we should aim to make every gun 100% accurate whilst not being overpowered. i think this ambassador change is unnecessary because its not overpowered. most of the time i'm impressed when i die to it because you've got to have really good aim to be able to consistently do that, which is kind of the only 'skill' based thing the spy has. if this change goes through, i don't think i'll play spy again because this was the only thing i found enjoyable.
remove the random fire invuln from the dead ringer and i'll be a lot more happy with the weapon, seems kinda weird that it has it especially since the spycicle is a weapon in this game
also might just be me but my only problem with the guillotine was that (on low graphics + laptop mind u, so others might not have this problem) the projectile is fucking invisible
all in all though, even if the numbers aren't perfect right now, i do agree with most of valve's ideas as to why certain unlocks are broken/unfun/bad and i'm just happy to see that they recognize that these problems do exist
although if somebody can tell me what their justification for eviction notice changes i'd be all ears cause rn it just seems like a change for no particular reason? (edit: jk it's not uber building it's max health drained i can't read)
also might just be me but my only problem with the guillotine was that (on low graphics + laptop mind u, so others might not have this problem) the projectile is fucking invisible
all in all though, even if the numbers aren't perfect right now, i do agree with most of valve's ideas as to why certain unlocks are broken/unfun/bad and i'm just happy to see that they recognize that these problems do exist
although if somebody can tell me what their justification for eviction notice changes i'd be all ears cause rn it just seems like a change for no particular reason? (edit: jk it's not uber building it's max health drained i can't read)
I think the mantreads change might make for some roamer strats that are extremely not fun to play against.
I definitely don't think reducing accuracy on the ambassador in any aspect is the right way to balance the weapon. Like others have said I believe a sort of damage falloff for distance would be preferential to the "the game decided its gonna miss" rebalance.
With that being said though, holy shit, pushing last with a heavy present is going to be HARD. They can store their ramp up damage if they stay revved. If they decide to fire the gun off for a little while during a last stalemate and hold it I can easily see anything that isn't ubered just being torn to shreds.
With that being said though, holy shit, pushing last with a heavy present is going to be HARD. They can store their ramp up damage if they stay revved. If they decide to fire the gun off for a little while during a last stalemate and hold it I can easily see anything that isn't ubered just being torn to shreds.
Have to agree on the ambassador changes, just make it mini crit instead and everybody will be happy.
AptWith that being said though, holy shit, pushing last with a heavy present is going to be HARD. They can store their ramp up damage if they stay revved. If they decide to fire the gun off for a little while during a last stalemate and hold it I can easily see anything that isn't ubered just being torn to shreds.
I mean, doesn't that just change it back to pre love and war heavy once they rev up?
With that being said though, holy shit, pushing last with a heavy present is going to be HARD. They can store their ramp up damage if they stay revved. If they decide to fire the gun off for a little while during a last stalemate and hold it I can easily see anything that isn't ubered just being torn to shreds.[/quote]
I mean, doesn't that just change it back to pre love and war heavy once they rev up?
springrollsAptWith that being said though, holy shit, pushing last with a heavy present is going to be HARD. They can store their ramp up damage if they stay revved. If they decide to fire the gun off for a little while during a last stalemate and hold it I can easily see anything that isn't ubered just being torn to shreds.
I mean, doesn't that just change it back to pre love and war heavy once they rev up?
Wasn't around for that so I honestly had no idea that was the case. That's kinda neat.
With that being said though, holy shit, pushing last with a heavy present is going to be HARD. They can store their ramp up damage if they stay revved. If they decide to fire the gun off for a little while during a last stalemate and hold it I can easily see anything that isn't ubered just being torn to shreds.[/quote]
I mean, doesn't that just change it back to pre love and war heavy once they rev up?[/quote]
Wasn't around for that so I honestly had no idea that was the case. That's kinda neat.
RNG amby is dumb.
I can't believe the dead ringer still hasn't had its fire immunity removed.
Razorback change is sick.
Mantreads look interesting.
I can't believe the dead ringer still hasn't had its fire immunity removed.
Razorback change is sick.
Mantreads look interesting.
