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Escape Plan Proposals/ideas
1
#1
-17 Frags +

I have thought of some possible Escape Plan changes that could help balance Valve’s issue with the weapon as well as keeping it viable for competitive play. I listed the possible changes in Bold while stating why under them. Opinions?

Remove the Mini-crits taken while active.
Upon weapon switch back to Main/Secondary, have the “Marked for Death” effect have a longer duration.

Naturally this would have an effect on soldier rollouts to middle points. Once a duration time limit is made, rollout weapon switches can adapt accordingly. More importantly, a soldier could use the EP for exactly what it is intended, so he can retreat from a fight effectively without being an easier target to kill for chasing players. The longer “Marked for Death” duration upon weapon switching would give chasing players an incentive to continue the chase and go for the kill even though the soldier make have healed.

Leave the effects as that are right now.
Add a timer on the duration while the Escape Plan is active.

As it stands right now, 100% of the time you have the EP active, you take mini-crits. This proposed change would mean when I switch to EP, the “Marked for Death” effect has a timer. Initially, I would take mini-crits but after the timer ended, I could still run with the EP without taking mini-crits.

Add the effect of all medi-guns cancelling the “Marked for Death” effect.

This change would solve soldier rollout problems while addressing valve’s concerns about the weapon.

Add the effect that all Health Packs can cancel the “Marked for Death” effect.

This would change soldier rollouts but it would not leave them broken. It would require the teams to adapt to different maps and change rollout locations. This change would also play into what the EP was intended for. If you are a soldier running away from the fight, you are likely running towards a health pack anyway.

Leave the effects as they are.
Have the mini-crit effect disappear after the soldier has taken initial damage, removing the chance of 2 or more attacks to the soldier causing a mini-crit.

If you are using he EP, you are likely already seriously hurt. Why the continuous crits? This change would allow soldiers to rollout the same. It would also allow for creative gameplay to try and "catch" a soldier at the right time on his rollout if he is careless.

I have thought of some possible Escape Plan changes that could help balance Valve’s issue with the weapon as well as keeping it viable for competitive play. I listed the possible changes in Bold while stating why under them. Opinions?

[b]Remove the Mini-crits taken while active.
Upon weapon switch back to Main/Secondary, have the “Marked for Death” effect have a longer duration.[/b]

Naturally this would have an effect on soldier rollouts to middle points. Once a duration time limit is made, rollout weapon switches can adapt accordingly. More importantly, a soldier could use the EP for exactly what it is intended, so he can retreat from a fight effectively without being an easier target to kill for chasing players. The longer “Marked for Death” duration upon weapon switching would give chasing players an incentive to continue the chase and go for the kill even though the soldier make have healed.

[b]Leave the effects as that are right now.
Add a timer on the duration while the Escape Plan is active.[/b]

As it stands right now, 100% of the time you have the EP active, you take mini-crits. This proposed change would mean when I switch to EP, the “Marked for Death” effect has a timer. Initially, I would take mini-crits but after the timer ended, I could still run with the EP without taking mini-crits.

[b]Add the effect of all medi-guns cancelling the “Marked for Death” effect.[/b]

This change would solve soldier rollout problems while addressing valve’s concerns about the weapon.

[b]Add the effect that all Health Packs can cancel the “Marked for Death” effect.[/b]

This would change soldier rollouts but it would not leave them broken. It would require the teams to adapt to different maps and change rollout locations. This change would also play into what the EP was intended for. If you are a soldier running away from the fight, you are likely running towards a health pack anyway.
[b]
Leave the effects as they are.
Have the mini-crit effect disappear after the soldier has taken initial damage, removing the chance of 2 or more attacks to the soldier causing a mini-crit.[/b]

If you are using he EP, you are likely already seriously hurt. Why the continuous crits? This change would allow soldiers to rollout the same. It would also allow for creative gameplay to try and "catch" a soldier at the right time on his rollout if he is careless.
2
#2
9 Frags +

make it do less damage

make it do less damage
3
#3
55 Frags +

I think it was fine the way it was before the update.

I think it was fine the way it was before the update.
4
#4
7 Frags +

How about mini crits only when the escape plan is out? (No extra duration after weapon change) This would fix when people switch weapons by accident or enjoy switching between weapons.

