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Soldier Weps, Overpowered or not?
Created 18th December 2009 @ 05:13
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Be interesting to see how much more balance would come by adding fall-off damage on nades and stickies, similar to that which is on rockets. Already this class, even though it’s limited to one, renders the heavy virtually useless.
Would also be interesting to limit the stickies to six and see how much more the game would flow, as six wouldn’t be enough to lock down two entrances against buffed enemies.
Edit: Unless you guys think that a rolling nade should do more damage than a direct rocket at long range?
Last edited by Fragga,
Be interesting to see how much more balance would come by adding fall-off damage on nades and stickies, similar to that which is on rockets. Already this class, even though it’s limited to one, renders the heavy virtually useless.
Would also be interesting to limit the stickies to six and see how much more the game would flow, as six wouldn’t be enough to lock down two entrances against buffed enemies.
Edit: Unless you guys think that a rolling nade should do more damage than a direct rocket at long range?
totally agree, but stickies already do decreased damage over range, dont they?
Be interesting to see how much more balance would come by adding fall-off damage on nades and stickies, similar to that which is on rockets. Already this class, even though it’s limited to one, renders the heavy virtually useless.
Would also be interesting to limit the stickies to six and see how much more the game would flow, as six wouldn’t be enough to lock down two entrances against buffed enemies.
Edit: Unless you guys think that a rolling nade should do more damage than a direct rocket at long range?
totally agree, but stickies already do decreased damage over range, dont they?
both have a tiny variation, but nothing like the fall-off on rockets
Be interesting to see how much more balance would come by adding fall-off damage on nades and stickies, similar to that which is on rockets. Already this class, even though it’s limited to one, renders the heavy virtually useless.
Would also be interesting to limit the stickies to six and see how much more the game would flow, as six wouldn’t be enough to lock down two entrances against buffed enemies.
Edit: Unless you guys think that a rolling nade should do more damage than a direct rocket at long range?
totally agree, but stickies already do decreased damage over range, dont they?
both have a tiny variation, but nothing like the fall-off on rockets
i thought long-range stickies and rockets had similar falloff
i thought long-range stickies and rockets had similar falloff
I thought by now you’d have discovered the question mark (not that it necessarily applies in this case).
Last edited by BERSERKER,
i thought long-range stickies and rockets had similar falloff
I thought by now you’d have discovered the question mark.
that wasn’t a question
i thought long-range stickies and rockets had similar falloff
I thought by now you’d have discovered the question mark.
that wasn’t a question
You beat me to my edit. : D
Edit: Unless you guys think that a rolling nade should do more damage than a direct rocket at long range?
Is there something testing for you about dodging rolling nades?
Edit: Unless you guys think that a rolling nade should do more damage than a direct rocket at long range?
Is there something testing for you about dodging rolling nades?
As testing as dodging a long range rocket yep, so why should it do more damage?
Last edited by Fragga,
Why don’t we get a version of TFTrue with the suggested changes to the new weapons and get it playtested?
Edit: Unless you guys think that a rolling nade should do more damage than a direct rocket at long range?
Is there something testing for you about dodging rolling nades?
As testing as dodging a long range rocket yep, so why should it do more damage?
I heard you can shoot rolling nades too fragga
Not as of last patch.
Hi my name is Skinnie and I make retarded comments just to disagree with whatever Fragga writes, I’m also ugly.
Valve pitched TDH as a weapon for skilled players. Having played with it and seen people in fragmovies etc it seems like the straight oposite. Now everyone and their mother can do airshots.
Someone said (can’t remember who) that now with TDH we will see more impressive shots but I disagree completely. With the regular rl you need to predict and anticipate a lot more to do airshots which is the whole reason why those shots are so fucking brilliant.
The whole ‘more damage on direct shots and mini crits’ is just fucking retarded with the speed of that weapon. I’ve said this before and I still stand by it: Take away the increased direct damage and mini crits but make the splash only ~35% smaller instead of 70%.
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