,
oh my god its ACTUALLY here
We're going a little deeper on some classes this time (e.g. Scout)
I'm scared yet excited
I like most of these (I read the GRU one wrong btw, sine it reduces MAX health, not current health), the only exceptions being that the change to Ambassador needs to be less rng, I'd probably make it so it only can headshot crit within a given range, past that range it would only minicrit. The only problem with this would be being able to tell how far you can shoot to crit.
They didnt mention Wrangler nor Reserve Shooter but they also said
This is not the complete list of changes. Some items (and classes) are still being worked on, and are not ready for review.
So I'll assume those will come later on
[quote]We're going a little deeper on some classes this time (e.g. Scout)[/quote]
I'm scared yet excited
I like most of these (I read the GRU one wrong btw, sine it reduces MAX health, not current health), the only exceptions being that the change to Ambassador needs to be less rng, I'd probably make it so it only can headshot crit within a given range, past that range it would only minicrit. The only problem with this would be being able to tell how far you can shoot to crit.
They didnt mention Wrangler nor Reserve Shooter but they also said
[quote]This is not the complete list of changes. Some items (and classes) are still being worked on, and are not ready for review.[/quote]
So I'll assume those will come later on
yes the amby definitely needs random bullet spread
more rng is exactly what we need in this game
more rng is exactly what we need in this game
So they think they understood why people hate the sandman, then they buff the stun?
Oh my god..
Oh my god..
Drummerso they think they've understood why people hate the sandman and then they buff the stun?
Yeah but at least you can fight back now
Yeah but at least you can fight back now
Drummerso they think they've understood why people hate the sandman and then they buff the stun?
If i read correctly, they plan on making it so the stun no longer prevents you from shooting, but still slows you down. In return you get the ball faster (more spammable) and it doesnt need to go as far as it previously did for a the longest lasting effect
If i read correctly, they plan on making it so the stun no longer prevents you from shooting, but still slows you down. In return you get the ball faster (more spammable) and it doesnt need to go as far as it previously did for a the longest lasting effect
Pumoh my god its ACTUALLY here
It's not actually here yet though.
knsumeTHEY'RE SO GOOD FUCK ME
I pretty much agree though from what I can tell the (potentially)new pocket pistol is insane? -3 rounds for faster fire rate and health on hit?
Are the mantreads viable for badlands last against a donk and a pyro now?
rocketslayyes the amby definitely needs random bullet spread
more rng is exactly what we need in this game
Amby was definitely on the strong side(yes I know it took more skill but still) but rng definitely wasn't the right way to fix it.
Drummerso they think they've understood with people hate the sandman yet they buff the stun?
A stunned player that can shoot back is not much better than a stunned player that can't shoot and it's still zero fun to be stunned.
It's not actually here yet though.
[quote=knsume]THEY'RE SO GOOD FUCK ME[/quote]
I pretty much agree though from what I can tell the (potentially)new pocket pistol is insane? -3 rounds for faster fire rate and health on hit?
Are the mantreads viable for badlands last against a donk and a pyro now?
[quote=rocketslay]yes the amby definitely needs random bullet spread
more rng is exactly what we need in this game[/quote]
Amby was definitely on the strong side(yes I know it took more skill but still) but rng definitely wasn't the right way to fix it.
[quote=Drummer]so they think they've understood with people hate the sandman yet they buff the stun?[/quote]
A stunned player that can shoot back is not much better than a stunned player that can't shoot and it's still zero fun to be stunned.
What I mean is that being able to fire back or not is irrelevant when you can barely move, and that's the main issue with the sandman, which they aren't fixing
Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
Goodbye arrow building. These are some exciting changes
Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
Goodbye arrow building. These are some exciting changes
what would 200% more air control on the man treads look like exactly? like, is it similar to booties giving more control with shields, where you can barely turn if you don't have them? rocket jumping already gives you a shit ton of control already. am I being retarded, i can't picture having 200% more air control while rocket jumping.
these are mostly such good genius designs that i never wouldve thought of.
i dont think they removed the actual correct problem from the guillotine (just removed the pub gimmick) also would like to see a wrangler change
200% STRAFE WITH MANTREADS HYPE
i dont think they removed the actual correct problem from the guillotine (just removed the pub gimmick) also would like to see a wrangler change
200% STRAFE WITH MANTREADS HYPE
new strat: send your roamer back to spawn to change onto mantreads then sack him with the 200% air mobility
so will we finally see scout being nerfed? god bless
Mantreads
Added: +200% air control when blast jumping
What.
Added: +200% air control when blast jumping
What.
The vita-saw change seems pretty interesting. I'm glad they are changing the Darwin's but the new purpose of it seems relatively useless for a sniper. I understand scorch shots is a standard counter to snipers but increasing their chance to melee a pyro seems very weird. All of the scout changes vary from really good to pretty mediocre (mostly talking about the bonk! atomic punch and crit-a-cola). The Pocket Pistol seems it would go in the range of way too good, especially for fighting easy to track slow explosive classes.
It's pretty obvious that no one is gonna be happy with the ambassador nerf (it desperately needs one imo) but I think not rewarding a player for hitting their shots isn't the best idea. I am in love with the razorback change, though.
It's pretty obvious that no one is gonna be happy with the ambassador nerf (it desperately needs one imo) but I think not rewarding a player for hitting their shots isn't the best idea. I am in love with the razorback change, though.
hayeswhat would 200% more air control on the man treads look like exactly? like, is it similar to booties giving more control with shields, where you can barely turn if you don't have them? rocket jumping already gives you a shit ton of control already. am I being retarded, i can't picture having 200% more air control while rocket jumping.
