the base jumper's pretty explicitly failed the intended design, also. if you recall the blog post that first mentioned it:
Being airborne provides strategic position benefits, but at the cost of maneuverability. Increased movement options against Pyros and Demomen are balanced by increased exposure when fighting Heavies and Snipers.
it works well against everyone, and the actual negative effect is simply "it's not gunboats so you take more self-damage", a negative that even gets softened a bit, since you can pretty easily negate all fall damage
the base jumper's pretty explicitly failed the intended design, also. if you recall [url=http://www.teamfortress.com/post.php?id=13542]the blog post that first mentioned it[/url]:
[quote]Being airborne provides strategic position benefits, but at the cost of maneuverability. Increased movement options against Pyros and Demomen are balanced by increased exposure when fighting Heavies and Snipers.[/quote]
it works well against [i]everyone[/i], and the actual negative effect is simply "it's not gunboats so you take more self-damage", a negative that even gets softened a bit, since you can pretty easily negate all fall damage
Panic Attack - Will agree is pretty useless. Allow
Flying Guillotine - Mini crits and bleed is pretty significant, not to forget the fast regen. Ban
Wrap Assassin - Bleed effects :/ Ban
Phlogistinator - As long as you call focus fire is pretty easy to deal with... Allow
Tide Turner - Because you may get nerds that're really proficient with this shield spinning around like retards and making stupid (but effective) plays. Annoying af. Ban
Brass Beast - Like phlog easily dealt with by focus fire. Allow
Gunslinger - Considering engis have to get somewhat close to use this and then retreat to a safe distance can be dealt with effectively, however health buff would mean engis HAVE to use this to have a bit more survivability so yes this should remain banned.
Cleaner's Carbine - unless someone wants to waste time sniping with an SMG to get a few mini crits whereas sniper in sixes is really dependant on headshots theres no reason to ban this. Allow
Panic Attack - Will agree is pretty useless. [i]Allow[/i]
Flying Guillotine - Mini crits and bleed is pretty significant, not to forget the fast regen. [i]Ban[/i]
Wrap Assassin - Bleed effects :/ [i]Ban[/i]
Phlogistinator - As long as you call focus fire is pretty easy to deal with... [i]Allow[/i]
Tide Turner - Because you may get nerds that're really proficient with this shield spinning around like retards and making stupid (but effective) plays. Annoying af. [i]Ban[/i]
Brass Beast - Like phlog easily dealt with by focus fire. [i]Allow[/i]
Gunslinger - Considering engis have to get somewhat close to use this and then retreat to a safe distance can be dealt with effectively, however health buff would mean engis HAVE to use this to have a bit more survivability so yes this should remain banned.
Cleaner's Carbine - unless someone wants to waste time sniping with an SMG to get a few mini crits whereas sniper in sixes is really dependant on headshots theres no reason to ban this. [i]Allow[/i]
HidiLegit_Lurkkifatswimdudethe base jumper is op as fuck in hl
Not at all? The only time it's remotely useful is using it + dh to take down a sentry
https://www.youtube.com/watch?v=SiYzXXjm8A8
at least link a real video smh
https://www.youtube.com/watch?v=eoXodZtsjvM
[quote=Hidi][quote=Legit_Lurkki][quote=fatswimdude]the base jumper is op as fuck in hl[/quote]
Not at all? The only time it's remotely useful is using it + dh to take down a sentry[/quote]
https://www.youtube.com/watch?v=SiYzXXjm8A8[/quote]
at least link a real video smh
[youtube]https://www.youtube.com/watch?v=eoXodZtsjvM[/youtube]
base jumper basically gives you a lot of the same capability as the old beggars did (do a retardedly huge bomb and then fire 3+ rockets). it lacks the spike damage so deadly to medics but a buffed roamer isnt really killable during a good bumb before he does 3+ rockets of damage, maybe more, and can potentially land in a safe spot as well.
base jumper basically gives you a lot of the same capability as the old beggars did (do a retardedly huge bomb and then fire 3+ rockets). it lacks the spike damage so deadly to medics but a buffed roamer isnt really killable during a good bumb before he does 3+ rockets of damage, maybe more, and can potentially land in a safe spot as well.
tide turner is still incredibly broken, how is that even a question
guillotine needs a recharge time increase and it needs to be audible while it's moving. The rampup is also really annoying in 6s where passing through chokepoints is extremely predictable. it's not completely broken but it's a bit too strong in ways that 6s doesn't test.
base jumper is also incredibly broken. You take more damage than gunboats when you jump in return for being much harder to attack with 3/5ths of the combat classes in 6s and needing to jump much less often. It could only possibly be balanced in a game without airstrafing and guess what rocketjumping in tf2 revolves around?
tide turner is still incredibly broken, how is that even a question
guillotine needs a recharge time increase and it needs to be audible while it's moving. The rampup is also really annoying in 6s where passing through chokepoints is extremely predictable. it's not completely broken but it's a bit too strong in ways that 6s doesn't test.
base jumper is also incredibly broken. You take more damage than gunboats when you jump in return for being much harder to attack with 3/5ths of the combat classes in 6s and needing to jump much less often. It could only possibly be balanced in a game without airstrafing and guess what rocketjumping in tf2 revolves around?