After talking to a few Spy mains, I think the YER changes are a nerf to an already underused weapon, because if on paper the numbers seem okay, the -50% cloak drain rate actually leaves you with only 4 seconds (Without l'étranger equipped) of invis, for the most benefit being the silent kill. (Instantly disguising as a slower class is only useful in front of a gun, and most experienced spies would find a way to solf this issue anyways)
4 seconds don't allow you to cover great distances or to position yourself well enough to make a proper good play.
On top of that if you choose to kill a "low" priority target that would else be free somewhere on the flank, you need to sacrifice your whole cloak meter again, or to keep your soldier disguise and sacrifice your mobility.
Either way, you're not going to be as efficient as you could have been with another knife.
4 seconds don't allow you to cover great distances or to position yourself well enough to make a proper good play.
On top of that if you choose to kill a "low" priority target that would else be free somewhere on the flank, you need to sacrifice your whole cloak meter again, or to keep your soldier disguise and sacrifice your mobility.
Either way, you're not going to be as efficient as you could have been with another knife.
It seems like the main talking point is the ambassador but I feel like the mantreads is probably the change that will influence 6s the most. I had a discussion with my friend and I said how I didn't like how the increased air control would increase ability to dodge airshots and juke hitscan aim but he brought up the point that you are sacrificing the mobility that comes from gunboats. Which is true but if you are sacking on the enemy med you're not really expecting to make it out anyway so I think the little bit of lost health is a fair exchange for easier bombing. Although admittedly I guess I'm not exactly sure how much +200% will really affect your control so maybe mantreads will still be bad idk.
I always kinda thought it would be cool if gunboats encouraged the roaming play style and mantreads encouraged the pocket play style. They could do something like increase overheal when wearing mantreads or something to encourage ground play idk.
Either way this is really cool that they are communicating with the community.
I always kinda thought it would be cool if gunboats encouraged the roaming play style and mantreads encouraged the pocket play style. They could do something like increase overheal when wearing mantreads or something to encourage ground play idk.
Either way this is really cool that they are communicating with the community.
zanyI didn't like how the increased air control would increase ability to dodge airshots and juke hitscan aim
I think we'll have to wait and see how significant the added air control is.
If it's just sv_airaccelerate acting like it's 30 instead of 10 like I expect, it won't actually have a huge impact other than making gaining speed from airstrafing easier. Even playing on a server with a huge sv_airaccelerate value doesn't help with dodging projectiles midair as much as one-handing a controller for the analogue movement (or, as a tester for aimpad's analogue keyboard, that too), I find at least. Of course if it turns out they meant something else by added air control, it could have a much bigger impact, but I can't say.
The air control attribute currently is in the game (attribute 610, mod_air_control), just not applied to any weapon, so it wouldn't be too hard for anyone with a server to test to see how it goes.
I think we'll have to wait and see how significant the added air control is.
If it's just sv_airaccelerate acting like it's 30 instead of 10 like I expect, it won't actually have a huge impact other than making gaining speed from airstrafing easier. Even playing on a server with a huge sv_airaccelerate value doesn't help with dodging projectiles midair as much as one-handing a controller for the analogue movement (or, as a tester for aimpad's analogue keyboard, that too), I find at least. Of course if it turns out they meant something else by added air control, it could have a much bigger impact, but I can't say.
The air control attribute currently is in the game (attribute 610, mod_air_control), just not applied to any weapon, so it wouldn't be too hard for anyone with a server to test to see how it goes.
The amby changes I feel would make it feel more like the deagle from cs rather than a sniper rifle for spy that does less damage. That being said, if all you're doing as spy is trying to headshot people from afar, you're playing the wrong class.
The mantreads change actually has me a bit excited to see a potential shift in footwear choice for roamers. The push force reduction could really make a difference when having to bomb into scouts (which is a bad idea either way but in a stalemate you do what you have to).
The danger shield and dead ringer changes should make the quality of pub life a bit less of a pain when playing against those weapons. Never thought I'd be saying that but there's always a first for everything.
I'm also really interested about the vita saw changes, as it could possibly make it so that the vita saw isn't head and shoulders above the ubersaw. I wonder if these changes could lead to it being unbanned. We'll know once the time comes.
The mantreads change actually has me a bit excited to see a potential shift in footwear choice for roamers. The push force reduction could really make a difference when having to bomb into scouts (which is a bad idea either way but in a stalemate you do what you have to).