How about mini crits only when the escape plan is out? (No extra duration after weapon change) This would fix when people switch weapons by accident or enjoy switching between weapons.
5
#5
33 Frags +

http://3.bp.blogspot.com/_6SchU8D-e1s/Syp3rAP6-8I/AAAAAAAAPYs/_bVdMojP3ao/s400/the+equalizer.jpg

The good ol days

[img]http://3.bp.blogspot.com/_6SchU8D-e1s/Syp3rAP6-8I/AAAAAAAAPYs/_bVdMojP3ao/s400/the+equalizer.jpg[/img]

The good ol days
6
#6
11 Frags +

I really see no problem with rollouts the way it is right now. And I highly doubt they will change it again.

I really see no problem with rollouts the way it is right now. And I highly doubt they will change it again.
7
#7
8 Frags +

just make it do 25% less dmg

simple fix

just make it do 25% less dmg

simple fix
8
#8
-9 Frags +

the weapon already is viable for competitive play. your proposed changes buffs a weapon that is already a superior option in most situations than the soldier melee alternatives.

the weapon already is viable for competitive play. your proposed changes buffs a weapon that is already a superior option in most situations than the soldier melee alternatives.
9
#9
14 Frags +

Option 6: Leave it the way it is and stop whining about it.

Option 6: Leave it the way it is and stop whining about it.
10
#10
11 Frags +

I don't mind the extra damage while out, I just wish it wasn't minicrits. No range based falloff means it doesnt exactly matter how much distance you put between you and your target then can still hit you for like 20+ damage pistol shots. If they made it like the crit-a-cola and had 25% more damage while active i'd be okay with that.

I don't mind the extra damage while out, I just wish it wasn't minicrits. No range based falloff means it doesnt exactly matter how much distance you put between you and your target then can still hit you for like 20+ damage pistol shots. If they made it like the crit-a-cola and had 25% more damage while active i'd be okay with that.
11
#11
1 Frags +

yeah it wasnt THAT op since it became "the escape plan" the original equalizer... yeah that was too powerful.

Even as a roamer, im ok with nerfing the EP a little bit more but this is too much. If anything, only take mini crits when its out, if you put it away the mini crits should instantly stop.

you still run the chance of getting hit by a scout from across the map and killed with decent health but it would give you a chance to switch off it before taking a hit, and tghen switch right back once you have to keep running.

yeah it wasnt THAT op since it became "the escape plan" the original equalizer... yeah that was too powerful.

Even as a roamer, im ok with nerfing the EP a little bit more but this is too much. If anything, only take mini crits when its out, if you put it away the mini crits should instantly stop.

you still run the chance of getting hit by a scout from across the map and killed with decent health but it would give you a chance to switch off it before taking a hit, and tghen switch right back once you have to keep running.
12
#12
32 Frags +

i thought everyone was fine with escape plan when they split the equalizer up? the minicrit shit is a pretty big nerf, makes soldiers far less mobile/survivable.

lets put minicrits on scouts for 1.5 seconds after every double jump?

i thought everyone was fine with escape plan when they split the equalizer up? the minicrit shit is a pretty big nerf, makes soldiers far less mobile/survivable.

lets put minicrits on scouts for 1.5 seconds after every double jump?
13
#13
-2 Frags +

Maybe it could be like the Shahanshah but you would do 25% less damage than stock when you are above 100 health and do the stock damage when you are below 100 and take away the minicrits.

Maybe it could be like the Shahanshah but you would do 25% less damage than stock when you are above 100 health and do the stock damage when you are below 100 and take away the minicrits.
14
#14
3 Frags +

EDIT: fuck accidentally deleted what I typed before

I honestly think they did it because it's easier to nerf 1 good weapon than to make a bunch of eh weapons better. If there were to change anything I still think that the increased damage while out would be the best solution. I was pubbing as scout and whenever a soldier pulled out the escape plan I could just destroy him across the map with 20+ damage pistol shots. I think that kind of destroys the entire point of the weapon.