Panic Attack is a garbage weapon. I have no problems with it being allowed as I don't think anyone would ever use it.
Flying Guillotine and wrap assassin are troll bleeder weapons. Most people wouldn't use them in actual matches if they were allowed. But they are still annoying to play against. I feel they don't really contribute to the object of the game (to frag and then cap the next point), they are just annoying af.
Tide Turner is very OP and the fact that it provides quite a bit of blast resistance makes it much harder for explosive classes to kill.
Brass beast, well with the new buff you can no longer headshot a buffed brass beast heavy that is camping on last due to the 20% damage reduction. A brass beast heavy fully buffed would literally have the equivalent of 540 HP.
Gunslinger is cancerous especially against scouts. A mini sentry on the flank would make flank impassable by scouts, unless they use a couple pistol clips at a distance or wait for an explosive class to take it out. There are many places where it could be abused and placed in bushes and stuff and people wouldn't know where the hell they were being attacked from.
Cleaner's carbine I see no problem with it.
With matchmaking around the corner, competitive TF2 as we know it could be a very different experience with full unlocks.
Panic Attack is a garbage weapon. I have no problems with it being allowed as I don't think anyone would ever use it.
Flying Guillotine and wrap assassin are troll bleeder weapons. Most people wouldn't use them in actual matches if they were allowed. But they are still annoying to play against. I feel they don't really contribute to the object of the game (to frag and then cap the next point), they are just annoying af.
Tide Turner is very OP and the fact that it provides quite a bit of blast resistance makes it much harder for explosive classes to kill.
Brass beast, well with the new buff you can no longer headshot a buffed brass beast heavy that is camping on last due to the 20% damage reduction. A brass beast heavy fully buffed would literally have the equivalent of 540 HP.
Gunslinger is cancerous especially against scouts. A mini sentry on the flank would make flank impassable by scouts, unless they use a couple pistol clips at a distance or wait for an explosive class to take it out. There are many places where it could be abused and placed in bushes and stuff and people wouldn't know where the hell they were being attacked from.
Cleaner's carbine I see no problem with it.
With matchmaking around the corner, competitive TF2 as we know it could be a very different experience with full unlocks.
I have seen a lot of "Tide Turner is OP and broken" etc but no real reasons why. Someone break it down for me, because I'm struggling to see how it's better than default loadout or eyelander+booties+splendid screen if you wanted to demoknight.
I have seen a lot of "Tide Turner is OP and broken" etc but no real reasons why. Someone break it down for me, because I'm struggling to see how it's better than default loadout or eyelander+booties+splendid screen if you wanted to demoknight.
SideshowI have seen a lot of "Tide Turner is OP and broken" etc but no real reasons why. Someone break it down for me, because I'm struggling to see how it's better than default loadout or eyelander+booties+splendid screen if you wanted to demoknight.
Kill. Zoom. Kill again. Zoom again. Kill again, Zoom again. As well as the being able to turn properly thing its got going that your combo has.
Potentially not OP but again, annoying as fuck to play with and every pub gamer is able to use it like half of these weapons. Whilst it wouldn't be used often, when it is will be absolutely infuriating.
[quote=Sideshow]I have seen a lot of "Tide Turner is OP and broken" etc but no real reasons why. Someone break it down for me, because I'm struggling to see how it's better than default loadout or eyelander+booties+splendid screen if you wanted to demoknight.[/quote]
Kill. Zoom. Kill again. Zoom again. Kill again, Zoom again. As well as the being able to turn properly thing its got going that your combo has.
Potentially not OP but again, annoying as fuck to play with and every pub gamer is able to use it like half of these weapons. Whilst it wouldn't be used often, when it is will be absolutely infuriating.
Is demoknight ever viable in 6s even with any unlock?
Is demoknight ever viable in 6s even with any unlock?
SideshowI have seen a lot of "Tide Turner is OP and broken" etc but no real reasons why. Someone break it down for me, because I'm struggling to see how it's better than default loadout or eyelander+booties+splendid screen if you wanted to demoknight.
With booties you can chain charges. But its also just the ability to sharply turn. It's so much easier for example to blind rush around the corner in hopes to meet up with a player, and most classes can't move fast enough to doge it.
