I'm no expert in 6's (in fact I'm a complete idiot) but from what I've seen from streamers and watching matches there could be some class balancing. it would be great if you guys pitched in with your ideas
YOya- DEMOMAN
-1 or -2 to the maximum amount of sticky's that can be out at once
no
- DEMOMAN
-1 or -2 to the maximum amount of sticky's that can be out at once
[/quote]
no
why would you give scout more shots that's a horrible idea kys
bleghfarecYOyaI sound like a complete moron
lol
lol
scout is already the best class in the game please do not buff him in any way shape or form thank you
r/tf2
EDIT:
flatlinescout is already the best class in the game please do not buff him in any way shape or form thank you
EDIT 2:
YOyaSOLDIER
Give him a small amount of innate self damage resist (not gunboats level)
TF2 Wikithe Soldier has a 40% damage resistance against any rocket he fires that does not damage an enemy.
EDIT: [quote=flatline]scout is already the best class in the game please do not buff him in any way shape or form thank you[/quote]
EDIT 2: [quote=YOya]SOLDIER
Give him a small amount of innate self damage resist (not gunboats level)[/quote]
[quote=TF2 Wiki]the Soldier has a 40% damage resistance against any rocket he fires that does not damage an enemy.[/quote]
yeah because scout needs to be even stronger
fuck it, let's just give scout a rocket launcher
fuck it, let's just give scout a rocket launcher
bearodactylwhy would you give scout more shots that's a horrible idea kys
flatlinescout is already the best class in the game please do not buff him in any way shape or form thank you
it says -1 ammo
I meant +0.3 seconds of reload time sorry for the phrasing
only nerfs
[quote=flatline]scout is already the best class in the game please do not buff him in any way shape or form thank you[/quote]
it says -1 ammo
I meant +0.3 seconds of reload time sorry for the phrasing
only nerfs
you should actually justify balancing changes instead of changing random numbers
and solly already has an amount of self-damage resist
and solly already has an amount of self-damage resist
the numbers I admit are very arbitrary
but I said would have shit ideas, I want Ideas from people with brains.
but I said would have shit ideas, I want Ideas from people with brains.
Sorry but this is shit. No reason for any of this.
If you're gonna nerf scout at least make the nerf something worthwhile like increasing scattergun spread so it's harder for a scout to play back and deny unless their aim is very good but doesn't gimp them at midrange too much.
Soldier having base blast resist is probably something that should be added rather than doing something like straight up nerfing gunboats because they're overequipped, but then again soldier isn't really bad, its more that scout is good.
Demo is honestly probably in an ok spot.
I'd also like them to balance non 6es classes in a way that would make them a valid offclass to stalemate break or in other situations that aren't just defending, but those aren't small balance issues.
Soldier having base blast resist is probably something that should be added rather than doing something like straight up nerfing gunboats because they're overequipped, but then again soldier isn't really bad, its more that scout is good.
Demo is honestly probably in an ok spot.
I'd also like them to balance non 6es classes in a way that would make them a valid offclass to stalemate break or in other situations that aren't just defending, but those aren't small balance issues.
I'm not asking for you to Modify my ideas. I'm well aware that my ideas are bad, I've said it multiple times!
I am asking for you to make new ones that actually make the game better.
I am asking for you to make new ones that actually make the game better.
As a demo main, I'd like to see stickies restored to their former glory, since it kept scouts in check somewhat, but there would be much more resistance to it than support
Honestly I wonder if a wider spread to all scatterguns and maybe a slight decrease in max meatshot damage would be a suitable change for scout
actually what I'd like to see is maybe a 2 melee weapons for the pyro change that both increase the pyro's move speed when active, but one has a greater speed and more overall damage taken, while the other has more bullet damage taken but less of a speed boost or some variant of the ones that I mentioned
It's an interesting approach but it's just a theory
Honestly I wonder if a wider spread to all scatterguns and maybe a slight decrease in max meatshot damage would be a suitable change for scout
actually what I'd like to see is maybe a 2 melee weapons for the pyro change that both increase the pyro's move speed when active, but one has a greater speed and more overall damage taken, while the other has more bullet damage taken but less of a speed boost or some variant of the ones that I mentioned
It's an interesting approach but it's just a theory
I think every pyro melee should increase the pyro's speed while active.
