How about removing or reducing air speed reduction that bullets have on mid air enemies.
buff the other classes to nerf the best class
give soldier perma gunboats and make gunboats deal 0 self damage
give soldier perma gunboats and make gunboats deal 0 self damage
it was scout leashing on the medibeam that ultimately broke the camel's back and made it the best class in the game, so id say reverting that feature would be a good place to start
https://i.imgur.com/tho0x8l.png
Scout isn't the issue, you wanna nerf a hitscan class? Look at sniper.
revert medigun change
no more air-strafing after double-jumping
no more air-strafing after double-jumping
Make Scouts explode if they reach 185 hp so they can't play pussy beam Scout.
Gritomait was scout leashing on the medibeam that ultimately broke the camel's back and made it the best class in the game, so id say reverting that feature would be a good place to start
https://i.imgur.com/tho0x8l.png
^^^^
https://i.imgur.com/tho0x8l.png[/quote]
^^^^
scattergun reload speed now matches standard shotgun's
[spoiler]there is a big difference especially on the first reloaded shell[/spoiler]
Revert the medigun change so we can run shotgun pockets again.
revert the medic speed buff ; if not, make his standard health 110-ish so he can't survive a max damage rocket for no reason if he's not buffed and actually has to keep a distance
It's not that the scout is too powerful, it's that other classes are either too weak or enable him.
- Probably revert medic speed buff
- Arrows allow more heals to be dumped into scouts during fights, with soldiers able to get burst healing from arrows. Arrows need a rework imo.
- Shotgun pocket needs to be viable again to move more power back into that class.
None of these changes actually change scout directly, but then again it's not like scout has actually gotten any buffs directly.
[list]
[*] Probably revert medic speed buff
[*] Arrows allow more heals to be dumped into scouts during fights, with soldiers able to get burst healing from arrows. Arrows need a rework imo.
[*] Shotgun pocket needs to be viable again to move more power back into that class.
[/list]
None of these changes actually change scout directly, but then again it's not like scout has actually gotten any buffs directly.
dont nerf scout.
just remove the med speed buff for healing them so medics dont get rewarded for keeping a scout at 185 and basically removing the fact that scout was made to be a class with low health and high mobility
just remove the med speed buff for healing them so medics dont get rewarded for keeping a scout at 185 and basically removing the fact that scout was made to be a class with low health and high mobility
all you have to do is remove scout speed and soldiers can finally have fun again
if i airshot the scout he instantly dies no matter how much hp he has
A couple options. Can be mixed and matched
scattergun damage/knockback nerf
A damage nerf of the scattergun to be the same as the soldier/pyro/etc shotgun would be a 10%ish decrease and would also linearly lower the knockback to deny rocket jumps
full damage meatshots won't 2 shot a 200 hp soldier anymore. On paper a big nerf to scout, though in practice more subtle since 200 hp soldiers aren't that common. Though it would encourage tanking demo/pocket soldier more since they'd be harder to wm1 into as scout.
Further decreasing knockback to be around 70% of what it currently is would be fine (imo)
Scouts can still deny, but a fast moving soldier will be way harder to stop in its tracks
medic speed buff revert
Already discussed plenty in the past so not going to write a paragraph about it
soldier/demo buffs
Further decreasing base rocket/sticky jumping self-damage. Making gunboats apply damage reduction even if you hit an enemy target. self-damage should never take more than 30 hp imo
idk about this one
Making soldiers walk at demoman speed? Would make it easier for soldiers to lead in an uber trade through chokepoints. big Rando buff
edit: I agree with YeeHaw's comment on page 2 so nvm the scatter damage nerf (though knockback nerf definitely still a viable option)
[u][b]scattergun damage/knockback nerf[/b][/u]
A damage nerf of the scattergun to be the same as the soldier/pyro/etc shotgun would be a 10%ish decrease and would also linearly lower the knockback to deny rocket jumps
full damage meatshots won't 2 shot a 200 hp soldier anymore. On paper a big nerf to scout, though in practice more subtle since 200 hp soldiers aren't that common. Though it would encourage tanking demo/pocket soldier more since they'd be harder to wm1 into as scout.
Further decreasing knockback to be around 70% of what it currently is would be fine (imo)
Scouts can still deny, but a fast moving soldier will be way harder to stop in its tracks
[u][b]medic speed buff revert[/b][/u]
Already discussed plenty in the past so not going to write a paragraph about it
[u][b]soldier/demo buffs[/b][/u]
Further decreasing base rocket/sticky jumping self-damage. Making gunboats apply damage reduction even if you hit an enemy target. self-damage should never take more than 30 hp imo
[u][b]idk about this one[/b][/u]
Making soldiers walk at demoman speed? Would make it easier for soldiers to lead in an uber trade through chokepoints. big Rando buff
edit: I agree with YeeHaw's comment on page 2 so nvm the scatter damage nerf (though knockback nerf definitely still a viable option)
make it so that it takes longer to heal them (beam or arrows)
Revert med speed buff
Otherwise doesn't need a nerf, cry more noobs
Otherwise doesn't need a nerf, cry more noobs
Just a thought, what if when overhealed you assume your maximum speed as scout, which to us is the default speed? Becoming weaker makes you run slower, like medic's speed. Forces team chemistry and makes it more obvious scouts should be overhealed to reach their max potential. Could probably squeeze more mechanics from other classes into that there overheal conditional. The scatter damage could be squished to 85 to ensure medium classes can still be two-shot, but the damage requires you to land two point-blank meatshots. No more meatshot once, and then proceed to run away safely at a peerless rate of speed and pepper you to death. The close range guns should only be viable in close range. Like, really close. I think the current fall-off damage does a good job that it almost acts like this suggestion anyways. Just the cap should probably be reduced by 20-30 pts. Every class that can be currently two-shot, can still be two-shot. Every class that requires two point blank shots, now require 3, in Heavy's case 4 shots making them far less likely engagements and reverts pocket-scout status to a flank deathmatcher, almost always. It's strange to me the TTK on a scout is the same as a soldier's if not better. Soldier's TTK anything should be far superior than a class not even really intended to be a main-fragger I don't think. I think this minor adjustment aligns the roles a bit better.
idk, maybe don't listen to me though I only played the trash class for 15 seasons in a row and have gotten away with some absolutely heinous bullshit due to the class's forgiving mechanics to movement and damage.
idk, maybe don't listen to me though I only played the trash class for 15 seasons in a row and have gotten away with some absolutely heinous bullshit due to the class's forgiving mechanics to movement and damage.
reasonable changes:
reverting medigun
give him a shotgun instead of scattergun
make it so point blank rockets dont deal 60 fucking damage with gunboats
controversial changes:
give scout 4 shots so he actually has to think about shooting stuff
make him reload slower so he actually has to think about shooting stuff
give him less ammo reserves so he actually has to think about shooting stuff
increase damage falloff
make him deal less knockback to mid-air enemies
replace his scattergun with an exact replica of QL lightning gun
reverting medigun
give him a shotgun instead of scattergun
make it so point blank rockets dont deal 60 fucking damage with gunboats
[b]controversial changes:[/b]
give scout 4 shots so he actually has to think about shooting stuff
make him reload slower so he actually has to think about shooting stuff
give him less ammo reserves so he actually has to think about shooting stuff
increase damage falloff
make him deal less knockback to mid-air enemies
replace his scattergun with an exact replica of QL lightning gun