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Soldier Weps, Overpowered or not?
Created 18th December 2009 @ 05:13
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TDH is overpowered.
Bugle might break last pushes on some maps. (minicrits remove fall off damage = get raped)
Pickaxe is an obvious upgrade. You could say the ubersaw is an upgrade too, which is correct, but the medic rarely gets to use it and it’s really hard to get even 1 stab. But with the pickaxe, all you have to do is get damaged, which isn’t hard..
Scottish Resistance might slow down the game on last pushes, which are fucking slow already. Fuck it.
The shield is useless.
The sword might be useful.
It does like massive damage vs airtargets. Don’t even jump again as whatever class cause you are dead.
Nothing changed, FaN’s already there. ;p
edit: Also, blame Moose!
Last edited by compton,
IF the mini crits go away its a perfectly fair weapon, otherwise its just fucking insane.
I’m sure they will fix so u dont get mini crits just because someone hit the space bar.
Set a limit for mini crits if u are x units from the ground.
Or just remove the mini crits, I havent tested the update yet so i donit know how it works
Last edited by wer,
i would like the TDH to get some speed nerf like 20-10% less to much hitscan atm and remove the minicrits.
I got the gunboats last night, it just dropped randomly. Rocket jumps do 11hp dmg, im not sure how useful the item is but it sure makes public play as soldier a lot more fun ¬_¬
TDH overpowered? Right.
Is the only way to get gunboats from random drops?
Last edited by wer,
They should remove the minicrtis,getting instaggibed at any ranges just because you jumped/were falling from a ledge is insane.
I’m sure they will fix so u dont get mini crits just because someone hit the space bar.
Set a limit for mini crits if u are x units from the ground.
Or just remove the mini crits, I havent tested the update yet so i donit know how it works
That’s what I was thinking too, minicrits for someone who jumped are a bit OP, for people you have shot off the ground though they’re fine imo.
Remove the minicrit on airs (It’s the opposite now: you’re dumb if you can’t airshot with this railgun), give it to regular, and adjust bonus damage to ~x% (max damage with rocket = 120).
No instagib with 1 hitscanrocket (it’s this at close range) or 1 pipe, if anything airrocket with the old one at close range.
Last edited by atreides,
Remove the minicrit on airs (It’s the opposite now: you’re dumb if you can’t airshot with this railgun), give it to regular
I agree with this.
TDH is overpowered. 1 hit to kill a scout close-range, particularly with this rocket-speed, will make it too frequent an occurence. I could deal with the rocket-speed if the damage was toned below ordinary RL but the minicrit on airshot remains, as then it’d have some utility and be a weapon for more consistent airshots (due to faster rocket speed you have a higher chance of hitting upon flick-correction once accustomed to the speed).
The Equalizer is overpowered. It should be limited to 100% speed. Why? Because now one (or both, but you’d lose über percentage that way) soldier only has to hurt himself and he’ll have scout speed to run to middle with (and he’ll get max healing rate after ~15 secs, which is the appx. time the demo reaches middle), so he could get full hp + some buff after 3 secs of healing.
The horn is an interesting mechanic that deserves further exploration. Currently the whole game revolves around the übercharge, and this addition will cause further revolution around the “mini-übercharge”. If limited to 1, it could prove somewhat interesting, however I do think it should charge slower, as the rage charges up nigh instantly from what I’ve seen.
The demoman weapons are fine on first glance, however the SR will require some discussion and tests to see if it slows the game sufficiently to hurt competitive in terms of playability, enjoyment and spectator-friendliness.
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