Kave_JohnsonCow Mangler 5000 (it's a mess)
Please elaborate. I fail to see how unlimited ammo in exchange for the inability to push down Engineer buildings is a "mess."
Kave_JohnsonMantreads (What's the purpose?)
Is that a legitimate question? Because it's clearly a for-fun item. If you're looking to see it used in competitive play, stop thinking so hard.
Kave_JohnsonDisciplinary Action (when entire games revolve around the use of one weapon and its not a Medic one, you know there is an issue)
How about the Sticky Launcher? Comp seems to revolve around that quite heavily.
Kave_JohnsonHomewrecker (sapper removal is dumb)
Why is it dumb? Are you retarded?
Kave_JohnsonUllapool Caber (the hell was Valve thinking?)
It's another for-fun item. I don't see an imbalance either. If a Demoman is close enough to Caber you, you're probably not very good anyway.
[quote=Kave_Johnson]Cow Mangler 5000 (it's a mess)[/quote]
Please elaborate. I fail to see how unlimited ammo in exchange for the inability to push down Engineer buildings is a "mess."
[quote=Kave_Johnson]Mantreads (What's the purpose?)[/quote]
Is that a legitimate question? Because it's clearly a for-fun item. If you're looking to see it used in competitive play, stop thinking so hard.
[quote=Kave_Johnson]Disciplinary Action (when entire games revolve around the use of one weapon and its not a Medic one, you know there is an issue)[/quote]
How about the Sticky Launcher? Comp seems to revolve around that quite heavily.
[quote=Kave_Johnson]Homewrecker (sapper removal is dumb)[/quote]
[i]Why[/i] is it dumb? Are you retarded?
[quote=Kave_Johnson]Ullapool Caber (the hell was Valve thinking?)[/quote]
It's another for-fun item. I don't see an imbalance either. If a Demoman is close enough to Caber you, you're probably not very good anyway.
RenhetKave_JohnsonUllapool Caber (the hell was Valve thinking?)
It's another for-fun item. I don't see an imbalance either. If a Demoman is close enough to Caber you, you're probably not very good anyway.
Demo could always suicide sticky jump and instakill most classes. Also makes you have to stay away from a demo instead of hugging him as a scout because you're trying to run past his stickies or make him take self damage from pipes. Either way, it's a free melee kill even if he dies himself and it's not very fair in that sense. Nerf the damage and maybe people wouldn't care, but 1shotting medics and splash killing scouts (149 damage splash) is kinda dumb.
[quote=Renhet][quote=Kave_Johnson]Ullapool Caber (the hell was Valve thinking?)[/quote]
It's another for-fun item. I don't see an imbalance either. If a Demoman is close enough to Caber you, you're probably not very good anyway.[/quote]
Demo could always suicide sticky jump and instakill most classes. Also makes you have to stay away from a demo instead of hugging him as a scout because you're trying to run past his stickies or make him take self damage from pipes. Either way, it's a free melee kill even if he dies himself and it's not very fair in that sense. Nerf the damage and maybe people wouldn't care, but 1shotting medics and splash killing scouts (149 damage splash) is kinda dumb.
RenhetKave_JohnsonCow Mangler 5000 (it's a mess)
Please elaborate. I fail to see how unlimited ammo in exchange for the inability to push down Engineer buildings is a "mess."
are you ignoring the other stats of the weapon?? 5% reload speed decrease like wtf. plus, more ammo for less ability against just one class doesnt seem like a fair tradeoff.
[quote=Renhet][quote=Kave_Johnson]Cow Mangler 5000 (it's a mess)[/quote]
Please elaborate. I fail to see how unlimited ammo in exchange for the inability to push down Engineer buildings is a "mess." [/quote]
are you ignoring the other stats of the weapon?? 5% reload speed decrease like wtf. plus, more ammo for less ability against just one class doesnt seem like a fair tradeoff.
This won't be as long as a reply so I'll reply here.
RenhetPlease elaborate. I fail to see how unlimited ammo in exchange for the inability to push down Engineer buildings is a "mess."
I suggest looking at the weapon so that you'll realize that there's much more to the weapon than that.
Also, the infinite reserve ammo isn't that good of an upside.
Is that a legitimate question? Because it's clearly a for-fun item. If you're looking to see it used in competitive play, stop thinking so hard.
"For-fun" only items shouldn't exist. That is what the Mantreads is and that is why I said "What is the purpose?".
How about the Sticky Launcher? Comp seems to revolve around that quite heavily.
DA is relied on far more in HL than Stickies are.
Why is it dumb? Are you retarded?
It essentially removes the Sapper from the Spies loadout until the Pyro is dead.