EDIT: fuck accidentally deleted what I typed before

I honestly think they did it because it's easier to nerf 1 good weapon than to make a bunch of eh weapons better. If there were to change anything I still think that the increased damage while out would be the best solution. I was pubbing as scout and whenever a soldier pulled out the escape plan I could just destroy him across the map with 20+ damage pistol shots. I think that kind of destroys the entire point of the weapon.
15
#15
6 Frags +
Handcuffedthe weapon already is viable for competitive play. your proposed changes buffs a weapon that is already a superior option in most situations than the soldier melee alternatives.

because all of the soldier melee weapons are complete shit with the exception of pain train

[quote=Handcuffed]the weapon already is viable for competitive play. your proposed changes buffs a weapon that is already a superior option in most situations than the soldier melee alternatives.[/quote]
because all of the soldier melee weapons are complete shit with the exception of pain train
16
#16
15 Frags +

boston basher jumps

apparently not a straight upgrade from the bat

boston basher jumps













apparently not a straight upgrade from the bat
17
#17
3 Frags +
bscboston basher jumps

apparently not a straight upgrade from the bat

It's like a build uber for free card.

Please nerf.

[quote=bsc]boston basher jumps

apparently not a straight upgrade from the bat[/quote]
It's like a build uber for free card.

Please nerf.
18
#18
10 Frags +

The nerf was 100% unnecessary, the weapon was fine before.

The nerf was 100% unnecessary, the weapon was fine before.
19
#19
0 Frags +
bscboston basher jumps

apparently not a straight upgrade from the bat

what irks me is i'm sure MOST scouts in comp run it, or the pan in pubs. And it didn't get even a slight nerf. it got a buff for dx8

[quote=bsc]boston basher jumps

apparently not a straight upgrade from the bat[/quote]
what irks me is i'm sure MOST scouts in comp run it, or the pan in pubs. And it didn't get even a slight nerf. it got a buff for dx8
20
#20
12 Frags +

I though Valve was pretty clear they thought the current Meta in competitive TF2 is boring/stale. They want to see Soldiers not constantly running the exact same weapons 24/7. Escape Plan was used 95% of the time in 6s. In HL it was used 90% of the time.

They've also made it pretty clear they're not trying to balance the game around competitive 6v6.

I though Valve was pretty clear they thought the current Meta in competitive TF2 is boring/stale. They want to see Soldiers not constantly running the exact same weapons 24/7. Escape Plan was used 95% of the time in 6s. In HL it was used 90% of the time.

They've also made it pretty clear they're not trying to balance the game around competitive 6v6.
21
#21
2 Frags +

Why not solve it the way they solved the rest of the minicrits? The main problem with minicrits it seems is the crit capability of no falloff damage.

So, just remove the minicrits, raise damage taken by 25%, leave the duration, and that's it.

Hell, maybe even change how the "marked for death" works.

Why not solve it the way they solved the rest of the minicrits? The main problem with minicrits it seems is the crit capability of no falloff damage.

So, just remove the minicrits, raise damage taken by 25%, leave the duration, and that's it.

Hell, maybe even change how the "marked for death" works.
22
#22
-26 Frags +

vlav i went my fre strate upgrid bak

Two seconds of marked for death isn't going to ruin a rollout because two seconds is how long it takes for the pocket to get his 300 buff. All the escape plan nerf is going to do is make roamers have to play slightly less like they have Asperger's.

Quit bitching.

vlav i went my fre strate upgrid bak

Two seconds of marked for death isn't going to ruin a rollout because two seconds is how long it takes for the pocket to get his 300 buff. All the escape plan nerf is going to do is make roamers have to play slightly less like they have Asperger's.

Quit bitching.
23
#23
5 Frags +
choochoovlav i went my fre strate upgrid bak

Two seconds of marked for death isn't going to ruin a rollout because two seconds is how long it takes for the pocket to get his 300 buff. All the escape plan nerf is going to do is make roamers have to play slightly less like they have Asperger's.

Quit bitching.

woah too much

[quote=choochoo]vlav i went my fre strate upgrid bak

Two seconds of marked for death isn't going to ruin a rollout because two seconds is how long it takes for the pocket to get his 300 buff. All the escape plan nerf is going to do is make roamers have to play slightly less like they have Asperger's.

Quit bitching.[/quote]
woah too much
24
#24
0 Frags +
choochoovlav i went my fre strate upgrid bak

Two seconds of marked for death isn't going to ruin a rollout because two seconds is how long it takes for the pocket to get his 300 buff. All the escape plan nerf is going to do is make roamers have to play slightly less like they have Asperger's.

