One of the problems of the crossbow is that a medic can have everyone stand still and easily arrow everyone up to full health after they take a bunch of damage. This makes pushing off of damage almost impossible nowadays.
Idea: what if the crossbow only healed the target when he was moving (including in the air)? This would allow medics to still arrow teammates during fights while making arrowing after fights slightly more difficult. This would keep the skill-based mechanic of the crossbow, while nerfing the ability to heal targets when they are safe and asking for heals.
Yeah, its true that a player could just walk in a straight line for medic to heal him, but at least it makes it slightly harder, and people can't just back out of a fight and stand in a corner to wait for an arrow.
One of the problems of the crossbow is that a medic can have everyone stand still and easily arrow everyone up to full health after they take a bunch of damage. This makes pushing off of damage almost impossible nowadays.
Idea: what if the crossbow only healed the target when he was moving (including in the air)? This would allow medics to still arrow teammates during fights while making arrowing after fights slightly more difficult. This would keep the skill-based mechanic of the crossbow, while nerfing the ability to heal targets when they are safe and asking for heals.
Yeah, its true that a player could just walk in a straight line for medic to heal him, but at least it makes it slightly harder, and people can't just back out of a fight and stand in a corner to wait for an arrow.
What's the point of theory crafting when we can't do anything about it?
What's the point of theory crafting when we can't do anything about it?
break into valve hq
hack into gabens computer
insert code to balance weapons
delet hat
tf2 hero 8)
break into valve hq
hack into gabens computer
insert code to balance weapons
delet hat
tf2 hero 8)
tsarWhat's the point of theory crafting when we can't do anything about it?
https://youtu.be/cRpdIrq7Rbo?t=40s
[quote=tsar]What's the point of theory crafting when we can't do anything about it?[/quote]
https://youtu.be/cRpdIrq7Rbo?t=40s
face medic, turn 90 degrees either direction, ADADADADAD
face medic, turn 90 degrees either direction, ADADADADAD
Thats a pretty silly nerf. Just remove its ability to build uber and make it have 2 firing options...1 for healing that coes 0 dmg and 1 for damage that does 0 healing
Thats a pretty silly nerf. Just remove its ability to build uber and make it have 2 firing options...1 for healing that coes 0 dmg and 1 for damage that does 0 healing
I think the only good nerf is to make crossbow heal very little close range while keeping the current heal the same at long range, this way it would encourage medics to actually use medigun close range and maybe damage would again be enough of an advantage to push on
I think the only good nerf is to make crossbow heal very little close range while keeping the current heal the same at long range, this way it would encourage medics to actually use medigun close range and maybe damage would again be enough of an advantage to push on
This discussion has been had 100 times. And honestly arrows should continue to serve their purpose of healing outside the medic's normal close-range heal with the medigun, but at a reduced rate to combat spamming arrows and a penalty for for using arrows close to your allies. Instead of being a 75~ hp burst at close range, lowering it to something like 25. Having the weapon do minimal healing up close would prevent breaking the healing economy and also greatly reduce healing over range. Something like 25(close)-50(long range) would be much more balanced than 75(close)-150(long range).
Making it a flat number of 25/30/35 would prevent outputting massive amounts of healing just because someone is far away, but still be able to save people from fall damage or give them a bit of aid when they're out of reach. Spamming choke points or players who are in combat isn't skillful or has anything to do with risk/reward.
Lowering the healing number by this much might seem like a drastic change at first, but if you truly understand the health economy and how burst healing destroys a large part of the game it -needs- to be heavily nerfed. Obviously still maintaining some utility at range but in its current state the utility is way too powerful at range, and too powerful up close.
This discussion has been had 100 times. And honestly arrows should continue to serve their purpose of healing outside the medic's normal close-range heal with the medigun, but at a reduced rate to combat spamming arrows and a penalty for for using arrows close to your allies. Instead of being a 75~ hp burst at close range, lowering it to something like 25. Having the weapon do minimal healing up close would prevent breaking the healing economy and also greatly reduce healing over range. Something like 25(close)-50(long range) would be much more balanced than 75(close)-150(long range).
Making it a flat number of 25/30/35 would prevent outputting massive amounts of healing just because someone is far away, but still be able to save people from fall damage or give them a bit of aid when they're out of reach. Spamming choke points or players who are in combat isn't skillful or has anything to do with risk/reward.
Lowering the healing number by this much might seem like a drastic change at first, but if you truly understand the health economy and how burst healing destroys a large part of the game it -needs- to be heavily nerfed. Obviously still maintaining some utility at range but in its current state the utility is way too powerful at range, and too powerful up close.
or, revert the reload like it was before(no passive reloading and slower reload speed), problem solved.
or, revert the reload like it was before(no passive reloading and slower reload speed), problem solved.
vaniThis discussion has been had 100 times. And honestly arrows should continue to serve their purpose of healing outside the medic's normal close-range heal with the medigun, but at a reduced rate to combat spamming arrows and a penalty for for using arrows close to your allies. Instead of being a 75~ hp burst at close range, lowering it to something like 25. Having the weapon do minimal healing up close would prevent breaking the healing economy and also greatly reduce healing over range. Something like 25(close)-50(long range) would be much more balanced than 75(close)-150(long range).
Making it a flat number of 25/30/35 would prevent outputting massive amounts of healing just because someone is far away, but still be able to save people from fall damage or give them a bit of aid when they're out of reach. Spamming choke points or players who are in combat isn't skillful or has anything to do with risk/reward.
Lowering the healing number by this much might seem like a drastic change at first, but if you truly understand the health economy and how burst healing destroys a large part of the game it -needs- to be heavily nerfed. Obviously still maintaining some utility at range but in its current state the utility is way too powerful at range, and too powerful up close.
This is pretty close to healing scaling with damage from 38 close range to 75 at max range, isn't it?
[quote=vani]This discussion has been had 100 times. And honestly arrows should continue to serve their purpose of healing outside the medic's normal close-range heal with the medigun, but at a reduced rate to combat spamming arrows and a penalty for for using arrows close to your allies. Instead of being a 75~ hp burst at close range, lowering it to something like 25. Having the weapon do minimal healing up close would prevent breaking the healing economy and also greatly reduce healing over range. Something like 25(close)-50(long range) would be much more balanced than 75(close)-150(long range).
Making it a flat number of 25/30/35 would prevent outputting massive amounts of healing just because someone is far away, but still be able to save people from fall damage or give them a bit of aid when they're out of reach. Spamming choke points or players who are in combat isn't skillful or has anything to do with risk/reward.
Lowering the healing number by this much might seem like a drastic change at first, but if you truly understand the health economy and how burst healing destroys a large part of the game it -needs- to be heavily nerfed. Obviously still maintaining some utility at range but in its current state the utility is way too powerful at range, and too powerful up close.[/quote]
This is pretty close to healing scaling with damage from 38 close range to 75 at max range, isn't it?
50% less healing for standing still teammates
50% less healing for standing still teammates
Messing_Around50% less healing for standing still teammates
lighthouseface medic, turn 90 degrees either direction, ADADADADAD
[quote=Messing_Around]50% less healing for standing still teammates[/quote]
[quote=lighthouse]face medic, turn 90 degrees either direction, ADADADADAD[/quote]
Twiggyor, revert the reload like it was before(no passive reloading and slower reload speed), problem solved.
I think reloading slower while inactive is a good change
[quote=Twiggy]or, revert the reload like it was before(no passive reloading and slower reload speed), problem solved.[/quote]
I think reloading slower while inactive is a good change
Edit: NVM idea is stupid :]
Edit: NVM idea is stupid :]