It's another for-fun item. I don't see an imbalance either. If a Demoman is close enough to Caber you, you're probably not very good anyway.
...Right.
Let's ignore that most classes have to utilize ramp-up and that a Demo is better suicide rushing you with the Caber instead of just dying.
This won't be as long as a reply so I'll reply here.
[quote=Renhet]Please elaborate. I fail to see how unlimited ammo in exchange for the inability to push down Engineer buildings is a "mess."[/quote]I suggest looking at the weapon so that you'll realize that there's much more to the weapon than that.
Also, the infinite reserve ammo isn't that good of an upside.
[quote]Is that a legitimate question? Because it's clearly a for-fun item. If you're looking to see it used in competitive play, stop thinking so hard.[/quote]"For-fun" only items shouldn't exist. That is what the Mantreads is and that is why I said "What is the purpose?".
[quote]How about the Sticky Launcher? Comp seems to revolve around that quite heavily.[/quote]DA is relied on far more in HL than Stickies are.
[quote][i]Why[/i] is it dumb? Are you retarded?[/quote]It essentially removes the Sapper from the Spies loadout until the Pyro is dead.
[quote]It's another for-fun item. I don't see an imbalance either. If a Demoman is close enough to Caber you, you're probably not very good anyway.[/quote]...Right.
Let's ignore that most classes have to utilize ramp-up and that a Demo is better suicide rushing you with the Caber instead of just dying.
RenhetKave_JohnsonUllapool Caber (the hell was Valve thinking?)
It's another for-fun item. I don't see an imbalance either. If a Demoman is close enough to Caber you, you're probably not very good anyway.
Have you ever seen kaidus use that thing in HL? Medic picks everywhere.
Nah, that thing needs a nerf.
[quote=Renhet]
[quote=Kave_Johnson]Ullapool Caber (the hell was Valve thinking?)[/quote]
It's another for-fun item. I don't see an imbalance either. If a Demoman is close enough to Caber you, you're probably not very good anyway.[/quote]
Have you ever seen kaidus use that thing in HL? Medic picks everywhere.
Nah, that thing needs a nerf.
prestigeRenhetKave_JohnsonCow Mangler 5000 (it's a mess)
Please elaborate. I fail to see how unlimited ammo in exchange for the inability to push down Engineer buildings is a "mess."
are you ignoring the other stats of the weapon?? 5% reload speed decrease like wtf. plus, more ammo for less ability against just one class doesnt seem like a fair tradeoff.
Not sure if you mean what I think, I pointed this out on reddit just now:
The initial reload is not bugged - it's intended, but not listed.
Initial RL reload takes 0.92s, consecutive reloads 0.8s. Initial Cow Mangler reload takes 1.3s (~41% slower!), consecutive reloads 0.84s (this is 5% slower).
The initial reload penalty had been on the Cow Mangler even before they added the 5% slower reload stat.
Again if you just mean the random 5% reload penalty that only serves to break the animation, alright, sorry. But a lot of people seem to not be aware of the huge hidden initial reload penalty and overestimate how much 5% is
[quote=prestige][quote=Renhet][quote=Kave_Johnson]Cow Mangler 5000 (it's a mess)[/quote]
Please elaborate. I fail to see how unlimited ammo in exchange for the inability to push down Engineer buildings is a "mess." [/quote]
are you ignoring the other stats of the weapon?? 5% reload speed decrease like wtf. plus, more ammo for less ability against just one class doesnt seem like a fair tradeoff.[/quote]
Not sure if you mean what I think, I pointed this out on reddit just now:
The initial reload is not bugged - it's intended, but not listed.
Initial RL reload takes 0.92s, consecutive reloads 0.8s. Initial Cow Mangler reload takes 1.3s (~41% slower!), consecutive reloads 0.84s (this is 5% slower).
The initial reload penalty had been on the Cow Mangler even before they added the 5% slower reload stat.
Again if you just mean the random 5% reload penalty that only serves to break the animation, alright, sorry. But a lot of people seem to not be aware of the huge hidden initial reload penalty and overestimate how much 5% is
Really don't wanna spam, here's the most recent polls:
Medic & Spy & Engineer: http://www.tf2tightrope.com/priority-polls-medic-spy-engineer/
Really don't wanna spam, here's the most recent polls:
Medic & Spy & Engineer: http://www.tf2tightrope.com/priority-polls-medic-spy-engineer/
And here's the last set of polls:
Heavy & Sniper: http://www.tf2tightrope.com/priority-polls-heavy-sniper/
Please vote on all of them if you haven't yet
And here's the last set of polls:
Heavy & Sniper: http://www.tf2tightrope.com/priority-polls-heavy-sniper/
Please vote on all of them if you haven't yet