The danger shield and dead ringer changes should make the quality of pub life a bit less of a pain when playing against those weapons. Never thought I'd be saying that but there's always a first for everything.
I'm also really interested about the vita saw changes, as it could possibly make it so that the vita saw isn't head and shoulders above the ubersaw. I wonder if these changes could lead to it being unbanned. We'll know once the time comes.
[spoiler]Question for debate: why not change the soldier's banners so that if the soldier dies with full banner charge, he doesn't lose the charge? Would that make the banners broken or would it be an alright change?[/spoiler]
I'm somewhat in disagreement with the proposed Spy changes.
The Amby change will serve to only make it more frustrating for the Spy who misses despite aiming well, and frustrating for the guy who got headshot across the map because he knows the Spy's crosshair was not on him. Was the Amby a bit too strong at long ranges? Debatable. I think ever so slightly yes, but it was a high skill dependent mechanic. I think a more fair nerf would have been increasing headshot cooldown even more for less ability to follow up, or something along those lines.
As for Dead Ringer, they've just sort of killed it. Spies running it will now just hide in a corner waiting for it to recharge, not contributing. It isn't very conducive towards engaging gameplay. The current DR is without a doubt unbelievably stupid, and in general the DR has been hated for a long time. But the thing is, I think the DR really got asinine the moment they gave it a speed boost. The old DR where you could tank a shit ton of damage was stupid as well, but atleast Pyro's genuinely did wreck you, and you didn't have access to all ammo kits on the map in an instant. Perhaps a balance needs to be struck, or maybe we could just revert, I'm not sure.
Either way, I think the combination of these two nerfs absolutely hurt Spy in game-modes where he is permanently run (Highlander and Pubs). I understand a need to make Spy feel more sneaky, but realistically, what sick fuck is going to want to go 8-30 in a Product official where the enemy Heavy is doing nothing but Spychecking the entire game? Gunspy needs to still be an option for Spy players to keep their sanity in both pubs and highlander. I recommend more messing around with the DR.
In 6s these changes won't affect anything so this was all useless fluff. Huh.
The Amby change will serve to only make it more frustrating for the Spy who misses despite aiming well, and frustrating for the guy who got headshot across the map because he knows the Spy's crosshair was not on him. Was the Amby a bit too strong at long ranges? Debatable. I think ever so slightly yes, but it was a high skill dependent mechanic. I think a more fair nerf would have been increasing headshot cooldown even more for less ability to follow up, or something along those lines.
As for Dead Ringer, they've just sort of killed it. Spies running it will now just hide in a corner waiting for it to recharge, not contributing. It isn't very conducive towards engaging gameplay. The current DR is without a doubt unbelievably stupid, and in general the DR has been hated for a long time. But the thing is, I think the DR really got asinine the moment they gave it a speed boost. The old DR where you could tank a shit ton of damage was stupid as well, but atleast Pyro's genuinely did wreck you, and you didn't have access to all ammo kits on the map in an instant. Perhaps a balance needs to be struck, or maybe we could just revert, I'm not sure.
Either way, I think the combination of these two nerfs absolutely hurt Spy in game-modes where he is permanently run (Highlander and Pubs). I understand a need to make Spy feel more sneaky, but realistically, what sick fuck is going to want to go 8-30 in a Product official where the enemy Heavy is doing nothing but Spychecking the entire game? Gunspy needs to still be an option for Spy players to keep their sanity in both pubs and highlander. I recommend more messing around with the DR.
In 6s these changes won't affect anything so this was all useless fluff. Huh.
Mantreads
The second least-used item in the game. The aerial stomp mini-game is difficult, and The Gunboats are superior in most scenarios.
Changes:
+75% push-force reduction now includes airblast
Added: +200% air control when blast jumping
Are you ready?
The second least-used item in the game. The aerial stomp mini-game is difficult, and The Gunboats are superior in most scenarios.
Changes:
+75% push-force reduction now includes airblast
Added: +200% air control when blast jumping[/quote]
Are you ready?
