yes but you shouldn't be countered to the extent that you can't do anything about it, like i said in the example i gave with spy and pyro. yes all the pyro has to do is run at the spy, but if it's a pyro that's just played his first match and he's running at some top level spy, the spy could do things about it. in regards to mini vs scout/pyro in a pub, there's no way you can out dodge the thing which shouldn't be the case at all.
why should you have to switch to a less fun class because 1 guy out of 12 decided to switch and make the game play for them? they don't even have to be in the same area let alone consciously know that the pyro is there to get the kill and utterly shut down whatever the pyro was doing.
not only that, but what is the class that shuts this down? it's strong against pretty much everything that isn't spy/sniper/heavy, which if all your team switched to sniper/spy to deal with just 1 singular guy who isn't even conscious of the kills he's getting, then your idiot pub team would complain about the amount of snipers/spies you have, and if we all played heavy, that would be mad boring. maybe demo also counters these as they one shot, but then you can't sticky jump and you still have to waste your attention on these things while the other kids shoot you in the back.
yes but you shouldn't be countered to the extent that you can't do anything about it, like i said in the example i gave with spy and pyro. yes all the pyro has to do is run at the spy, but if it's a pyro that's just played his first match and he's running at some top level spy, the spy could do things about it. in regards to mini vs scout/pyro in a pub, there's no way you can out dodge the thing which shouldn't be the case at all.
why should you have to switch to a less fun class because 1 guy out of 12 decided to switch and make the game play for them? they don't even have to be in the same area let alone consciously know that the pyro is there to get the kill and utterly shut down whatever the pyro was doing.
not only that, but what is the class that shuts this down? it's strong against pretty much everything that isn't spy/sniper/heavy, which if all your team switched to sniper/spy to deal with just 1 singular guy who isn't even conscious of the kills he's getting, then your idiot pub team would complain about the amount of snipers/spies you have, and if we all played heavy, that would be mad boring. maybe demo also counters these as they one shot, but then you can't sticky jump and you still have to waste your attention on these things while the other kids shoot you in the back.
i mean a lot of tf2s original design philosophy is about switching classes based on the situation as well as mixing them to cover teammates. It may be a little outdated but theres a lot of stuff in the game thats obviously meant to give a huge advantage over certain classes.
Anyway my biggest problem with minis is just the flinch. They can honestly get gunned down super fast as any class but its a lot harder when theres no way to fight it or anyone nearby without your aim having a seizure.
i mean a lot of tf2s original design philosophy is about switching classes based on the situation as well as mixing them to cover teammates. It may be a little outdated but theres a lot of stuff in the game thats obviously meant to give a huge advantage over certain classes.
Anyway my biggest problem with minis is just the flinch. They can honestly get gunned down super fast as any class but its a lot harder when theres no way to fight it or anyone nearby without your aim having a seizure.
Starry_Nebulaefahrenheitive always said minis would be totally fine if they had almost zero knockback
they shouldnt have enough push force to deny a jump but they do
it would be hard to do, because that would mean they would have to code sentry damage to do no knockback, and i don't think there is a single weapon in the game that doesn't have any form of knockback at all
Pretty sure Natascha has no knockback or really REALLY low knockback. Probably just an unintended feature of the slowing enemies down stat.
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actually know that I think about the natascha can still levitate soldiers, but it doesn't just push people away like the normal minigun so idk...
[quote=Starry_Nebulae][quote=fahrenheit]ive always said minis would be totally fine if they had almost zero knockback
they shouldnt have enough push force to deny a jump but they do[/quote]
it would be hard to do, because that would mean they would have to code sentry damage to do no knockback, and i don't think there is a single weapon in the game that doesn't have any form of knockback at all[/quote]
Pretty sure Natascha has no knockback or really REALLY low knockback. Probably just an unintended feature of the slowing enemies down stat.
-edit-
actually know that I think about the natascha can still levitate soldiers, but it doesn't just push people away like the normal minigun so idk...
It's possible to change the amount of knockback (force of nature) so it should be possible to lower it.
It's possible to change the amount of knockback (force of nature) so it should be possible to lower it.