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Forum

Soldier Weps, Overpowered or not?

Created 18th December 2009 @ 05:13

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atreides

It’s still a upgrade with my suggestions mentioned above, as highspeed’s already equal to less splash damage. You simply don’t need more splash damage with that pace, bit bonus damage to boost soldier a bit, that’s it.

alfa

How can I get the new boots?

Fragga

FRAGGA`s
RIP

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.

Compared to the demoman’s sticky launcher the Direct Hit is still a lesser weapon, therefore I don’t see how it can be defined as overpowered (the sticky launcher does massive splash, similar charged speed, trap ability, limited falloff damage, and extreme long range jumps, all of which TDH lacks).

The pickaxe adds a whole new level to the soldier, previously you’d attack and fight to your death, now you can attack and have the possiblity to retreat, like scouts. Plus you can get to middle without constant rocket jumps, meaning you can arrive and better influence at middle, something which soldiers have lacked.

The horn needs play testing but it hardly benefits the soldier who is carrying it, far from it. In fact the horn could really encourage the use of alternative classes like heavy and pyro.

Fragga

FRAGGA`s
RIP

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.

Compared to the demoman’s sticky launcher the Direct Hit is still a lesser weapon, therefore I don’t see how it can be defined as overpowered (the sticky launcher does massive splash, similar charged speed, trap ability, limited falloff damage, and extreme long range jumps, all of which TDH lacks).

The pickaxe adds a whole new level to the soldier, previously you’d attack and fight to your death, now you can attack and have the possiblity to retreat, like scouts. Plus you can get to middle without constant rocket jumps, meaning you can arrive and better influence at middle, something which soldiers have lacked.

The horn needs play testing but it hardly benefits the soldier who is carrying it, far from it. In fact the horn could really encourage the use of alternative classes like heavy and pyro.

BERSERKER

broder
PRO

Compared to the demoman’s sticky launcher the Direct Hit is still a lesser weapon, therefore I don’t see how it can be defined as overpowered (the sticky launcher does massive splash, similar charged speed, trap ability, limited falloff damage, and extreme long range jumps, all of which TDH lacks).

This view is too biased. TDH is marginally faster than a fully charged sticky, but it takes FAR LONGER to charge each sticky before firing. That firing rate is RETARDED. Additionally, it is not NEARLY as good a weapon close-range due to detonation time, NOR can it one-shot. Meaning a close-range TDH will hit a target before a sticky will have detonated, and upon hitting it’ll instant-kill a scout at this range. Additionally you’re getting the RJ boots so you shouldn’t complain about the stickyjump length when you can RJ all day, comparatively. Do I think the boots are OP? No, I don’t, I think it’s a good thing for soldiers to make them more mobile. However, I think these changes are over-the-top, particularly TDH and Equalizer for imposing on class characteristics. I think things like sticky/RJing to middle is an interesting element, sometimes you’re slow, sometimes you’re fast, and adjustments have to be made.

Maybe everyone should just be teleported to mid since it’d be more fair? :((

The pickaxe adds a whole new level to the soldier, previously you’d attack and fight to your death, now you can attack and have the possiblity to retreat, like scouts. Plus you can get to middle without constant rocket jumps, meaning you can arrive and better influence at middle, something which soldiers have lacked.

Yes, previously you’d have to choose when and where to engage your enemies better mainly because of your ability to go toe-to-toe unlike scouts whose playstyle is centered around choosing your fight and harassing. I’d say something stupid like “maybe FAN should get splash damage” to illustrate a point that it’s imposing on another class’ ability without really having a single drawback to it, but that analogy is too retarded.

The horn needs play testing but it hardly benefits the soldier who is carrying it, far from it. In fact the horn could really encourage the use of alternative classes like heavy and pyro.

?????????????????????????????
Re-read what I said.

Iller

tGa

I agree mostly with Fragga here, but I think both the TDH and the sticky launcher are a bit too powerful compared to all other weapons.

The TDH is really fun to use though, although airshotting has become a bit too easy. Now you don’t have to guess where your targets are going except when they are very far away.

alfa

Can someone tell me how did you guys get the rocket jump boots?

toasty.

PHX

Is this correct?

http://forums.steampowered.com/forums/showthread.php?t=1072818

“I have tested this out with damage spread turned off and I have determined the damage of a direct rocket from the Direct Hit at point blank range does 168 damage. The rocket launcher does only 112 damage at this range. After some simple calculations it can be shown that the Direct Hit is actually doing +50% damage not +25%. The same goes for other distances.

I have already sent a bug report, just thought you guys deserved to know. This is a pretty major bug, hope it gets fixed soon.”

wer

pulkai
tfortress.no

I’m pretty sure Valve will adjust/fix/buff/nerf the weapons and the damage done. None of them are really bad, just need some adjustments

atreides

we already concurred that a single grenade shouldn’t instagib a scout, why should a easier to aim fastrocket do this? -> maxdamage below 125, this time sooner than demo adjustments.

Evil

We should ban the pipe the launcher then now demomen have an alternative.

wer

pulkai
tfortress.no

Imo they should do same damage as a demo grenade on direct hits and no mini crits on airshots.
The higher speed + demo bomb dmg is reward enough.

Fragga

FRAGGA`s
RIP

Imo they should do same damage as a demo grenade on direct hits and no mini crits on airshots.
The higher speed + demo bomb dmg is reward enough.

Because it’s harder to bounce players, the mini-crit is the reward

wer

pulkai
tfortress.no

Imo they should do same damage as a demo grenade on direct hits and no mini crits on airshots.
The higher speed + demo bomb dmg is reward enough.

Because it’s harder to bounce players, the mini-crit is the reward

k, fair enough. i havent been able to try it yet.

They should fix so it doesnt mini crit just because u hit space bar tho

exm

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.

Yeah, let’s ban all solly weapons, becouse they make him actually close in killing power to demoman (still not the same). Boohoohoo.

Every single demoman in this league will now cry for banning all solly weapons, becouse they’ve got pretty shitty ones (compared to solly).

Also, tbh, I hate how TDH now works. Played against it on dm servers and it’s enough for you to jump or fall of a 1mm cliff and you get minicrits. Valve should make it so mini-crits only happen when the enemy is far from the ground.

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