So have you ever tried air strafing too sharp and you just lose all your speed? well now you can turn much much sharper without loosing speed. I think surf servers tend to mess with this value to make it more similar to cs surfing but I'm not certain about that.
So have you ever tried air strafing too sharp and you just lose all your speed? well now you can turn much much sharper without loosing speed. I think surf servers tend to mess with this value to make it more similar to cs surfing but I'm not certain about that.
hayeswhat would 200% more air control on the man treads look like exactly? like, is it similar to booties giving more control with shields, where you can barely turn if you don't have them? rocket jumping already gives you a shit ton of control already. am I being retarded, i can't picture having 200% more air control while rocket jumping.
In my mind i imagined something similar to surf servers where air accel is higher and allows you to perform tighter strafes
Im not exactly a fan because I feel like it could potentially lower the skill ceiling on soldier in the sense that normally learning to perform well controlled strafes is something that takes a lot of time and practice. Now you can just equip the mantreads to do it more effectively than ever. Of course its impossible to tell without actually seeing it in-game
In my mind i imagined something similar to surf servers where air accel is higher and allows you to perform tighter strafes
Im not exactly a fan because I feel like it could potentially lower the skill ceiling on soldier in the sense that normally learning to perform well controlled strafes is something that takes a lot of time and practice. Now you can just equip the mantreads to do it more effectively than ever. Of course its impossible to tell without actually seeing it in-game
It's interesting that they purposefully avoided to mention Pyro at all in this thread. I wonder if this means they have something big prepared for him
As far as these changes most of them look quite good. I don't like the ambassador (should be a slight damage falloff on headshots imo) and the GRU change seems like a step in the wrong direction (if you have a medic healing you the new downside means nothing, this is basically how the GRU were when they came out)
edit - I read the GRU wrong. It actually reduces your max health pool while it's out? That's... strange. But interesting.
edit - the pocket pistol looks crazy good, remove increased fire rate IMO
As far as these changes most of them look quite good. I don't like the ambassador (should be a slight damage falloff on headshots imo) and [s]the GRU change seems like a step in the wrong direction (if you have a medic healing you the new downside means nothing, this is basically how the GRU were when they came out)
[/s]
edit - I read the GRU wrong. It actually reduces your max health pool while it's out? That's... strange. But interesting.
edit - the pocket pistol looks crazy good, remove increased fire rate IMO
All of these are steps in the right direction (good job Valve!) except for Ambassador. If the first shot isn't perfect spread, what's the fucking point? A more sensible nerf would be to just increase the cooldown period until perfect accuracy.
PumI like most of these, the only exceptions being the GRU (Doesn't fix the problem and makes uber building easier, while only sacrificing Crit heals)
I'm not certain, but you probably won't be able to use it to build because it's reducing max health instead of damaging you. The Dalokohs Bar doesn't reset critheals when you lose the extra 50 max health.
Which is a shame, since you can't GRU jump with it.
[quote=Pum]I like most of these, the only exceptions being the GRU (Doesn't fix the problem and makes uber building easier, while only sacrificing Crit heals)[/quote]
I'm not certain, but you probably won't be able to use it to build because it's reducing max health instead of damaging you. The Dalokohs Bar doesn't reset critheals when you lose the extra 50 max health.
Which is a shame, since you can't GRU jump with it.
ok, if that's what the proposed mantreads do, I'm not sure if it'd be overpowered or broken, but that sounds so stupid yet amazing that I really hope they keep it. jurfing would actually be insane, and fast roamer rollouts would be hilarious.
DouganIn my mind i imagined something similar to surf servers where air accel is higher and allows you to perform tighter strafes
Im not exactly a fan because I feel like it could potentially lower the skill ceiling on soldier in the sense that normally learning to perform well controlled strafes is something that takes a lot of time and practice. Now you can just equip the mantreads to do it more effectively than ever. Of course its impossible to tell without actually seeing it in-game
I'm not too worried about this because in order to do these strafes without practice, you have to use mantreads, giving up both the gunboats and shot gun. While the Mantreads have definitely been improved, there not nearly as good as gunboats or shotty in either in terms of mobility or dpm. And jump/surf servers can always ban them anyways if they need to.
Also the jumps at least in competitive aren't really strafe heavy from a roamer perspective, and if you want to argue that some are, 200% increase in strafe is not going to help a someone instantly nail these jumps. Most use I see is being able to maybe land more precise bombs maybe.
In my mind i imagined something similar to surf servers where air accel is higher and allows you to perform tighter strafes
Im not exactly a fan because I feel like it could potentially lower the skill ceiling on soldier in the sense that normally learning to perform well controlled strafes is something that takes a lot of time and practice. Now you can just equip the mantreads to do it more effectively than ever. Of course its impossible to tell without actually seeing it in-game[/quote]
I'm not too worried about this because in order to do these strafes without practice, you have to use mantreads, giving up both the gunboats and shot gun. While the Mantreads have definitely been improved, there not nearly as good as gunboats or shotty in either in terms of mobility or dpm. And jump/surf servers can always ban them anyways if they need to.
Also the jumps at least in competitive aren't really strafe heavy from a roamer perspective, and if you want to argue that some are, 200% increase in strafe is not going to help a someone instantly nail these jumps. Most use I see is being able to maybe land more precise bombs maybe.
Atomizer: Added: 50% deploy time penalty (to prevent quick-switch by-pass)
does this even matter other than for meele attack? you will still be able to perform the 3rd jump anyway even if its not 100% deployed right?
does this even matter other than for meele attack? you will still be able to perform the 3rd jump anyway even if its not 100% deployed right?