Spy changes are quite bad, especially Amby, but the rest of the changes seem okay-ish, I guess?
Scary thought here, but technically speaking the Dalokohs Bar would make heavy arrive at some of the mids with decent health with basically a free extra 5s to mid for the GRU or 10s for the eviction notice. Might not be as big as I think it is not sure how far 5s with the GRU or 10s with the eviction notice would get you.
Vita-saw is situationally better than ubersaw now.
Get swings and live --> ubersaw
Get swings and die --> vita-saw
-10 heath is unnecessary though.
Get swings and live --> ubersaw
Get swings and die --> vita-saw
-10 heath is unnecessary though.
Honestly, new balances aside, I'd love for them to revert demo's primaries back to what they used to be pre nerf.
AptHonestly, new balances aside, I'd love for them to revert demo's primaries back to what they used to be pre nerf.
this would make the game much better in all honesty
this would make the game much better in all honesty
DwapkingVita-saw is situationally better than ubersaw now.
Get swings and live --> ubersaw
Get swings and die --> vita-saw
-10 heath is unnecessary though.
all hail vitasaw 6 man sac meta
Get swings and live --> ubersaw
Get swings and die --> vita-saw
-10 heath is unnecessary though.[/quote]
all hail vitasaw 6 man sac meta
DwapkingVita-saw is situationally better tha ubersaw now.
Isn't this what we want all unlocks to be like? So all items have their own place in the game.
I'd like to see Vitasaw unbanned for testing after the update comes.
Isn't this what we want all unlocks to be like? So all items have their own place in the game.
I'd like to see Vitasaw unbanned for testing after the update comes.
AptHonestly, new balances aside, I'd love for them to revert demo's primaries back to what they used to be pre nerf.
if this means reverting the sticky nerf i agree but afaik they also changed pipes to do a constant 100 damage
please don't make it possible again for an unbuffed soldier to live with 1hp after being double piped for 100 and 99
edit: or maybe by demo primaries you're referring to shit like the loose cannon (which was absurdly strong pre-nerf, a medic could drop uber to a single double donk for 152 iirc)
if this means reverting the sticky nerf i agree but afaik they also changed pipes to do a constant 100 damage
please don't make it possible again for an unbuffed soldier to live with 1hp after being double piped for 100 and 99
edit: or maybe by demo primaries you're referring to shit like the loose cannon (which was absurdly strong pre-nerf, a medic could drop uber to a single double donk for 152 iirc)
AptHonestly, new balances aside, I'd love for them to revert demo's primaries back to what they used to be pre nerf.
Scout main asking for his class to be put back in its place. And APT of all scout mains.
What is this.
Scout main asking for his class to be put back in its place. And APT of all scout mains.
What is this.
bearodactylAptHonestly, new balances aside, I'd love for them to revert demo's primaries back to what they used to be pre nerf.if this means reverting the sticky nerf i agree but afaik they also changed pipes to do a constant 100 damage
please don't make it possible again for an unbuffed soldier to live with 1hp after being double piped for 100 and 99
edit: or maybe by demo primaries you're referring to shit like the loose cannon (which was absurdly strong pre-nerf, a medic could drop uber to a single double donk for 152 iirc)
I actually wasn't aware of the pipe damage inconsistency. In that case I'd be fine with them leaving pipes alone to do constant 100.
if this means reverting the sticky nerf i agree but afaik they also changed pipes to do a constant 100 damage
please don't make it possible again for an unbuffed soldier to live with 1hp after being double piped for 100 and 99
edit: or maybe by demo primaries you're referring to shit like the loose cannon (which was absurdly strong pre-nerf, a medic could drop uber to a single double donk for 152 iirc)[/quote]
I actually wasn't aware of the pipe damage inconsistency. In that case I'd be fine with them leaving pipes alone to do constant 100.
DwapkingVita-saw is situationally better than ubersaw now.
Get swings and live --> ubersaw
Get swings and die --> vita-saw
-10 heath is unnecessary though.
Get swings and the round doesn't end --> vita-saw
Get swings and live --> ubersaw
Get swings and die --> vita-saw
-10 heath is unnecessary though.[/quote]
Get swings and the round doesn't end --> vita-saw
AptHonestly, new balances aside, I'd love for them to revert demo's primaries back to what they used to be pre nerf.
will never happen as long as pubbers and scout mains keep complaining
one can dream though..
will never happen as long as pubbers and scout mains keep complaining
one can dream though..
