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Soldier Weps, Overpowered or not?
Created 18th December 2009 @ 05:13
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After I played a while with TDH I found myself in situations, where I hit nothing.
I noticed that especially after the update a lot players (doesn’t matter what div + public players) changed their movement. Nearly everybody uses strafejumps and fakes his direction of movement. If the enemy notices that he’s playing against TDH, he begins to move unpredictable. That makes it impossible to hit an enemy on mid-range. On short range you just need some good aim.
The mini-crits feel wrong at all. They appear when the enemy is just jumping and imo it’s not fair to reward an airshot with a mini-crit when the rocket is flying 80% faster.
I wouldn’t mind if Valve removes them, but I don’t want to see the extra damage removed. You have to aim direct, that means you can miss your enemy easily.
125hp classes dying at very close range instantly? If not, why should I use TDH?
I can understand the scout’s whining, and I think one single rocket shouldn’t kill a scout on mid-range, nor a buffed scout on short-range. But if the scout’s unbuffed, the direct kill should be rewarded.
There a few more disadvantages of TDH like just the 30% explosion radius of the old rocket launcher. Live with the direct kills on scouts or ban the weapon, in order to say it drastically.
just my 2 cents.
Last edited by GeaR,
Solution: Roaming soldier with TDH, pocket soldier with regular rl -> Advantage through specialisation.
You’re supposed to get close up as a scout to inflict a good amount of damage. With the old RL you could 2 shot a soldier if you managed to get 2 100dmg shots before he fires 2 rockets, but now soldiers will dominate scouts who get up close. What’s the point of having good aim anymore? Might as well use the FaN. :)
Last edited by Extremer,
Solution: Roaming soldier with TDH, pocket soldier with regular rl -> Advantage through specialisation.
Can’t personally see the advantage of a roaming soldier using TDH. Going aggresive on spire/crates is better with the normal rocket launcher and dive bombing into the enemy combo isn’t as effective. The original allows you to deal damage to multiple targets much easier. I find it next to impossible to juggle enemies with TDH, can imagine it being useless at stopping medics from running away.
http://i45.tinypic.com/k14byq.png Durrrr
Last edited by Ched,
My point remains valid, although I might add I had the removed mini-crits while jumping added to my equation. And what’s the problem with some new playstyle? Fact is the weapon is not op once the mini-crits on jumps are removed.
TDH is the noob cannon, rather than predict movement and aim at a specific point on the floor, you simply spam. At close range you one shot – It’s not a higher skill ceiling at all. Almost all the “skill” ie,. placement, prediction has gone, especially in regards to airshots. In fact TDH has made bad soldiers good, similar in many ways to the FAN.
It was a retarded idea on the beta forums which Valve took seriously. Soldier doesnt need this at all, soldiers needed a means to fight away from the medic – the pickaxe is a perfect example of a well thought out weapon, had the boots been an addition in the misc icon loadout rather than a shotgun replacement then it would of been the perfect upgrade.
..awaits all the baddies now opting for this next season
Last edited by Fragga,
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
oh yes, the scouts only function is: FRAG… good job.
now soldiers will dominate scouts
Isn’t soldiers dominating scouts the whole point of playing a classbased game?
But yes, needs changes soon so it doesnt go the way of the fan.
Last edited by Fluffy Meowington,
The Direct Hit is really fun, for the first hour. Then you miss splash damage and reliability.
I’d take the damage buffs away and give a bit more splash damage to it.
I got the bugle too, which is great when you get it working, BUT it takes too long to get charged. I think allowing it to be used at halfway on the chargebar, but halving the time of the minicrit effect would make it more useful in competitive play, hopefully giving the chance of using it on middle point.
Or you could charge with self damage?
On short range you just need some good aim.
125hp classes dying at very close range instantly? If not, why should I use TDH?
I can understand the scout’s whining, and I think one single rocket shouldn’t kill a scout on mid-range, nor a buffed scout on short-range. But if the scout’s unbuffed, the direct kill should be rewarded.There a few more disadvantages of TDH like just the 30% explosion radius of the old rocket launcher. Live with the direct kills on scouts or ban the weapon, in order to say it drastically.
Okay, so, should nades and close-range hitscan instantly kill an enemy, as well, then? Maybe scouts should do 500% damage from behind, because I think they should be rewarded for flanking.
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
oh yes, the scouts only function is: FRAG… good job.
ok
Okay, so, should nades and close-range hitscan instantly kill an enemy, as well, then? Maybe scouts should do 500% damage from behind, because I think they should be rewarded for flanking.
*already does 5000x damage from behind*
also scattergun knockback is ghey
We already had this discussion about pipe damage, IMO it’s the same difficulty to hit a scout with TDH with soldier as hitting a pipe with demo. NO INSTAGIB, k thx.
Last edited by atreides,
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