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Soldier Weps, Overpowered or not?

Created 18th December 2009 @ 05:13

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Rude-

maybe i can replace “fun” by “fair” then ^^

flix

n2o

I like the idea of the banner opening up some new gameplay options but I’m not sure “more damage” was the right direction to go.

We already have kritzkrieg to increase damage dealt and ubercharge to reduce damage received…

Some alternate buff might have been more interesting, perhaps increased fire rate, reload rate or even movement speed (like in a real bugle charge!).

The graphical effect is terribad too, looks like their work experience kid did it :P

+1

no krits for the DH
no boots (unless both teams agree cause…you can only find or craft them)

The same as soldier before he eventually dies.

drunk?


Last edited by flix,

Pedman

sextant

Remove the crits from THE Direct hit and it should be used in etf2l with limit on 1, If you remove this weapon iam off, we need this weapon for the soldier, now the soldier can play the class as it should be played.

SfynX

T2P

I WANT MY DIRECT HIT, I WANT MY DIRECT HIT!
btw the Equalizer is amazingly fun to use

Depch

OP or not, but having played with the new unlocks, especially the soldier unlocks it just makes the game feel more spammy and more random. Less enjoyable for me. Most of these ideas are prolly said already many times, but as the thread is so long I’m not gonna spend time reading it from the beginning.

-Pickaxe, it’s ok buff for the soldier as the class needed buff badly. Gives more room for soldier to use it for escape too or kamikaze, don’t mind, it seemed like fun and not OP, like it’s not that hard to kill a 20hp class off if you see one running around. :P

-Shoes, ok. I guess it’s an ok tradeoff with shotgun if it comes to that. I see shotgun being the prefered one here and roamers try the shoes sometimes.

-TDH I’d change just by editing the height you can get minicrits on, let’s say like highest possible double jump for scout, anything below is not minicrit. Other than that the weapon seems ok. Till then banhammahhh.

-Banner, too easy to get full rage. And even if it took longer to get it made the game just too random even with a limit of 1. Blah. Banhammmah.


Last edited by Depch,

Fragga

FRAGGA`s
RIP

Buff banner is in my opinion is a disaster for competitive play; you lose middle, already you’re at a severe disadvantage. With the banner the team who wins middle will have, not only an uber advantage, but an additional advantage of mini-crits, meaning the chances of a team pulling anything out of a round after losing middle is very remote.

I’ve played four scrims with it now, you obviously run both soldiers with the regular RL due to the splash, and each time our team (ie,. scouts and demo) won middle we had the banner charged and ready for an attack on final. If we want games to be decided upon, in effect, by just the middle point, then OK, if not this weapon needs serious consideration.

Ran

rebeLion

When I saw the bugle, I assumed the soldier using it would go in 3rd person mode and be unable to use his weapons for 14 seconds. That’s how I’d balance it.

chocolatE :>

can´t a scout jump and he is dead? rofl

vlad_drac

xoxo

It’s hardly what the soldier does that makes it imbalanced. It’s the 3 people running alongside him who are spamming scatter and stickies.

Waebi

‹Con›

TDH is total BS, and you know it.

atreides

I’d like to see a poll segmented into classes Medic-Soldier-Scout-Demoman (only active players of season 6 allowed) about maxdamage ( > or < 125) of TDH.

klu

-[MG]-
MG//

TDH is bugged ATM but I imagine valve will sort the crit registration soon enough. As soon as its fixed it should be a decent sidegrade.

I can’t help but think a lot of the whine in here is from scouts & demos that are now unhappy about soldiers now having the same fragging power as them though :P

Koeitje

AUTOBOTS

TDH is bugged ATM but I imagine valve will sort the crit registration soon enough. As soon as its fixed it should be a decent sidegrade.

I can’t help but think a lot of the whine in here is from scouts & demos that are now unhappy about soldiers now having the same fragging power as them though :P

Soldier fragging power didn’t really increase much. It’s just that people blame the minicrits or 125+ damage for their deaths, while even a normal rocket could have killed them easily. It’s not even close to the damage a demo can deal with his stickybombs. And I don’t consider those overpowered. Once Valve fix minicrit registration and 124 as max damage it will be fine.

Fragga

FRAGGA`s
RIP

I’d like to see a poll segmented into classes Medic-Soldier-Scout-Demoman (only active players of season 6 allowed) about maxdamage ( > or < 125) of TDH.

Don’t think you guys have grasped it yet, TDH is shit. It’s a single target attack weapon that (against good opponents) offers nothing in return; the 25% extra damage is useless because a direct hit does say “80” at fighting range, but the regular RL against two enemies close together (when fired between them) would deal “60” a piece, or “120” in total – also with the horn nobody is going to run TDH soldiers.

Koeitje

AUTOBOTS

I’d like to see a poll segmented into classes Medic-Soldier-Scout-Demoman (only active players of season 6 allowed) about maxdamage ( > or < 125) of TDH.

Don’t think you guys have grasped it yet, TDH is shit. It’s a single target attack weapon that (against good opponents) offers nothing in return; the 25% extra damage is useless because a direct hit does say “80” at fighting range, but the regular RL against two enemies close together (when fired between them) would deal “60” a piece, or “120” in total – also with the horn nobody is going to run TDH soldiers.

Scattergun also does only 80 damage at between mid and close range vs a single target. So the scattergun must be shit. Think you are forgetting it’s a specialist weapon for quickly dispatching 1 enemy. You can kill 1 enemy quicker than with the normal rocketlauncher giving you a numbers advantage in combo vs combo fights. I prefer to have 2 people shooting at my team’s combo over 3 people.

It’s easier to get direct hits at long range, and those hits do more damage. But if your aim (or luck) is slightly off at long range you do nothing with the tdh, while the rl can still do like 30-40 splash. That doesn’t mean the tdh is shit. If the tdh would have hit it would have done more damage. With 50-60 damage the chance you kill somebody with that shot is much bigger than when you do 30-40 damage. I haven’t noticed a really significant change in my fragging power between the two rocketlauncher, they both have their strengths and weaknesses depending on the situation. Think I switch to shotgun a bit more with the tdh, but since my hitscan aim is good enough that doesn’t really matter. I know I ain’t a div1 solly, but I don’t think I totally suck balls :P.


Last edited by Koeitje,

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