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Forum

TDH POLL.

Created 22nd December 2009 @ 15:25

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Deleteme

Hi,

FAN is more overpowered and a weapon designed for newbies, remove that before you talk new unlocks

Kind regards,

nVc.

Were talking about a simple change to the DH and thats removing minicrits, not only because it discourages RJ/SJ’s but because its ‘buggy’ on jumping and falling opponents. The FaN needs to be completely re-designed which is more work than simply removing a feature like minicrits.

Plus, my post isnt ETF2L specific.


Last edited by Deleteme,

Bash

Too early to tell. Granted it’s quite annoying, like a second FaN designed to annoy the demo and medic instead of the scouts, but the limited playtime it has gotten so far, especially on a high level, gives very little insight to whether it’s even VIABLE. Most soldiers seem to like the feel and concept of it, but are still experimenting with whether losing all that splash is really worth it.

My gut feeling would be to remove minicrits, for obvious reasons.


Last edited by Bash,

Koeitje

AUTOBOTS

Hi,

FAN is more overpowered and a weapon designed for newbies, remove that before you talk new unlocks

Kind regards,

nVc.

danny.

on topic: I think minicrits were a nice idea indeed, however the damage bonus + minicrits might be too much :)

i fully agree with that !!!

Fayton

:id:

Hi,

FAN is more overpowered and a weapon designed for newbies, remove that before you talk new unlocks

Kind regards,

nVc.

Koeitje

AUTOBOTS

on topic: I think minicrits were a nice idea indeed, however the damage bonus + minicrits might be too much :)

i fully agree with that !!!

It’s not the damage bonus, it’s that mini-crits ignore fall-off damage. Long range direct hit does only 58dmg. But with mini-crits it doesn’t do 58*1.35 but 130(or whatever the point blank damage is the tdh)*1.35

Qun

GoT<3

Hi,

FAN is more overpowered and a weapon designed for newbies, remove that before you talk new unlocks

Kind regards,

nVc.

Hiper

27
-YSND-

It’s not the damage bonus, it’s that mini-crits ignore fall-off damage. Long range direct hit does only 58dmg. But with mini-crits it doesn’t do 58*1.35 but 130(or whatever the point blank damage is the tdh)*1.35

The minicrit dmg is 152,but if the enemy jumps at your face can be up to 180ish.

Koeitje

AUTOBOTS

It’s not the damage bonus, it’s that mini-crits ignore fall-off damage. Long range direct hit does only 58dmg. But with mini-crits it doesn’t do 58*1.35 but 130(or whatever the point blank damage is the tdh)*1.35

The minicrit dmg is 152,but if the enemy jumps at your face can be up to 180ish.

Yeah, racio already told me. But whatever, still to much fucking damage long range with minicrits.

RaCio

GoT²

Minicrits have no fall off. However they do have ramp up, so thats why it can be higher then 151 damage if you fire close range.

Also, another possible change could be the following:
– removing the +25% damage
– keep the minicrits
– add a little splash range

This would mean no more instagibs, unless the scout jumps in close range and you direct him.


Last edited by RaCio,

Sebb

IsF

Iv made a small POLL over at Steam Forums

stopped reading there

word

iQue

keso

Minicrits on airshots are personally rather unnecessary, but the weapon is already pretty limited as it is so I’d really be fine with just increasing the distance your victim need to be over the ground to get a minicrit.

A lot of people are whining about it being OP, but that’s not really the case. The vanilla rocket launcher is one hell of a lot more effective under most circumstances and the TDH needs to be better in certain aspects to be worth using.


Last edited by iQue,

Deleteme

Another thought. Why dont we just make a plugin to nerf the FaN to make it a useful in comp play without it being ridiculously stupid? I remember aaaages ago when TFTrue was being developed to take away random crits and random damage, but Valve just added cvars for it. Could this be a good approach in trying to get Valve to cooperate?

BERSERKER

broder
PRO

rezOnance, a promod should be avoided at all costs, as splitting competitive from pub community makes transition more difficult and will overall hurt competitive. I’m not sure which is worse for community growth between banning and promod, but I reckon it’s more difficult for newbies to get into the idea of a promod contrary to just playing with one weapon disabled.

Anathema

TDH isn’t overpowered. It’s just another massive faggotry-promoting weapon.
Just like the FaN did for scouts, TDH will dramatically lower the speed of the game, make people scared to jump and take risks. All both of these weapons do is make the game more boring.

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