Hello everyone.
We're trying out a new thing where we're having a generalized form for gathering some base data for future changes of the global whitelist. This is just for some of the weapons that currently get brought up frequently but if the feedback we receive through this is good we will most likely expand on it and keep on doing it.
https://forms.gle/z3psYDLbf9YUDjQL7
In order to make sure that everybody has some rough outline of what the pro and cons of the weapons are there is a rough description and arguments that have been listed by players and admins that have chipped into the conversation so far.
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Below are pro and con arguments and the current status in the whitelist, This status has not changed yet.
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Winger (Unbanned) - https://wiki.teamfortress.com/wiki/Winger:
You have to give up a lot of your clip size (12 -> 5) for an additional height gain in your jumps when held out. The shots also do a small additional amount of damage.
Pro and con arguments
- The reduction in clip side causes the secundairy to lose a chunk of its usefullness in fights. The small increase in damage does not make up for it.
- Giving additional jumping height to scout, which is already considered the strongest class, is overkill considering the class's base movement.
Atomizer (Banned) - https://wiki.teamfortress.com/wiki/Atomizer:
The bug where you didn't need to hold the weapon out fully to use the jump is gone.
You can do a third jump when you hold the weapon out but switching to the weapons is 50% slower then to other weapons.
Pro and con arguments
- The scout that runs this weapon is no longer able to build uber with his medic.
- Pulling out the weapon will allow you to get onto better highground but you need to make yourself uncapable of shooting for a while to do so.
- An additional jump doesn't grant you that much extra height considering that the Winger is already allowed.
- Giving additional jumping height to scout, which is already considered the strongest class, is overkill considering the class's base movement.
Cow Mangler 5000 (Banned) - https://wiki.teamfortress.com/wiki/Cow%20Mangler%205000
You gain unlimited ammunition and a gimmick alt-fire but you deal 20% less damage to buildings.
Pro and con arguments
- Having unlimited ammo makes the weapon just a straight upgrade. The decreased damage to buildings is negligible.
- Having unlimited ammo makes holding pure spam battles.
- The alt-fire is just a gimmick but due to it putting people on fire and mini-critting, which removes damage fall-off, it is an easy spam option that can one-shots light classes.
- It makes the game more boring and easier.
Direct Hit (Unbanned) - https://wiki.teamfortress.com/wiki/Direct_Hit
You have borderline no splash damage but your rockets are way faster and deal 25% more damage. You also minicrit airborne players.
Pro and con arguments
- The removal of splash damage and increase of rocket speed causes the weapon to be more aim based compared to other rocket launchers.
- Your usefullness in spam fights decreases heavily.
- The damage increase allows for one-shotting light classes.
- The aim required at mid to close range is limited.
Mantreads (Banned) - https://wiki.teamfortress.com/wiki/Mantreads
The bug in regards to them has been fixed. They haven't been tested or ran after they got updated.
They allow for better strafing and cause you to be knocked around very little while in the air. You also deal damage when landing on somebodies head.
Pro and con arguments
- They are very situational.
- You're giving up the gunboats to run these.
- The knockback reduction is too big and you can't avoid people bombing you with this.
- They would add an interesting dynamic for last bombing in on last.
Dragons Fury (Banned) - https://wiki.teamfortress.com/wiki/Dragon's%20Fury
This weapon hasn't been allowed in the global whitelist before.
Rather then a consistent stream of flames you shoot out a flame "ball" that puts people on fire temporarily. Hitting people that are on fire will do increased damage. If you where to hit every shot you would do more damage then with a traditional flame thrower. Airblasting cooldown is increased by 50% making the weapon not as strong in defensive scenarios.
Pro and con arguments
- The slower airblast cooldown makes the weapon rather weak in the main usage of pyro in 6v6. Which is holding lasts.
- The increased damage compared to the other flame throwers is limited and also requires the user to hit all of the attacks.
- The "ball" that it shoots blocks out vision, but so do normal flame throwers.
Loch'n load (Unbanned) - https://wiki.teamfortress.com/wiki/Loch-n-Load
You have a slower clip size, explosion radius and the pipes shatter on touching a surface but your projectiles are faster and do more damage to buildings.
Pro and con arguments
- The weapon has less clip size and due to the lack of rollers it can be used less it spam down chockes
- The increased projectile speed make the pipes easy to hit directly
Iron Bomber (Unbanned) - https://wiki.teamfortress.com/wiki/Iron_Bomber
Your rollers bounce very little, have a smaller explosion radius and explode 30% faster. The projectile is also slightly faster with how the source engine works.
Pro and con arguments
- The difference is very minimal.
- The weapon is a straight upgrade due to you being able to place your rollers more consistently as well as due to the non-mentioned projectile speed increase.
- The projectiles are harder to see.
Crusaders Crossbow (Unbanned) - https://wiki.teamfortress.com/wiki/Crusader%27s_Crossbow
Ah shit here we go again.
You can heal people for 75-150 health with a fast moving projectile. The weapon reloads automatically even when not held out. It also still builds slight amounts of ubercharge.
Pro and con arguments
- It makes medic a more interesting class
- Coordination within fights to get arrowed quickly can allow for a serious advantage
- The coordination that is required is limited and just people yelling "ARROW"
- It makes it so that playing off of damage is very difficult
- It makes the game slower and more boring
Solemn Vow (Banned) - https://wiki.teamfortress.com/wiki/Solemn_Vow
It allows medics to see the health boxes of the enemy team the same as a spy can.
Pro and con arguments
- It allows for a medic to call out focus calls based off of what health he sees on enemy players.
- It removes the need of ubercharge tracking as you can just look at the enemy medic.
Diamondback (Unbanned) - https://wiki.teamfortress.com/wiki/Diamondback
It has a minor base damage penalty but can charge crits after getting a backstab or killing a building with a sapper.
Pro and con arguments
- You need to be able to get a backstab before getting a crit hit as buildings rarely are present in 6s.
- You get a free crit hit after getting a backstab making it possible to 2-shot light classes afterwards
- The weapon barely has a downside