The sticky nerf also introduced this stat
- Grenades now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
I feel like it's okay to make it consistent with rockets but the extra splash definitely made a difference back then when directing a cluster of people.
In other news I think it would be nice if they removed the tumble on the stock pipes (like they did with the loch-n-load), since air drag gets modelled in the game this would increase pipe consistency very slightly. A lot of people switched to the iron bomber because of this.
[list]
[*] Grenades now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
[/list]
I feel like it's okay to make it consistent with rockets but the extra splash definitely made a difference back then when directing a cluster of people.
In other news I think it would be nice if they removed the tumble on the stock pipes (like they did with the loch-n-load), since air drag gets modelled in the game this would increase pipe consistency very slightly. A lot of people switched to the iron bomber because of this.
i really like the changes to the razorback and danger shield
ambassador nerf is a harsh because you're being punished for being a skilled player
ambassador nerf is a harsh because you're being punished for being a skilled player
warriordragon12i really like the changes to the razorback and danger shield
ambassador nerf is a harsh because you're being punished for being a skilled player
all the ambassador change did was nerf the effective range, which makes sense since spy was meant to be a close range class
ambassador nerf is a harsh because you're being punished for being a skilled player[/quote]
all the ambassador change did was nerf the effective range, which makes sense since spy was meant to be a close range class
Gloves of Running Urgently
- Speed (lack-of) is used to balance the Heavy's high health, over-heal and damage output. While we still believe it's OK to have a class of items that increases Heavy's movement speed, players have been able to easily mitigate the existing negatives.
- Changes:
- Added: Max-health is drained while item is active (-10/sec), and regenerated while holstered
- Health will regenerate only the amount drained while active - minus any damage taken during that time
- Each time the gloves are deployed, the drain rate is accelerated for a brief period of time
- Removed: Marked-For-Death effect while active
- Removed: 25% damage penalty
WOW NOW THE HEAVY CAN BUILD UBER TO? SO BALANCED :DDD
Gloves of Running Urgently
- Speed (lack-of) is used to balance the Heavy's high health, over-heal and damage output. While we still believe it's OK to have a class of items that increases Heavy's movement speed, players have been able to easily mitigate the existing negatives.
- Changes:
- Added: Max-health is drained while item is active (-10/sec), and regenerated while holstered
- Health will regenerate only the amount drained while active - minus any damage taken during that time
- Each time the gloves are deployed, the drain rate is accelerated for a brief period of time
- Removed: Marked-For-Death effect while active
- Removed: 25% damage penalty[/quote]
WOW NOW THE HEAVY CAN BUILD UBER TO? SO BALANCED :DDD
so they changed the gru to how it used to be and added regen?
ScrewballGloves of Running UrgentlyWOW NOW THE HEAVY CAN BUILD UBER TO? SO BALANCED :DDD
- Speed (lack-of) is used to balance the Heavy's high health, over-heal and damage output. While we still believe it's OK to have a class of items that increases Heavy's movement speed, players have been able to easily mitigate the existing negatives.
- Changes:
- Added: Max-health is drained while item is active (-10/sec), and regenerated while holstered
- Health will regenerate only the amount drained while active - minus any damage taken during that time
- Each time the gloves are deployed, the drain rate is accelerated for a brief period of time
- Removed: Marked-For-Death effect while active
- Removed: 25% damage penalty
No you can't build uber.
Gloves of Running Urgently
- Speed (lack-of) is used to balance the Heavy's high health, over-heal and damage output. While we still believe it's OK to have a class of items that increases Heavy's movement speed, players have been able to easily mitigate the existing negatives.
- Changes:
- Added: Max-health is drained while item is active (-10/sec), and regenerated while holstered
- Health will regenerate only the amount drained while active - minus any damage taken during that time
- Each time the gloves are deployed, the drain rate is accelerated for a brief period of time
- Removed: Marked-For-Death effect while active
- Removed: 25% damage penalty[/quote]
WOW NOW THE HEAVY CAN BUILD UBER TO? SO BALANCED :DDD[/quote]
No you can't build uber.
