Well Valve said that they want us having discussions on game/weapon balance so here it is. How do you buff this weapon? I liked the old QBL and i think the general niche behind the weapon is pretty cool. ]
Discuss
Well Valve said that they want us having discussions on game/weapon balance so here it is. How do you buff this weapon? I liked the old QBL and i think the general niche behind the weapon is pretty cool. ]
Discuss
Good for 1v1'ing scouts and clearing sticks on badlands last and that's about it tbh
the ability to destroy enemy stickies is questionable
bleghfarecthe ability to destroy enemy stickies is questionable
not really. if it was even remotely decent every demo would run it full time.
Pharaoh was a great qbl demo prenerf. When he used it, it felt like a change in playstyle rather than a direct upgrade if any of you have watched him play
I don't think it needs a buff as it's fairly strong. Destroying stickies is a dumb concept here which works better to give versatility to a slow, defensive sitcky gun (the SR). In direct head-on fighting where your team commits forward to the fight the QBL is usually better. It's almost like having a rocket launcher which is pretty lame imo. The reason it doesn't see much use is because that sort of head on-fighting is all it's best at. All other roles that you fulfill for your team are better done with the stock gun.
marmadukeGRYLLSbleghfarecthe ability to destroy enemy stickies is questionable
not really. if it was even remotely decent every demo would run it full time.
sorry marm looks like bleghfarec knows more about the game than u
i mean its kinda aids if a demo can just clear ur sticks on point for free so it certainly has its uses on certain last pushes etc, but in general having only 4 stickies in ur clip kinda fucks you out of being able to spam and deny chokes
i think the new one is not very good in comparison to the old one which i really liked to use you use your enitire clip in 2 seconds and spend all of your time reloading i also think making it able to trap was kind of against the theme of the original weapon. destroying stickies is kind of questionable but it think it was a kind of trade of for not being able to trap yourself so the rework kind of killed that.
I think it's fine the way it is.
the main reason barely anyone ran it the way it was before was because you couldn't put down traps, meaning you couldn't really deny area very well and post-sticky nerf demo, this is more common seen playstyle of demo to play defensive and sticky off areas, the way the new QBL is now is good for situational purposes like 1v1s and pushing through choke points and strats revolving around removing stickies from an area, I'm suprised there hasn't been more use of it since it was changed, the big difference for using the stock over QBL is the consistent damage you can put out from having a larger clip size but you lose the det speed of stickies for this which is a fair trade off, if QBL had even like 6 stickies i'd imagine most demos would then use it because it would become a near-direct upgrade with the difference between stock and QBL being 2 stickies less.
i think the ability to destroy enemy stickies is not super broken, but being able to destroy mid-flight stickies is super dumb. a demo can completely counter a kritz just by spam detting in front of himself.
also the fizzle thing was cool
marmadukeGRYLLSbleghfarecthe ability to destroy enemy stickies is questionable
not really. if it was even remotely decent every demo would run it full time.
it's pretty rare to have demo v demo in actual play (other than maybe hl), i agree the stat is mostly worthless
i would be okay with them limiting the stickies put to 4
its a balanced sidegrade imo
sagei would be okay with them limiting the stickies put to 4
its a balanced sidegrade imo
i agree with this. picked it up for a little in 4s since the map was so fucking big (koth_brazil_rc1 lol) and the faster stickies felt much better in that environment.
nerfling max sticks placed instead of clip size would be more in line with making it an offensive sticky launcher. maybe also having a cap to the number of sticks it can destroy at once (if not removing that part altogether). i also thought the old charge values were more sensible but idk.
on that note though, clip size seems to be a good way to force a stickylauncher to be used more defensively without directly hurting its combat ability. i think the scottish resistance would be in a much better spot if its downside was clip size rather than a long arm time (would probably need to lose the fire rate buff too). at least then you could follow up on your traps like stock can.
bleghfarecthe ability to destroy enemy stickies is questionable
Particularly ones that are still airborne- if a demo on stock and a quickie demo are exchanging sticky spam then the sticky demo can often completely accidentally delete your stickies as you fire them which seems pretty broken as the stock demo is rendered entirely helpless through no fault of their own.
However I think that being able to delete traps is a good mechanic as it encourages creative teamplay on areas such as badlands last, while rewarding demos for having the presence of mind to switch to a more appropriate weapon. The fact that it is less powerful in almost all other areas is also an effective balance, as by using it you incur the risk that if you lose the push you are gimped for the rest of the map until you switch.
Airborne stickied, fair enough, but being able to clear sticky traps has the potential to make the pace of the game faster. Essentially, what Eemes said.
I think it's a decent sidegrade too, but I preferred when it wasn't possible to lay traps with it.
Also the decreased charge time is super good. Think areas like process mid or viaduct or snake mid where you often go for long range shots, it does make a big difference.
Overall the weapon does not really need a rework. I'd much rather see scottish resistance being buffed than qb changed.
bleghfarecthe ability to destroy enemy stickies is questionable
you can destroy them out of the air which is bs
It's an interesting dynamic because it's main design is to counter the stock sticky bomb launcher with it's sticky clearing mechanism. In comp TF2 we're seeing strategy revolving around using it on last and so forth, so it's a weapon getting used for specific tactical scenarios and players are having to learn with dealing with it being utilised as a strategy.
To me this is the point of TF2 unlocks, add something minor that doesn't completely ruin the current mechanism of how the game flows (like QF did) that tests players ability to be innovative and adaptable. As long as the weapon isn't so powerful that it forces Demos to use it in every situation (COUGH CROSSBOW COUGH) then it's alright.
The old quickie launcher was borderline overpowered which is unfortunate, I thought it was super fun to use. The current one would be broken as hell with 6 stickies but with 4 it just feels underwhelming, and it's not fun to spend so much time reloading on a class where reload is one of the biggest issues. Maybe bring back the original design with fizzle time, toned down damage rampup and 6 sticks?
BTW I think someone should talk about the Scottish Resistance... another very fun weapon design but which sits in the shelves because of its sub-par offensive abilities.
Well scottish should have sub-par offense, but compensate with better defense, which it does not.
Destroying stickies does not even fit the defensive concept of the weapon, it'd be much better if it did not but instead have something like quicker reload to lay more traps or unbreakable (or un-movable) stickies, or stickies laid for 5s granted with bigger splash, something that goes well with the concept of a trap weapon.
Campybleghfarecthe ability to destroy enemy stickies is questionableyou can destroy them out of the air which is bs
Valve should make it so the quickiebombs only destroy stickies if they are on a surface, if they want to stick with the deleting enemy stickies thing.