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Soldier Weps, Overpowered or not?
Created 18th December 2009 @ 05:13
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How did you get the numbers like that ? ;) thnx
Lol? You can see it in the video.
where ? :o
wow you guys just dont get it at all, you fail to see my point
I said that and they called me an attention whore, this plays right into my hands that fragga/ or any higher player can do whatever they like ( this is only semi-serious and is joke but it does raise a point ;p). it’s not overpowered you guys have just been playing with people that are too high
wow you guys just dont get it at all, you fail to see my point
I think it’s more they don’t agree with your point. Presenting one scenario where the main launcher is favoured doesn’t discredit the other just like that. It’s a trade off.
It’s hud_combattext 1 Brainmaster afaik.
Well, in comparison with Rocket Launcher it SHOULD be worse in multiple enemy close-mid range situations, cause you have to hit dirrectly to each and every oponent, but with RL you can hit between them, spliting the damage and for example medic + soldier pair, dealing some damage to both of them. Can you imagine Dirrect Hit as it is now with a splash damage radius possibly slightly bigger? It would just pwn faces. It’s as good as it’s now, the most annoying thing is the mini-crit boost. If it can’t be fixed ( mini criticals for an ACTUAL AIR SHOT ) it should be removed, with a possible reduction of 5-10% of damage bonus to not instagib full health scout, to satisfy every whine!?
Last edited by DominiX,
RGBA (255,255,0,255)
Alpha maybe less.
If it didn’t one hit 125 hp classes then it would be completly worthless. Its really not how much damage it doesm more how much ammo it needs. With the RL you need 2 rockets, if TDH didn’t one hit it would need 2 therfor making it a pointless weapon unless your an airshot whore.
Last edited by Jack The Hat,
looks like no weapons are gonna get banned
DH is terrible, here’s why.
http://www.youtube.com/watch?v=yt5xzT1Q_rs
Pause at 2:30, that rocket was placed between the medic and soldier (whenever enemies are close you fire between them, never at one alone or he absorbs all the damage) that single rocket took 81 from the medic and 73 from the soldier, that’s 154 combined, had I shot with the DH the medic would of taken 100 damage and the soldier would of taken nothing. This is why the DH fails.
Yes, and with the direct hit you would have needed less shots to kill the soldier, allowing you to do full damage on the medic afterwards as well as preventing the soldier from firing another rocket at you. It is not all about total damage output, it is about focused damage output and decreased damage output of the opponent. Keeping their medic alive 5 seconds longer in a situation such as on your video doesn’t matter as much, a single medic is harmless. You look at raw damage output spread out over multiple targets, and that’s just a minor part of the story. Dead enemies can’t shoot back, the sooner they die the less damage you and your team will take. The lower the chance you or your team members die.
Last edited by Koeitje,
Odd that the grenade launcher is so similar to the direct hit, without falloff damage.
Yea, so similar. It’s just that the nades travel 80% slower, in an arc, and does not do as much damage on direct hit, and even less on airhits, and that it does not detonate upon hitting walls, and that it has huge splash, which TDH doesn’t.
Yes, they are SO similar. How can i miss your point?
The only reason I get pissed off with this weapon is the fact that if you dont see a rocket coming from across the map and jump, you get minicritted, so there’s no falloff, and that instagibs you.
To be fair though, what would be the point in the weapon if it couldn’t do that, may as well just use the normal rocketlauncher, since it has splash, this has to do more damage or it’s worthless.
Stop complaining about it, it’s fine, annoying, sure, but ultimately fine. Unless of course it means someone insane (Fragga?) can ALWAYS jump onto say, the enemy medic, and will ALWAYS take them down, regardless of skill level etc, that’s when a weapon is OP, where not even equal skill players can do a thing about it.
Oh, and nades are nothing like direct hit, buggr off.
Last edited by Cloud,
Read the whole thread, don’t bother us with nonsense about balance if you have no idea what balance (you use the term OP) actually is.
Read the whole thread, don’t bother us with nonsense about balance if you have no idea what balance (you use the term OP) actually is.
Have to say I’m really surprised you’re so cut up about the DH toby, most scouts I know were like you when it first came out, but now realise how easy it is to kill a DH soldier – unless you play like perry of course. Worst thing as scout is when you got x2 DH soldiers on your own team, they can’t produce the overall damage, meaning you’re forever fighting against full health or buffed opponents.
I agree that with our current perspective you need one regular rocketlauncher to weaken the whole enemy team, but the point that you just need one TDH-rocket at a (quite arbitrary) difficulty level of 60/100, against what a Scout needs three shots at the same range (I say at a higher difficulty, won’t quantify it) remains valid. It’s this peculiar situation that needs to be balanced before speaking about versatileness or total outcome of a 30 min. game.
If you’re just observing the outcome of a 30 min. game, we still would have wide scattered randomly pipes with instagibbing capability (clearly in favour by a demoman who just wants to optimize his total outcome).
Last edited by atreides,
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