[youtube]https://youtu.be/jo-uuawy9Ok[/youtube]
https://www.youtube.com/watch?v=I3ncHrm_8Io&feature=youtu.be
https://www.youtube.com/watch?v=_gfMedqIyd8&feature=youtu.be
This is the #610 item attribute (mod air control) @ 200% since it's a percent based value, as per JarateKing's post. O:
Enjoy. (and sorry for my bad commentary)
[youtube]https://www.youtube.com/watch?v=_gfMedqIyd8&feature=youtu.be[/youtube]
This is the #610 item attribute (mod air control) @ 200% since it's a percent based value, as per JarateKing's post. O:
Enjoy. (and sorry for my bad commentary)
DarkNecridhttps://www.youtube.com/watch?v=I3ncHrm_8Io&feature=youtu.be
https://www.youtube.com/watch?v=_gfMedqIyd8&feature=youtu.be
This is the #610 item attribute (mod air control) @ 200% since it's a percent based value.
Enjoy. (and sorry for my bad commentary)
Isn't that air acceleration, not air control?
[youtube]https://www.youtube.com/watch?v=_gfMedqIyd8&feature=youtu.be[/youtube]
This is the #610 item attribute (mod air control) @ 200% since it's a percent based value.
Enjoy. (and sorry for my bad commentary)[/quote]
Isn't that air acceleration, not air control?
bleghfarec
Isn't that air acceleration, not air control?
The attribute which was added fairly recently (with MYM I believe, altho maybe it was Gun Mettle I don't remember) is just called mod_air_control and it does this so I went with it. Basically it's what JarateKing brought up, thought I'd give it a whirl for those who are curious what it may vaguely look like.
Isn't that air acceleration, not air control?[/quote]
The attribute which was added fairly recently (with MYM I believe, altho maybe it was Gun Mettle I don't remember) is just called mod_air_control and it does this so I went with it. Basically it's what JarateKing brought up, thought I'd give it a whirl for those who are curious what it may vaguely look like.
https://www.reddit.com/r/tf2/comments/6ihzzv/literally_unhittable/
insightful commentary
insightful commentary
Well this is quite fascinating....Thank god im running the C&D or invis watch. Ok the changes are fascinating to say the least but most of these are nerfs
I mean RIP the dead ringer to be honest now you have to wait a shit ton of time before even attempting a play.
I think to counter balance it, you would have to increase the regen rate of the cloak. With this current state spy's are getting screwed a lot. Furthermore the nerf to the amby makes gun spy not very viable
ValveDead Ringer
- Feign death is an interesting effect, but a good Spy can use it extremely frequently making it frustrating to play against and reducing the risk of using it nearly constantly
- Goal: Rather than make it less interesting, let's make it more predictable to fight against by removing methods by which Spies can reduce its cool-down. This should create more of a rhythm to fighting against a Spy using this and introduce a little more risk to player using it.
- Changes:
- Ammo kits and dispensers no longer refill the Spy's cloak meter
I mean RIP the dead ringer to be honest now you have to wait a shit ton of time before even attempting a play.
I think to counter balance it, you would have to increase the regen rate of the cloak. With this current state spy's are getting screwed a lot. Furthermore the nerf to the amby makes gun spy not very viable
[quote=Valve]
[b]Dead Ringer[/b]
- Feign death is an interesting effect, but a good Spy can use it extremely frequently making it frustrating to play against and reducing the risk of using it nearly constantly
- Goal: Rather than make it less interesting, let's make it more predictable to fight against by removing methods by which Spies can reduce its cool-down. This should create more of a rhythm to fighting against a Spy using this and introduce a little more risk to player using it.
- Changes:
- Ammo kits and dispensers no longer refill the Spy's cloak meter
[/quote]
How would one test these changes offline prepatch? or do you require a custom server
Valve,
Please revert the medic scout speed buff
Thanks
Please revert the medic scout speed buff
Thanks
Mantread changes also essentially a scout nerf since its trickier to shoot soldiers out of the sky and deny them with knock back?
rkyHow would one test these changes offline prepatch? or do you require a custom server
Sourcemod and TF2 Items would be one way of doing it.
Sourcemod and [url=https://forums.alliedmods.net/showthread.php?p=1050170]TF2 Items[/url] would be one way of doing it.
alec_get that damn rng out of my tf2 and just remove ambassador crit headshots at a certain range
I don't think this is a good solution simply because there are gonna be those moments where you are half a hammer-unit unit too far away from your target so you only do a mini-crit...
