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Soldier Weps, Overpowered or not?

Created 18th December 2009 @ 05:13

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ambra

imo instagibbing scouts is fair, but not medics.

Randdalf

(0v0)

Buff Banner will work really well I think, we’ll see what it’s like in a proper match on Monday :D

Iller

tGa

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!

This reasoning would apply to all classes even the soldier :
If you see a soldier with a weapon capable of one-shotting people “stay in cover, use different routes to get close to him, dodge like a maniac, etc, etc, ETC!”
Why make sniper an exception ?

Edit :I don’t really like the insta-kills from spies either, but there you have a chance to avoid getting killed by looking around you. There is no way at all to avoid getter killed by a sniper. You can jump around making it harder for him to aim, but in the end you are not faster than a speeding bullet..


Last edited by Iller,

rtan

-9w-

imo instagibbing scouts is fair, but not medics.

Extremer

imo instagibbing scouts is fair, but not medics.

Yea, bring back instagib pipes!

rtan

-9w-

imo instagibbing scouts is fair, but not medics.

Yea, bring back instagib pipes!

For some strange reason, as a scout myself, I love playing against TDH. It’s so fucking easy to kill a soldier 1v1 with it. I have more problems dodging a well aimed pipe :

Iller

tGa

imo instagibbing scouts is fair, but not medics.

Yea, bring back instagib pipes!

For some strange reason, as a scout myself, I love playing against TDH. It’s so fucking easy to kill a soldier 1v1 with it. I have more problems dodging a well aimed pipe :

Yes, that much smaller splash damage is really a huge drawback I have noticed…
If you don’t hit the flimsy scout directly you get no reward at all..


Last edited by Iller,

BERSERKER

broder
PRO

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?

Derp, if ya had read what I said you’d see I said -10% damage. I reckon for 50% splash and keeping minicrits on mid-airs while not making airshots too detrimental/discouraged would be enough to justify a decrease in damage.

Ched

.tony

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?

Derp, if ya had read what I said you’d see I said -10% damage. I reckon for 50% splash and keeping minicrits on mid-airs while not making airshots too detrimental/discouraged would be enough to justify a decrease in damage.

True. It is true that I also need to proof read. Well maybe just removing the mini-crits alone would make it a fair weapon. The ease and more versatility of airshots with TDH should be the reward for airshots, I still see no need for the mini-crits. I’ve been convinced now that the splash should remain small to differentiate the two rocket launchers. The ability to one hit scouts seems to balance itself because it’s surprisingly harder to kill a scout with TDH than the normal RL. Seems that the scouts out there find it easy taking on soldiers using TDH.

Conclusion: Remove mini-crits and all is well.

Koeitje

AUTOBOTS

In fact, if anything after thinking about it, having an even smaller radius could work aswell.

Would break it completely with no chance to juggle. Now you need to place a perfect rocket to create a juggling effect. With the old rl this isn’t needed.

Lower damage is just lame berserkerr ( lower than normal RL)? Have you actually played with it? Even a perfect splash hit does only like 30 damage tops? It should reward direct hits more than with the normal rl. You can remove the minicrits cause that’s just bs. In my opinion put max damage at 120, speed the same, splash slightly bigger (-60% instead of -70% or whatever it is now, 10% difference. It’s horrible fighting downhill with the tdh when you are trying to juggle somebody), mini crits removed. Maybe play with damage fall-off a bit. The normal RL is still superior in close-mid range fights vs multiple opponents or vs scouts in some situations.

And yeah, soldiers already didn’t frag less than any other class. They are just more medic bound. But even without the medic it’s perfectly possible to get some kills in.


Last edited by Koeitje,

BERSERKER

broder
PRO

True. It is true that I also need to proof read. Well maybe just removing the mini-crits alone would make it a fair weapon. The ease and more versatility of airshots with TDH should be the reward for airshots, I still see no need for the mini-crits. I’ve been convinced now that the splash should remain small to differentiate the two rocket launchers. The ability to one hit scouts seems to balance itself because it’s surprisingly harder to kill a scout with TDH than the normal RL. Seems that the scouts out there find it easy taking on soldiers using TDH.

Conclusion: Remove mini-crits and all is well.

Disagreed. Anecdotal “evidence” from scouts reporting it to be easier fighting arbitrarily skilled soldiers does not equate to balance. I’m fairly certain skilled soldiers will have little difficulty hitting a scout with a direct when it is at that speed (fully charged huntsman isn’t that difficult to hit a scout with at mid-close range, and it has an arc and smaller hitbox – meaning it’s far easier to hit with TDH than with fully-charged huntsman).

I think they should reduce the damage, re-consider how minicrits reg, and make an implentation based on that. At the very least a scout should not be one-shotted. The argument that it requires more aim and should therefore one-shot is ridiculous, as you have a projectile. If just one game unit of the projectile’s hitbox collides with the enemy hitbox, he takes full damage. Thus, scout meatshots require more aim than TDH, so should meatshots do 300 damage? No, they shouldn’t, and TDH shouldn’t do 125 damage or more in a single shot.

Lower damage is just lame berserkerr? Have you actually played with it? Even a perfect splash hit does only like 30 damage tops? It should reward direct hits more than with the normal rl. You can remove the minicrits cause that’s just bs. In my opinion put max damage at 120, speed the same, splash slightly bigger (-60% instead of -70% or whatever it is now, 10% difference. It’s horrible fighting downhill with the tdh when you are trying to juggle somebody), mini crits removed. Maybe play with damage fall-off a bit. The normal RL is still superior in close-mid range fights vs multiple opponents or vs scouts in some situations.

And yeah, soldiers already didn’t frag less than any other class. They are just more medic bound. But even without the medic it’s perfectly possible to get some kills in.

As I said, Koeitje, I just used it as an example to illustrate that it should have a more defined purpose. Excel at some aspects at the cost of being less versatile. As it stands the only aspect where normal RL is better is spam, whereas TDH excels at damage-dealing which is a far more universal skill, and therefore makes TDH more powerful.

Your suggestion sounds perfectly reasonable, as well, as I just don’t reckon any of these arguments justify a weapon that’s overall better in almost any scenario. But yes, fragging ability of the soldier hasn’t been low, it’s just the medic dependency that’s a problem, yet most people in this thread act as if soldiers have been retards in wheelchairs that the rest of the team just push around the map.


Last edited by BERSERKER,

Koeitje

AUTOBOTS

I thought the meant lower damage than the normal rl berserker, I agree on like max 120dmg. But even smaller splash is bs, it’s already insanely small :).


Last edited by Koeitje,

atreides

Already said this 10 pages ago, but it’s not bad to support our soldiers in wheelchairs (no offence, just quoted) to take their red glasses off.

sigh, the weapon is ok, not overpowered, lots of crying and writing over something thats totally not overpowered. the lack of splashdamage is a big minus to use it in comp playing.

If ur a scout you can easely win from a soldier with the tdh if you have jumping technique.

A weapon with more splash damage and less max damage but with same speed as tdh would be awesome though ;)

Koeitje

AUTOBOTS

sigh, the weapon is ok, not overpowered, lots of crying and writing over something thats totally not overpowered. the lack of splashdamage is a big minus to use it in comp playing.

If ur a scout you can easely win from a soldier with the tdh if you have jumping technique.

A weapon with more splash damage and less max damage but with same speed as tdh would be awesome though ;)

Mini crits break it. The guys I kill here ( http://www.youtube.com/watch?v=FQLBfG3OMVI ) are full health or close to it. Normal rl wouldn’t have done this.


Last edited by Koeitje,

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