KonceptAs a demo main, I'd like to see stickies restored to their former glory, since it kept scouts in check somewhat, but there would be much more resistance to it than support
Honestly I wonder if a wider spread to all scatterguns and maybe a slight decrease in max meatshot damage would be a suitable change for scout
actually what I'd like to see is maybe a 2 melee weapons for the pyro change that both increase the pyro's move speed when active, but one has a greater speed and more overall damage taken, while the other has more bullet damage taken but less of a speed boost or some variant of the ones that I mentioned
It's an interesting approach but it's just a theory
What about pubs? Maybe something like the more people you hit the less damage the sticky does but stickies being overall stronger in 1v1s
Honestly I wonder if a wider spread to all scatterguns and maybe a slight decrease in max meatshot damage would be a suitable change for scout
actually what I'd like to see is maybe a 2 melee weapons for the pyro change that both increase the pyro's move speed when active, but one has a greater speed and more overall damage taken, while the other has more bullet damage taken but less of a speed boost or some variant of the ones that I mentioned
It's an interesting approach but it's just a theory[/quote]
What about pubs? Maybe something like the more people you hit the less damage the sticky does but stickies being overall stronger in 1v1s
XenThePybroKonceptAs a demo main, I'd like to see stickies restored to their former glory, since it kept scouts in check somewhat, but there would be much more resistance to it than support
Honestly I wonder if a wider spread to all scatterguns and maybe a slight decrease in max meatshot damage would be a suitable change for scout
actually what I'd like to see is maybe a 2 melee weapons for the pyro change that both increase the pyro's move speed when active, but one has a greater speed and more overall damage taken, while the other has more bullet damage taken but less of a speed boost or some variant of the ones that I mentioned
It's an interesting approach but it's just a theory
What about pubs? Maybe something like the more people you hit the less damage the sticky does but stickies being overall stronger in 1v1s
But demo is not a 1v1 class so I don't see what this does.
Anyways, I personally think scout should be nerfed, like maybe increase damage fall off as an example.
Honestly I wonder if a wider spread to all scatterguns and maybe a slight decrease in max meatshot damage would be a suitable change for scout
actually what I'd like to see is maybe a 2 melee weapons for the pyro change that both increase the pyro's move speed when active, but one has a greater speed and more overall damage taken, while the other has more bullet damage taken but less of a speed boost or some variant of the ones that I mentioned
It's an interesting approach but it's just a theory[/quote]
What about pubs? Maybe something like the more people you hit the less damage the sticky does but stickies being overall stronger in 1v1s[/quote]
But demo is not a 1v1 class so I don't see what this does.
Anyways, I personally think scout should be nerfed, like maybe increase damage fall off as an example.
I think some time ago I came up with a crazy buff to the Scottish resistance. Not sure how it would fare in game but might as well pitch an idea
- Scottish resistance stickies, depending on the amount they are charged, can cause some slight damage and knockback to an enemy, dependent on how much the sticky was charged up
- Decrease the arm time by a small amount, maybe from .8 seconds to .6 seconds idk
Also as far as scout goes, the only real thing that can be done is to change the scattergun and some of its properties, otherwise anything more would probably be hindering him useless
3 am edit: maybe having some weapons have a charge-up mechanic (kind of like the soldier's banners) and then increase a certain stat or have a certain function within an area of effect would be cool, kind of like soldier 76's biotic field where he provides for some healing within its range. However maybe a buff to how much a dispenser heals at certain levels can be a nice counteraction so that these sort of stations that can get put down or applied in an area aren't just better off than dispensers and such so engineer doesn't become useless practically
[*] Scottish resistance stickies, depending on the amount they are charged, can cause some slight damage and knockback to an enemy, dependent on how much the sticky was charged up
[*] Decrease the arm time by a small amount, maybe from .8 seconds to .6 seconds idk
[/list]
Also as far as scout goes, the only real thing that can be done is to change the scattergun and some of its properties, otherwise anything more would probably be hindering him useless
3 am edit: maybe having some weapons have a charge-up mechanic (kind of like the soldier's banners) and then increase a certain stat or have a certain function within an area of effect would be cool, kind of like soldier 76's biotic field where he provides for some healing within its range. However maybe a buff to how much a dispenser heals at certain levels can be a nice counteraction so that these sort of stations that can get put down or applied in an area aren't just better off than dispensers and such so engineer doesn't become useless practically