This is inspired by cs:go but I think it can work on the ambassador as well:
Added: Critical damage on this weapon is now also affected by damage dropoff
ValveSandman
- The feedback on this weapon has been fairly consistent for a while: Players really hate losing the ability to fight back. Compounding this, the ball has to travel really far in order to disarm players. Being hit by a long-range ball (more often than not) ends up feeling random, rather than skilled.
- Changes:
- Long-range ball impacts no longer remove the victim's ability to fire their weapon (but the victim is still slowed)
- We've updated achievements that were looking for disarmed players
- Max range balls now do 50% increased damage (from a base of 15)
- The flight time required to trigger the "max" effect has been reduced by 20%
- Ball regeneration time reduced to 10 seconds (from 15)
Wait guys... is it only the long-range ball impact that removes the stun effect? So medium range and short range stun effects are still a thing?
I don't think this is a good solution simply because there are gonna be those moments where you are half a hammer-unit unit too far away from your target so you only do a mini-crit...
This is inspired by cs:go but I think it can work on the ambassador as well:
Added: Critical damage on this weapon is now also affected by damage dropoff
[quote=Valve]
[h]Sandman[/h]
- The feedback on this weapon has been fairly consistent for a while: Players really hate losing the ability to fight back. Compounding this, the ball has to travel really far in order to disarm players. Being hit by a long-range ball (more often than not) ends up feeling random, rather than skilled.
- Changes:
- [u][b]Long-range ball impacts[/b][/u] no longer remove the victim's ability to fire their weapon (but the victim is still slowed)
- We've updated achievements that were looking for disarmed players
- Max range balls now do 50% increased damage (from a base of 15)
- The flight time required to trigger the "max" effect has been reduced by 20%
- Ball regeneration time reduced to 10 seconds (from 15)[/quote]
Wait guys... is it only the long-range ball impact that removes the stun effect? So medium range and short range stun effects are still a thing?
rowrowI gotta say Vita-Saw had me concerned at first, but it does have a niche in a medic being caught out in a situation where the rest of the team might die and the medic can at least dive for a player and be rewarded for it, rather than hope to get the 26-50% uber needed to stay alive (and still potentially get chased/juggled and end up dying later). Seems way too niche for competitive play, but it is interesting even outside of "desperado" plays, given you can essentially "store" ubercharge the way the ubersaw gained it. Keep 1-2 organs nabbed after someone like a roamer or scout gets too close, and have a nice little advantage down the road. Good balance of risk reward on both sides of a comp match, though ubersaw will reign supreme for its hype in clutching rounds I feel.
I'm not sure it is that niche, it really depends on whether the play of getting the immediate possible advantage into play has more value than banking the material advantage for later. It seems like the vitasaw matches the usual situation where the medic naturally has to be swinging more than the ubersaw. The vitasaw swings are less likely to be wasted and have no effect, but really only affect play in the event of failure. A risk averse mindset could easily go for the vitasaw to offset successful plays against your medic and mitigate against failed engagements at any stage.
Is the banked charge kept between medigun changes? Desperate last defences from a mid wipe could now start with vacc charges already active. Interesting possibilities. It could also be dependent on the match situation, a team that's well ahead could prefer the vitasaw to make it harder to gain fast round wins against them.
I'm not sure it is that niche, it really depends on whether the play of getting the immediate possible advantage into play has more value than banking the material advantage for later. It seems like the vitasaw matches the usual situation where the medic naturally has to be swinging more than the ubersaw. The vitasaw swings are less likely to be wasted and have no effect, but really only affect play in the event of failure. A risk averse mindset could easily go for the vitasaw to offset successful plays against your medic and mitigate against failed engagements at any stage.
Is the banked charge kept between medigun changes? Desperate last defences from a mid wipe could now start with vacc charges already active. Interesting possibilities. It could also be dependent on the match situation, a team that's well ahead could prefer the vitasaw to make it harder to gain fast round wins against them.
I feel like the new DDS and pretty much any thing that changes vulnerability against pyro for sniper is pretty much useless since snipers play far back and the only reasonable way a pyro can even do damage to snipers is by shooting flares across the map which makes no sense, maybe change all the fire vulnerability for weapons like bushwhacka and DDS to explosive would make more sense since soldiers are really good for initiating on snipers