I hate shields though because if you play an explosive class and are trying to kill the demo who has a full buff @ 265. Well you're going to need about 5 good rockets to kill him due to the added resistance. But by the time you land a couple rockets he just charged half way across the map to a 100 HP kit.
[quote=Sideshow]I have seen a lot of "Tide Turner is OP and broken" etc but no real reasons why. Someone break it down for me, because I'm struggling to see how it's better than default loadout or eyelander+booties+splendid screen if you wanted to demoknight.[/quote]
With booties you can chain charges. But its also just the ability to sharply turn. It's so much easier for example to blind rush around the corner in hopes to meet up with a player, and most classes can't move fast enough to doge it.
I hate shields though because if you play an explosive class and are trying to kill the demo who has a full buff @ 265. Well you're going to need about 5 good rockets to kill him due to the added resistance. But by the time you land a couple rockets he just charged half way across the map to a 100 HP kit.
SetletIs demoknight ever viable in 6s even with any unlock?
https://www.youtube.com/watch?v=ao_Q1gHorKY
[quote=Setlet]Is demoknight ever viable in 6s even with any unlock?[/quote]
https://www.youtube.com/watch?v=ao_Q1gHorKY
I don't understand the bleed argument when fire exists
I don't understand the bleed argument when fire exists
omniI don't understand the bleed argument when fire exists
well fire is for pyros whereas these bleed weapons are on scout, who is already currently probably the best class
[quote=omni]I don't understand the bleed argument when fire exists[/quote]
well fire is for pyros whereas these bleed weapons are on scout, who is already currently probably the best class
clckwrkThe whole idea of "not fun to play against" is a legitimate way to consider balance.
Going back to what Valve asked of the competitive community some time ago and the ban phase that it still seems they will include in match making (there are no statements to the contrary afaik), which unlocks are not fun to play against is one of the key things they want to know. They just want it in a way that can be analysed and tracked over time.
[quote=clckwrk]The whole idea of "not fun to play against" is a legitimate way to consider balance. [/quote]
Going back to what Valve asked of the competitive community some time ago and the ban phase that it still seems they will include in match making (there are no statements to the contrary afaik), which unlocks are not fun to play against is one of the key things they want to know. They just want it in a way that can be analysed and tracked over time.
SetletIs demoknight ever viable in 6s even with any unlock?
No.
Stickies are still important as fuck, getting rid of them weakens demo to almost useless status.
If you mask the charge with a different voice command you COULD be more viable with something like The Claidheamh Mòr / Tide Turner combo since a pick (of any kind) gives the demo another charge. But you'd basically be double roaming at that point.
[quote=Setlet]Is demoknight ever viable in 6s even with any unlock?[/quote]
No.
Stickies are still important as fuck, getting rid of them weakens demo to almost useless status.
If you mask the charge with a different voice command you COULD be more viable with something like The Claidheamh Mòr / Tide Turner combo since a pick (of any kind) gives the demo another charge. But you'd basically be double roaming at that point.
GentlemanJonclckwrkThe whole idea of "not fun to play against" is a legitimate way to consider balance.
Going back to what Valve asked of the competitive community some time ago and the ban phase that it still seems they will include in match making (there are no statements to the contrary afaik), which unlocks are not fun to play against is one of the key things they want to know. They just want it in a way that can be analysed and tracked over time.
Agree. That plus.. anybody who has played in a Valve pub server will know that 80% of demos are running around with that shit already. I am one of the most open-minded people when it comes to what should be allowed, and about how matchmaking will be etc.. but if kids who just run around as demo and hold down attack with their sword swinging blindly can look at competitive and see that demoknight is a legitimate way to play competitive TF2, I'll have to re-think a lot of things.
[quote=GentlemanJon][quote=clckwrk]The whole idea of "not fun to play against" is a legitimate way to consider balance. [/quote]
Going back to what Valve asked of the competitive community some time ago and the ban phase that it still seems they will include in match making (there are no statements to the contrary afaik), which unlocks are not fun to play against is one of the key things they want to know. They just want it in a way that can be analysed and tracked over time.[/quote]
Agree. That plus.. anybody who has played in a Valve pub server will know that 80% of demos are running around with that shit already. I am one of the most open-minded people when it comes to what should be allowed, and about how matchmaking will be etc.. but if kids who just run around as demo and hold down attack with their sword swinging blindly can look at competitive and see that demoknight is a legitimate way to play competitive TF2, I'll have to re-think a lot of things.
Tide turner isnt op at all in 6's, it's pretty good in highlander yeah because theres 9 classes you can get charge from, in 6's you just get denied by everything. People dont use shields for the charge but for the resistant
Tide turner isnt op at all in 6's, it's pretty good in highlander yeah because theres 9 classes you can get charge from, in 6's you just get denied by everything. People dont use shields for the charge but for the resistant