Anyone else think the sound effect of the medic beam disconnecting also should apply to the affected player when the medic starts healing a different teammate?
SearchlightTF2 devs just miss quad :(
no, they just have a hard one for scout
no, they just have a hard one for scout
The extra firespeed on the pretty boy is insane...
Assuming 66% accuracy (something somewhat realistic in mid-close range fights) and assuming base damage
The pretty boy is equal to stock for the first 15 damage, better at getting 16-90 damage worse at getting 91-120dmg, better at getting 121-180dmg. Pretty boy also has the advantage of giving you HP which if you hit 66% accuracy at 15dmg each for 180 dmg you've healed 84 hp in 3.851s (assuming you just hold down M1)
84 / 3.851 = 21.812HPS
Medi-Gun in combat = 24HPS
Almost a straight upgrade over stock. Plus has the added utility of healing that's almost as good as medi-gun at 66% accuracy if 100% accuracy in the first 2 mags.
126hp / 3.851 = 32.719HPS
This weapon NEEDS a nerf even without the returned HP it's still a viable weapon, add in the HP it basically invalidates the need for a medic or a health pack in way to many scenarios which imo is a cardinal sin in TF2.
Assuming 66% accuracy (something somewhat realistic in mid-close range fights) and assuming base damage
The pretty boy is equal to stock for the first 15 damage, better at getting 16-90 damage worse at getting 91-120dmg, better at getting 121-180dmg. Pretty boy also has the advantage of giving you HP which if you hit 66% accuracy at 15dmg each for 180 dmg you've healed 84 hp in 3.851s (assuming you just hold down M1)
84 / 3.851 = 21.812HPS
Medi-Gun in combat = 24HPS
Almost a straight upgrade over stock. Plus has the added utility of healing that's almost as good as medi-gun at 66% accuracy if 100% accuracy in the first 2 mags.
126hp / 3.851 = 32.719HPS
This weapon NEEDS a nerf even without the returned HP it's still a viable weapon, add in the HP it basically invalidates the need for a medic or a health pack in way to many scenarios which imo is a cardinal sin in TF2.
shorasWhiskerhere's what the pocket pistol's firing speed/life steal is like now https://www.youtube.com/watch?v=BjgUGzembD0That's ridiculous. But I just noticed that description says "up to +7 health" on hit. Perhaps it's also supposed to be affected by damage fall off?
(if anyone's curious)
No its not, at least not at this moment, I shot a heavy from a mile away today and its still +7hp
(if anyone's curious)[/quote]
That's ridiculous. But I just noticed that description says "[b]up to[/b] +7 health" on hit. Perhaps it's also supposed to be affected by damage fall off?[/quote]
No its not, at least not at this moment, I shot a heavy from a mile away today and its still +7hp
Weapon is dumb okay, but nobody hits 100% pistol shots. Below prem, players are lucky to hit 3 to 6 shots per clip.
Scout v scout isn't that relevant. The issue is when it's scout Vs another class that can't magic back health, black box aside
Played with pocket pistol in dm today, pretty op with health back from kills + hitting shots. I like that valve are trying to add another viable unlock to scout but it could do with a nerf or its' niche being changed. It probably doesnt even need to have the health back aspect and it will still be viable, at least I'd definitely use it.
you guys act like this pistol will be used to everything but finishing people off and spamming at mid
flufyou guys act like this pistol will be used to everything but finishing people off and spamming at mid
i find its better at finishing off weak targets because its burst damage is higher. its better to shoot as many bullets as possible rather than be accurate if you want to finish a target off
i find its better at finishing off weak targets because its burst damage is higher. its better to shoot as many bullets as possible rather than be accurate if you want to finish a target off