While we're on the topic of demo, can the caber be buffed so that it does either minicrits or crits while explosive jumping?
crackbabydumpsterso they changed the gru to how it used to be and added regen?
And increased the old rate of 6/sec to 10/sec, and made it change your max health instead of hurt you so now you can't just immediately heal it back with a medic or pack or sandvich, and added some currently unknown accelerated drain mechanic to stop cheesing it by bhopping (I think is the goal). And on the flipside, got rid of the damage penalty.
Overall I feel like it's at a lot lower power level than before it got reworked with a lot of its issues (all its downsides being basically entirely avoidable) becoming completely solved, I wouldn't call this basically the same as pre-rework.
And increased the old rate of 6/sec to 10/sec, and made it change your max health instead of hurt you so now you can't just immediately heal it back with a medic or pack or sandvich, and added some currently unknown accelerated drain mechanic to stop cheesing it by bhopping (I think is the goal). And on the flipside, got rid of the damage penalty.
Overall I feel like it's at a lot lower power level than before it got reworked with a lot of its issues (all its downsides being basically entirely avoidable) becoming completely solved, I wouldn't call this basically the same as pre-rework.
I feel like we might be remembering pre nerf stickies incorrectly.. yeah I agree that demo isn't great online and it felt better before, but have you guys watched demos of good demomen play pre nerf? Old stickies are STUPIDLY strong in comparison to current ones.
It's all theory and I find it unlikely that it would ever be changed back (demo feels balanced on lan to me) but with the way the current playerbase is very mechanics heavy, I feel like we would quickly see people get very mad at demo being overpowered to play against.
Old pipe splash radius is a change I could definitely get behind though.
It's all theory and I find it unlikely that it would ever be changed back (demo feels balanced on lan to me) but with the way the current playerbase is very mechanics heavy, I feel like we would quickly see people get very mad at demo being overpowered to play against.
Old pipe splash radius is a change I could definitely get behind though.
doesn't have to be all or nothing, you could slightly buff stickies but not as much as before
How about just have Ambassador headshots do less damage the further the distance.
nuzeI feel like we might be remembering pre nerf stickies incorrectly.. yeah I agree that demo isn't great online and it felt better before, but have you guys watched demos of good demomen play pre nerf? Old stickies are STUPIDLY strong in comparison to current ones.
It's all theory and I find it unlikely that it would ever be changed back (demo feels balanced on lan to me) but with the way the current playerbase is very mechanics heavy, I feel like we would quickly see people get very mad at demo being overpowered to play against.
Old pipe splash radius is a change I could definitely get behind though.
People would definitely think Demo is overpowered to play against because I STILL see people saying that he's overpowered
It's all theory and I find it unlikely that it would ever be changed back (demo feels balanced on lan to me) but with the way the current playerbase is very mechanics heavy, I feel like we would quickly see people get very mad at demo being overpowered to play against.
Old pipe splash radius is a change I could definitely get behind though.[/quote]
People would definitely think Demo is overpowered to play against because I STILL see people saying that he's overpowered
nuzeI feel like we might be remembering pre nerf stickies incorrectly.. yeah I agree that demo isn't great online and it felt better before, but have you guys watched demos of good demomen play pre nerf? Old stickies are STUPIDLY strong in comparison to current ones.
It's all theory and I find it unlikely that it would ever be changed back (demo feels balanced on lan to me) but with the way the current playerbase is very mechanics heavy, I feel like we would quickly see people get very mad at demo being overpowered to play against.
Old pipe splash radius is a change I could definitely get behind though.
Old Demos were putting up 300 DPM in Open minimum during their first season cause they could big dick entire teams through a choke or just pad damage. The current stickies are roughly as good as they used to be for mids/team fights, but you don't get free damage numbers by spamming at chokes. Badlands choke used to be completely uninhabitable if you didnt have a heal beam cause the blast was so easy to manage
which isn't really a strong defense or attack on the balance of the SBL now, cause there's pros and cons to how TF2 is played now compared to 5 years ago. If you want to simulate the old days tho, play a pug and every time a Demo gets you to 60 health hit yr suicide
It's all theory and I find it unlikely that it would ever be changed back (demo feels balanced on lan to me) but with the way the current playerbase is very mechanics heavy, I feel like we would quickly see people get very mad at demo being overpowered to play against.