Quit bitching.

dumb

[quote=choochoo]vlav i went my fre strate upgrid bak

Two seconds of marked for death isn't going to ruin a rollout because two seconds is how long it takes for the pocket to get his 300 buff. All the escape plan nerf is going to do is make roamers have to play slightly less like they have Asperger's.

Quit bitching.[/quote]

dumb
25
#25
-1 Frags +
choochoovlav i went my fre strate upgrid bak

Two seconds of marked for death isn't going to ruin a rollout because two seconds is how long it takes for the pocket to get his 300 buff. All the escape plan nerf is going to do is make roamers have to play slightly less like they have Asperger's.

Quit bitching.

2edgy4me

[quote=choochoo]vlav i went my fre strate upgrid bak

Two seconds of marked for death isn't going to ruin a rollout because two seconds is how long it takes for the pocket to get his 300 buff. All the escape plan nerf is going to do is make roamers have to play slightly less like they have Asperger's.

Quit bitching.[/quote]
2edgy4me
26
#26
0 Frags +

It doesn't impact the metagame at all. It's fine the way it is now, I played a match with it and it was fine, the times I died from mini-crits, I would've died from a normal shot too.

It doesn't impact the metagame at all. It's fine the way it is now, I played a match with it and it was fine, the times I died from mini-crits, I would've died from a normal shot too.
27
#27
0 Frags +

i don't mind changing the escape plan but i rather it would not be marked for death

i was scrimming with my team earlier and bascially at any point i had the escape plan out i would die and it was coming to the point where it was just ridiuclus as nothing could be accomplished with it with out a scout killing me from halfway across the map

after this update im using paintrain full time, or ham since it it awesome

i don't mind changing the escape plan but i rather it would not be marked for death

i was scrimming with my team earlier and bascially at any point i had the escape plan out i would die and it was coming to the point where it was just ridiuclus as nothing could be accomplished with it with out a scout killing me from halfway across the map

after this update im using paintrain full time, or ham since it it awesome
28
#28
-2 Frags +

Market Gardener isn't a straight upgrade guys
-Valve 1482

Market Gardener isn't a straight upgrade guys
-Valve 1482
29
#29
-2 Frags +
-Rice-i don't mind changing the escape plan but i rather it would not be marked for death

i was scrimming with my team earlier and bascially at any point i had the escape plan out i would die and it was coming to the point where it was just ridiuclus as nothing could be accomplished with it with out a scout killing me from halfway across the map

Good; the point of the escape plan is to get out when you wouldn't die anyway. Try roaming without relying on ridiculous unlock now.

after this update im using paintrain to be honest, or ham since it it awesome

Congratulations, that is exactly why Valve released this update.

[quote=-Rice-]i don't mind changing the escape plan but i rather it would not be marked for death

i was scrimming with my team earlier and bascially at any point i had the escape plan out i would die and it was coming to the point where it was just ridiuclus as nothing could be accomplished with it with out a scout killing me from halfway across the map[/quote]

Good; the point of the escape plan is to get out when you wouldn't die anyway. Try roaming without relying on ridiculous unlock now.

[quote]after this update im using paintrain to be honest, or ham since it it awesome[/quote]

Congratulations, that is [b]exactly why Valve released this update.[/b]
30
#30
3 Frags +
-Rice-i don't mind changing the escape plan but i rather it would not be marked for death

i was scrimming with my team earlier and bascially at any point i had the escape plan out i would die and it was coming to the point where it was just ridiuclus as nothing could be accomplished with it with out a scout killing me from halfway across the map

after this update im using paintrain to be honest, or ham since it it awesome

so sounds like valve did exactly what they were trying to do.

don't vote for the disciplinary action to be banned next season.

[quote=-Rice-]i don't mind changing the escape plan but i rather it would not be marked for death

i was scrimming with my team earlier and bascially at any point i had the escape plan out i would die and it was coming to the point where it was just ridiuclus as nothing could be accomplished with it with out a scout killing me from halfway across the map

after this update im using paintrain to be honest, or ham since it it awesome[/quote]

so sounds like valve did exactly what they were trying to do.

don't vote for the disciplinary action to be banned next season.
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