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Soldier Weps, Overpowered or not?
Created 18th December 2009 @ 05:13
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People here act as if soldier has been supergimped constantly, but generally in higher play soldiers aren’t consistently bottom fraggers. From what I’ve seen you have soldiers fighting for top fragger/outfragging demos in top level play, such as exfane vs. looper, hocz vs. hymzi, haunter vs. byte, etc., and these soldiers are consistent top fraggers in games/matches and illustrates that soldiers already have high fragging potential and aren’t useless – despite the requirement for medic hogging.
I agree that the latter should be changed and it being made into a more stand-alone class, but equalizer/TDH that grants raw killing power so he can kill before needing help isn’t really the way to go. More self-sustainable abilities instead of more ‘hurr I kill u’ abilities.
I think these suggestions would be more balanced:
TDH
+80% rocketspeed
-60% splash
+10% damage (enough to inflict more damage, but not enough to instagib scouts)
Pickaxe
Remove the damage increase, add it to the shovel or vica versa.
Last edited by Extremer,
Ur fucking mad Extremer
Ok, let him keep his hitscan rocket launcher and +175 dmg + scout speed pickaxe.
I think these suggestions would be more balanced:
TDH
+80% rocketspeed
-60%
+10% damage (enough to inflict more damage, but not enough to instagib scouts)Pickaxe
Remove the damage increase, add it to the shovel or vica versa.
Make TDH less powerfull close range and change the damage falloff. Make it not so steep as for the normal rocket launcher. Then TDH isnt so overpowered at close range, but is more usefull in mid/long range. Then it really is a sidegrade and not only an upgrade for those who can aim.
Changes to TDH seem decent, After some more playing against Scouts and as Scout it’s obvious that 1-shotting scouts is too easy because it’s even hard to miss them when they’re that close. I think TDH should do a bit more damage at a longer distance though, quite like the suggested no damage fall off.
But leave pickaxe as it is, the only class that is really having a hard time against it are demos, for a every other class with hitscan weapons he has a big “fuck me please” sign on his head as soon as he runs around with the axe.
LOL Nice edit… First it just said -60% so I thought you meant 20% faster rockets instead of 80% faster. Nvm.
Anyway increasing splash radius whilst reducing damage slightly will only make TDH a more powerful weapon.
Last edited by KOVACS,
Well, as far as I see it, TDH does not have a defined purposes. It gives up some splash for killing power which is the purest and most easily transferable ability (height disadvantage not so much a downside etc.). If it had a more defined purpose, say if it had
-10% damage.
+80% speed.
-50% splash.
Minicrits on airborne targets (with minicrit reg fixed).
It would have a defined purpose while not being gimped in any other circumstance. It wuoldn’t be as good at spam, but it would still kill most things in the same no. of rockets as regular RL, and it’d be A LOT more consistent at airshots. Obviously there are multiple ways and this is just one suggestion, but it’s for the purpose of making it an alternative playstyle with strengths and weaknesses instead of having just strengths in almost any aspect of combat.
I think these suggestions would be more balanced:
TDH
+80% rocketspeed
-60% splash
+10% damage (enough to inflict more damage, but not enough to instagib scouts)Pickaxe
Remove the damage increase, add it to the shovel or vica versa.
This seems perfect in my eyes too.
After all, insta-gibbing is just making the game worse. You should have a fighting chance.
Actually, I think this reasoning should be aplied to all classes and weapons, including snipers.
What is the point in having a class that can instagib people with a hitscan weapon with a single headshot when the victims have absolutely no way of defending themselves ?
Why is no one seriously complaining about this in the discussion about “no insta-gibb” ?
Maybe because people have got so used to beeing instagibbed by snipers they don’t even think about it anymore ?
Last edited by Iller,
Actually, I think this reasoning should be aplied to all classes and weapons, including snipers.
What is the point in having a class that can instagib people with a hitscan weapon with a single headshot when the victims have absolutely no way of defending themselves ?Why is no one seriously complaining about this in the discussion about “no insta-gibb” ?
Maybe because people have got so used to beeing instagibbed by snipers they don’t even think about it anymore ?
Killing people in one or two shots is all a sniper can do for his team, while other classes can spam, defend their medic, flank, cap etc.
Last edited by Sturmis,
How is increasing the splash radius going to give the weapon a defined purpose, it just serves to make it more like the original RL and more generic. You pretty much defined the purpose of TDH in the first sentence of your post – it opens up opportunities for kills that usually wouldn’t exist or would be far more difficult to make with the original RL but at the same time closes off a lot of opportunities that the original RL favours. How is this in any way not a good thing?
Killing people in one or two shots is all a sniper can do for his team, while other classes can spam, defend their medic, flank, cap etc.
Sure, without his ability to one-shot people the sniper would be a pretty worthless class.
But this doesn’t change the fact that people get one-shotted from him without any possibility to defend themselves regardless of their skill.
In my opinion one-shotting is something that should be removed from tf2 regardless of what class we are talking about.
Maybe spies could be one exception since you have a fighting chance to avoid getting killed by beeing observant and listening to uncloak sounds.
Last edited by Iller,
Well, as far as I see it, TDH does not have a defined purposes. It gives up some splash for killing power which is the purest and most easily transferable ability (height disadvantage not so much a downside etc.). If it had a more defined purpose, say if it had
-10% damage.
+80% speed.
-50% splash.
Minicrits on airborne targets (with minicrit reg fixed).It would have a defined purpose while not being gimped in any other circumstance. It wuoldn’t be as good at spam, but it would still kill most things in the same no. of rockets as regular RL, and it’d be A LOT more consistent at airshots. Obviously there are multiple ways and this is just one suggestion, but it’s for the purpose of making it an alternative playstyle with strengths and weaknesses instead of having just strengths in almost any aspect of combat.
Derp http://i45.tinypic.com/k14byq.png
Also it seems that a lot of people are complaining that a 20% increase in explosion radius is more useful than the ability to one hit kill low health classes. I bout that extra 20% radius would break the weapon but I can see how it is sort of stepping on the original rocket launcher’s toes. In fact, if anything after thinking about it, having an even smaller radius could work aswell. Maybe a buff to balance it would be like many have said reduced falloff or perhaps greater knockback?
Last edited by Ched,
No damagedecrease at all is too much, reducing it could be fine. I wouldn’t increase splash radius really, that’s already the advantage of the old one.
Cap the Equalizer maxspeed at 120% (average of Scout and Medic speed). Cap Equalizer maxdamage accordingly.
Haven’t tested Buff Banner that much to give advices here.
But this doesn’t change the fact that people get one-shotted from him without any possibility to defend themselves regardless of their skill.
I am so tired of listening to this kind of bullshit… If you can defend yourself from spy by listening and being observant, why cant you agaisnt sniper? If you hear him shooting, stay in cover, use different routes to get close to him, dodge like a maniac, etc, etc, ETC!
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