Old pipe splash radius is a change I could definitely get behind though.[/quote]
Old Demos were putting up 300 DPM in Open minimum during their first season cause they could big dick entire teams through a choke or just pad damage. The current stickies are roughly as good as they used to be for mids/team fights, but you don't get free damage numbers by spamming at chokes. Badlands choke used to be completely uninhabitable if you didnt have a heal beam cause the blast was so easy to manage
which isn't really a strong defense or attack on the balance of the SBL now, cause there's pros and cons to how TF2 is played now compared to 5 years ago. If you want to simulate the old days tho, play a pug and every time a Demo gets you to 60 health hit yr suicide
warriordragon12i really like the changes to the razorback and danger shield
ambassador nerf is a harsh because you're being punished for being a skilled player
Vulcanwarriordragon12i really like the changes to the razorback and danger shieldall the ambassador change did was nerf the effective range, which makes sense since spy was meant to be a close range class
ambassador nerf is a harsh because you're being punished for being a skilled player
The more I think about it this "nerf" will likely lead to more headshots at least overall. Cause now you don't even have to aim at the head. You just have to aim close. sure for really good players they'll hit a lot less, but people with slightly above average aim will probably hit a lot more headshots.
ambassador nerf is a harsh because you're being punished for being a skilled player[/quote]
[quote=Vulcan][quote=warriordragon12]i really like the changes to the razorback and danger shield
ambassador nerf is a harsh because you're being punished for being a skilled player[/quote]
all the ambassador change did was nerf the effective range, which makes sense since spy was meant to be a close range class[/quote]
The more I think about it this "nerf" will likely lead to more headshots at least overall. Cause now you don't even have to aim at the head. You just have to aim close. sure for really good players they'll hit a lot less, but people with slightly above average aim will probably hit a lot more headshots.
also make every revolver do minicrit headshots at close range then make the amby do full crits at close and minicrits at long range and lower the damage by a variable cause headshots were the best part of spy and the only part that wasn't useless against good players ;)then you can make shitties who can't headshot do less DPS with every revolver and make the others actually worth using. Make the L'etrangr not do extra damage but restore extra cloak on HS and make the enforcer keep disguise on HS instead of damage or smth. Remove the diamondback and VAC anyone who used it
eeealso make every revolver do minicrit headshots at close range then make the amby do full crits at close and minicrits at long range and lower the damage by a variable cause headshots were the best part of spy and the only part that wasn't useless against good players ;)then you can make shitties who can't headshot do less DPS with every revolver and make the others actually worth using. Make the L'etrangr not do extra damage but restore extra cloak on HS and make the enforcer keep disguise on HS instead of damage or smth. Remove the diamondback and VAC anyone who used it
No, the spies primary slot is already horribly underrated nearly all of the spies revolvers are REALLY good.
No, the spies primary slot is already horribly underrated nearly all of the spies revolvers are REALLY good.
Comanglia
I'm like 90% sure that isn't true if you were to actually use math. You could look at angular size of the spread vs angular size of the head at a given range and make some predictive model. Realistically the odds of the spread correcting you into a shot are probably a lot lower than the odds if you just hitting a shot at most ranges
also spy revolver suggestions were mostly shitposting but the idea would be to make them shitty unless you get headshots consistently
also spy revolver suggestions were mostly shitposting but the idea would be to make them shitty unless you get headshots consistently
bearodactylAptHonestly, new balances aside, I'd love for them to revert demo's primaries back to what they used to be pre nerf.if this means reverting the sticky nerf i agree but afaik they also changed pipes to do a constant 100 damage
please don't make it possible again for an unbuffed soldier to live with 1hp after being double piped for 100 and 99
edit: or maybe by demo primaries you're referring to shit like the loose cannon (which was absurdly strong pre-nerf, a medic could drop uber to a single double donk for 152 iirc)
if this means reverting the sticky nerf i agree but afaik they also changed pipes to do a constant 100 damage
please don't make it possible again for an unbuffed soldier to live with 1hp after being double piped for 100 and 99
edit: or maybe by demo primaries you're referring to shit like the loose cannon (which was absurdly strong pre-nerf, a medic could drop uber to a single double donk for 152 iirc)[/quote]
https://www.youtube.com/watch?v=LjVoLcbDuMY