?
Created 18th December 2009 @ 05:13
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I think that scouts that manage to reach you and attack with full health should be rewarded with being able to take one hit at least. Scouts that decide to rambo with 100 health should be under the risk of a clean one hit.
[-]December 18, 2009 – Team Fortress 2 Update Released
Fixed the Direct Hit having an incorrect short range damage curve (now matches the normal Rocket Launcher curve)
wut?
Umm..What’s your point? It takes the same amount of time to kill a scout by hitting him with 1 rocket from either rocketlauncher + shotgun finish off. The only difference is that the DH makes it a much harder shot compared to using the splash damage off the normal rl. For it to be a viable side grade , it should have an advantage the normal rl doesn’t have, which is its damage at close range by getting a direct. If it takes the same amount of time to kill targets with both launchers, then whats the point in using the rocketlauncher that you actually have to have a direct hit with? Cause its fun to have a challenge?
Wow, Swifty, I didn’t expect such retarded arguments from you. Just because the two rocketlaunchers MIGHT be similar under ONE circumstance does not make them universally interchangable for ANY SCENARIO. TDH will be superior in terms of airshotting and dealing damage at range due to the speed, and probably other stuff I’ve forgotten. Additionally direct hits with TDH is not particularly difficult, as it requires little prediction (and predictions have greater uncertainties, and thus more inconsistent).
Sure, it sucks to be 1 shotted but you gotta remember that you’re taking a risk by jumping infront of a soldier to kill him/his medic And it’s not that easy to get a direct on a good scout anyway imo.
With a rocket that’s 85% faster than a nade, I can assure you it’ll be somewhat easy to gain a direct hit from closer than mid-range on a scout once people are accustomed to TDH.
And this argument is retarded? It’s like saying ‘okay, soldiers who haven’t been healed in the last 10 secs should take 300% more damage from scouts – sure it sucks, but it’s a risk they have to take when trying to kill a scout without a medic’ which has zero rational basis. Scouts already have to take a risk against a combo in an attempt to kill the medic – he will have to get through a soldier who tries to kill him while dealing 150 damage in ~2-3 shots (as with the normal RL the chances are you’ll die within that timeframe against a good soldier if ya try to get the medic) on a medic who hides behind the soldier.
I understand you don’t want your e-z mode nerfed, Swifty, but still, at least think a bit before you produce an argument. : D
Biased soldiers like the imagination to one-hit everything, the vast majority fortunately not.
Starting to find the DH too awkward to use reliably. I think if it stays the way it is I’ll still be using the original rocket launcher, which is sad because I always felt that the rockets were too slow.
Edit: Also for trying to knock people off spire it’s next to useless. Seems more like a weapon that will be limited to long range combat which contradicts itself due to the insane falloff.
Last edited by Ched,
With this splash radius, of course TDH should 1-shot a scout with a direct hit because if it is not a direct hit but very close, it only deals like 10-20hp. Why should I need 2 accurate shots to kill a scout with TDH? Since their firing rates are the same, I can do the same with RL much easily at the same time by splash damage without even worrying about accuracy at all.
+1
I think swifty had a good point, if you’re that close to a solly and are hit the scout should go down and the soldier prevail. With normal RL the scout survives and the solly dies from scatter + selfdmg.
And DH is much weaker for anything else than close range fights.
As I see the TDH issue right now, the scout will be useless or degraded just capping-machine only a matter of time. Or just flanking with the FAN, I do not want to be useless.
Last edited by bunfi,
If the explosion radius stays the same then yes, I agree it should one hit kill scouts at close range with a direct hit. I just think it would be more fun for everyone if it was a bit more forgiving for the soldier using it and the enemy being hit by it. Sometimes on lucky shot will send someone straight back to resupply.
As I see the TDH issue right now, the scout will be useless or degraded just capping-machine only a matter of time. Or just flanking with the FAN, I do not want to be useless.
what the fuck? TDH makes scout useless… OK!
+ I do prefer the original RL due to it having higher splash damage, which fulfills my role as a spammer :D
Last edited by howdeh,
medics can be one shotted with tdh. Should be banned until it’s fixed.
As a scout I love playing people that are using tdh, too easy.
My impressions:
-the banner seems and is making the gameplay much more faster. Big influence from this stuff. i wonder if it will be accepted
– tdh: is a nice weapon, the lack of damage radius is enough to explain the benefits of the weapon, all the whine in this topic bout it is not correct. as scout u need to jump and hop a lot and u will be able to overmaster a lonely soldier with tdh quite easely. the trade of more damage on instahit and lesser damageradius is fair enough!
– the pickaxe: greaaaaaaat addition, lots of fun and really nice addition.
Didnt got the boots yet or saw the impact but i think they prolly arent able to replace shotty space. first off all because you cant do damage with your boots and second of all is that building an uber will be much more ammo consuming. (at least i think)
Conclusion:
The new soldier weapons have a positive impact on the gameplay. Matches will be more intense and skilllevels will have to improve (faster comms, better positioning etc). As spectator the game will be much cooler to watch.
I do believe that a limit 1 on banner and tdh might be needed but thats something the community has to decide on.
Didnt got the boots yet or saw the impact but i think they prolly arent able to replace shotty space. first off all because you cant do damage with your boots and second of all is that building an uber will be much more ammo consuming. (at least i think)
They only work on (vertical) rocketjumps so it wont affect building uber or selfdamage in fights.
Last edited by RaCio,
And DH is much weaker for anything else than close range fights.
Are you cereal? Please think before you write ANYTHING.
Another note: I wouldn’t base the measurement of difficulty to hit a scout at close range upon an average soldier pubby.
There ARE soldiers around with common sense (TopGear, bm). Read their posts!
Another rant: Regular rocket launcher for close range medic defense against scouts, TDH prevails on every other situation. It’s not like the TDH has to be better in every single situation to be an upgrade.
Last edited by atreides,
i always thought you was easier to hit double jumping as the scout, but maybe now you might have too!!! but still the TDH soldier should win against a scout, actually the soldier should win all ways at a 1 on 1!! its now possible with the tdh
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