Do you want to change this weapon in a way that adds value to competitive? How about shotgun being more viable on soldier?
Let's kill two birds with one stone.
1. Clear all existing stats
2. remove from pyro
3. new stats:
-50% clip size
-40% blast damage from rocket jumps
Welcome back shotgun roamer.
Do you want to change this weapon in a way that adds value to competitive? How about shotgun being more viable on soldier?
Let's kill two birds with one stone.
1. Clear all existing stats
2. remove from pyro
3. new stats:
-50% clip size
-40% blast damage from rocket jumps
Welcome back shotgun roamer.
Dwapking
Welcome back shotgun roamer.
no thanks
[quote=Dwapking]
Welcome back shotgun roamer.[/quote]
no thanks
Can we keep it on pyro with those stats? I wouldn't mind getting less self damage off reflect jumps...
Can we keep it on pyro with those stats? I wouldn't mind getting less self damage off reflect jumps...
IMO it's a straight upgrade for Pyro and annoying indeed, but the real problem is that the Soldier can use it, which means it discourages jumping in fights and it's also a direct upgrade for Soldier's stock shotgun.
The current Reserve Shooter makes Pyro simply more annoying and have a chance at killing, but not OP, while the Soldier would benefit the most from that weapon and turn the gameplay into slow waddling soldiers spamming other slow waddling soldiers from afar, scared of jumping because of the Reserve Shooter.
This new Reserve Shooter does not contain anything of what makes the current Reserve Shooter, simply changing it completely and not "rebalancing" it. It also seems to be pretty much a straight upgrade to gunboats in a meta so dominated by Scouts, where having some hitscan on Soldiers seems to be the clearest answer to them.
IMO it's a straight upgrade for Pyro and annoying indeed, but the real problem is that the Soldier can use it, which means it discourages jumping in fights and it's also a direct upgrade for Soldier's stock shotgun.
The current Reserve Shooter makes Pyro simply more annoying and have a chance at killing, but not OP, while the Soldier would benefit the most from that weapon and turn the gameplay into slow waddling soldiers spamming other slow waddling soldiers from afar, scared of jumping because of the Reserve Shooter.
This new Reserve Shooter does not contain anything of what makes the current Reserve Shooter, simply changing it completely and not "rebalancing" it. It also seems to be pretty much a straight upgrade to gunboats in a meta so dominated by Scouts, where having some hitscan on Soldiers seems to be the clearest answer to them.
[img]http://i.imgur.com/YlDr9JY.jpg[/img]
Amarokhttp://i.imgur.com/YlDr9JY.jpg
good effort on this meme I like it
[quote=Amarok][img]http://i.imgur.com/YlDr9JY.jpg[/img][/quote]
good effort on this meme I like it
#5
What i would like to see more of from soldier weapons is the trade between firepower and mobility. Which is the philosophy behind the gunboats.
Having more options you can mix and match rather than just the gunboats is the goal.
How to balance this trade between damage/clip size and rocket jump resistance properly I can't tell. But to me the concept is most important now.
Also you're right: repurpose would have been more appropriate to use than rebalance.
#5
What i would like to see more of from soldier weapons is the trade between firepower and mobility. Which is the philosophy behind the gunboats.
Having more options you can mix and match rather than just the gunboats is the goal.
How to balance this trade between damage/clip size and rocket jump resistance properly I can't tell. But to me the concept is most important now.
Also you're right: repurpose would have been more appropriate to use than rebalance.
Dwapking1. Clear all existing stats
2. remove pyro
fixed haha upfrag me thanks
[quote=Dwapking]
1. Clear all existing stats
2. remove pyro
[/quote]
fixed haha upfrag me thanks
How to balance the reserve shooter.
http://i.imgur.com/plG5uMe.png
How to balance the reserve shooter.
[img]http://i.imgur.com/plG5uMe.png[/img]
TraxgarteIMO it's a straight upgrade for Pyro and annoying indeed
i sort of agree, but i notice that not all plat pyros seem to. this is probably the wrong forum on which to ask why, but i've wondered for a while. just playstyle differences?
[quote=Traxgarte]IMO it's a straight upgrade for Pyro and annoying indeed[/quote]
i sort of agree, but i notice that not all plat pyros seem to. this is probably the wrong forum on which to ask why, but i've wondered for a while. just playstyle differences?
glassTraxgarteIMO it's a straight upgrade for Pyro and annoying indeed
i sort of agree, but i notice that not all plat pyros seem to. this is probably the wrong forum on which to ask why, but i've wondered for a while. just playstyle differences?
In HL, only 1/9 of the enemy team is airbound as opposed to 1/3 in 6s.
[quote=glass][quote=Traxgarte]IMO it's a straight upgrade for Pyro and annoying indeed[/quote]
i sort of agree, but i notice that not all plat pyros seem to. this is probably the wrong forum on which to ask why, but i've wondered for a while. just playstyle differences?[/quote]
In HL, only 1/9 of the enemy team is airbound as opposed to 1/3 in 6s.
all they need to do is fix minicrits and it wont even be that bad. for those who don't know minicrits currently ignore damage falloff which is why they are aids.
all they need to do is fix minicrits and it wont even be that bad. for those who don't know minicrits currently ignore damage falloff which is why they are aids.
the301stspartanglassTraxgarteIMO it's a straight upgrade for Pyro and annoying indeed
i sort of agree, but i notice that not all plat pyros seem to. this is probably the wrong forum on which to ask why, but i've wondered for a while. just playstyle differences?
In HL, only 1/9 of the enemy team is airbound as opposed to 1/3 in 6s.
Too bad pyro doesn't have a mechanic that can push someone into the air. Maybe a blast of some sort. Oh well.
[quote=the301stspartan][quote=glass][quote=Traxgarte]IMO it's a straight upgrade for Pyro and annoying indeed[/quote]
i sort of agree, but i notice that not all plat pyros seem to. this is probably the wrong forum on which to ask why, but i've wondered for a while. just playstyle differences?[/quote]
In HL, only 1/9 of the enemy team is airbound as opposed to 1/3 in 6s.[/quote]
Too bad pyro doesn't have a mechanic that can push someone into the air. Maybe a blast of some sort. Oh well.
http://www.teamfortress.tv/41091/reserve-shooter#8
Re4lity-Remove Mincrits
-Increase Switch speed.
-Decrease Clipsize to 3
-Damage taken from rocket jumps is reduced by 20%
I think this would allow for a combined gunboats/shotgun pocket role which would be interesting to see and play with.
http://www.teamfortress.tv/41091/reserve-shooter#8
[quote=Re4lity]-Remove Mincrits
-Increase Switch speed.
-Decrease Clipsize to 3
-Damage taken from rocket jumps is reduced by 20%
I think this would allow for a combined gunboats/shotgun pocket role which would be interesting to see and play with.[/quote]