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Soldier Weps, Overpowered or not?
Created 18th December 2009 @ 05:13
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The main issue is the fact the waepon can 1 hit 6/9 of the classes at close to medium range (where most of the soldier battle occurs) and that’s without minicrits!
i thought the max damage was 140
TDH is such a handicapped and clumsy weapon already but I suppose you could to get rid of minicrits. Any proper scout can take out a TDH soldier with ease since good scouts have really good movement which makes it incredibly hard to make a direct hit. The lack of proper splash damage is such a tremendous loss and you can mainly take out single targets but that requires concentration and aim, not some frantic spamming like with regular rl. If someone claims TDH overpowered he clearly has no clue what it’s like to play with it compared to normal rl.
“Incredibly hard”? Having to actually hit shit is incredibly hard? Demomen everywhere have been doing it with a much less consistent projectile weapon for a while now… Oh the days when 1 out of 10 grenades would one shot a scout, not a game went by without massive whining.
It’s the only argument they have to legitimate instagib.. the anecdote of the unknown soldier who can’t hit scouts with hitscanweapons.
Lower it to 120 max., disable minicrits and reduce falloff-damage by 50%. Everything is fine.
Last edited by atreides,
and ban the fan
TDH is such a handicapped and clumsy weapon already but I suppose you could to get rid of minicrits. Any proper scout can take out a TDH soldier with ease since good scouts have really good movement which makes it incredibly hard to make a direct hit. The lack of proper splash damage is such a tremendous loss and you can mainly take out single targets but that requires concentration and aim, not some frantic spamming like with regular rl. If someone claims TDH overpowered he clearly has no clue what it’s like to play with it compared to normal rl.
ha
ha
haha
One question: Do I have to be a good sniper to hit something with TDH? Because some are saying that TDH is like point and click, but this doesn’t work for me on short-range. What am I doing wrong?
Ah yes, I still have to predict. And some smart scouts with good movement are not easy to hit. Damn it.
:D
Last edited by GeaR,
minicrits should be fixed. instead of scoring a crit when someone just fall off a crate or simply jump to dodge, you should score a crit on the 2nd consecutive hit in less than X seconds (just a thought)
apart from that, TDH is an interesting alternative for different play styles and/or roles.
Lets see… where to start?
When I first saw the TDH I must admit I was excited since a rocket launcher with a faster projectile is something I’ve been wanting to try out for a while now… or so I thought.
Like the FaN this weapon is, sadly, broken. Here’s why:
– Buggy mini-crits (Mini-crits while you’re 1 inch off the ground, etc)
– instant mid-air gibs
– 6/9 classes get insta-gibbed
– Airshots with this weapon require little to no skill ( as expected…)
Besides that, and probably the thing I hate the most is the fact this weapon slows the game down by so much it gets to the point of not being fun to play at all. Faster projectiles are nice and always fun to have in a game but, in order to not break the game you need the overall speed to increase as well, otherwise things such as dodging, well, won’t happen as often as they should.
Right now:
You can’t jump a soldier with the TDH without getting airshoted 75% of the time ( Assuming he’s a half decent soldier that is )
Your medic WILL die with uber with 1 rocket
Your scouts WILL die with 1 rocket
Your demoman WILL die with 1 rocket
And so on and so on…
The fix many people have mentioned ( correct me if I’m wrong):
– +10% damage
– -50% splash radius/-50% fall-off damage
– +80% projectile speed
– No mini-crit
Is nice but… the game is still slowed down like fuck and thus I think this weapon is worthy (Oh and FUCKING worthy) of a ban, just like the fan should get banned (but that’s something I won’t drag onto here).
Updated the Gunboats to absorb damage from any self-inflicted rocket blast that doesn’t hurt another player
Updated the Scottish Resistance to detonate bombs near the player’s feet (in addition to what it normally detonates). This enables sticky jumping with this weapon
Fixed the Direct Hit mini-critting enemies submerged in water
Fixed the player keeping their rage setting when the Buff Banner isn’t equipped
Fixed inconsistent Rage generation with the Buff Banner
Valve already did some good changes, I say we should wait to see some changes on the TDH or the mini-crit it does.
Valve already did some good changes, I say we should wait to see some changes on the TDH or the mini-crit it does.
and good changes like this:
http://www.youtube.com/watch?v=pnp_61fVGr4
which score is this? Avatar?
edit: The River Cruise – Part 2 | Danny Elfman
Last edited by atreides,
Sorry, but if people are going to argue for leaving the soldier unlocks as they are then I thought any old bullshit would be quite welcome in this thread :x.
wow, imagine what the reaction would of been if the soldier was given good unlocks
yeah like unlocks that do 154 dmg at any range.. oh wait
Ignore Fragga. He wanted 154 dmg at any range with 100% splash.
remove mini-crits
put dmg to 75 for all distances
Then it would be useless. 75 damage point blank? That wouldn’t make it a sidegrade but a downgrade. Needs about the same amount of skill to hit vs scouts as demo nade launcher and demo nade can roll and do splash like that.
Remove minicrits
Max damage 120 point blank
Half the damage fall-off normal RL has.
Maybe add 10% more splash to the current splash, but probably not necessary. Prefer less damage fall-off over more splash.
But the buff banner is more OP than the TDH, stickies, huntsman and the FAN combined :/
EDIT: lol see atreides pretty much posted the same :D
Last edited by Koeitje,
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