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#19 Should a revved heavy have immediate 540 DPS? in TF2 General Discussion
sendmake him harder to aim

That's basically what I was trying to do by suggesting reduced rate of fire and spread

posted about 6 years ago
#17 Should a revved heavy have immediate 540 DPS? in TF2 General Discussion
PKBooleanArguedOystermad complicated. this ain't overwatchUhh
Isn't rocket jumping complicated? How about air pogos with stickies?
You're comparing emergent (though intended) gameplay to raw weapon stats, which I believe is what ArguedOyster was getting at. I think there's a fair point in keeping general weapon stats simple and letting the gameplay be where the skill shines.

As for the OP, I think heavy is fine either way. The class relies on positioning more than anything still, which I think is fair.

But the stats enable the emergent gameplay to exist and be rewarded. You couldn't have a lot of the amazing emergent tech in TF2 without proper stats to make it possible. There is a ton of subtlety to various mechanics like charging stickies that would take a good bit of space to properly describe, more than most of my ideas in fact. Some of the best loved primaries in the game are the more complicated ones, like stickies and the Sniper rifle. Just because Valve won't explain these subtleties in game doesn't mean they aren't there and contributing to your enjoyment of the better skill indexed classes in the game

posted about 6 years ago
#16 Should a revved heavy have immediate 540 DPS? in TF2 General Discussion
telephone_fanBooleanArguedOystermad complicated. this ain't overwatchUhh
Isn't rocket jumping complicated? How about air pogos with stickies? Looks pretty complicated to me. Why is complicated bad? I thought making heavy more complicated would be a veritable necessity to make him more interesting and better skill indexed

Besides, if stuff like the Vaccinator and cp_snowplow aren't "too complicated" for TF2 I don't see how basic stuff like hiding behind your giant metal gun for protection (crouch rev armor), accuracy being higher at lower rates of fire like other weapons, recoil on a giant rapid fire gun, and using longer shells (more powerful but take up more space in a tube mag shotgun, hence more damage and -1 clip size) couldn't be explained as well as anything else in this game

Bruh, the only reason the post was so long is because it's explicitly changing a bunch of things from the current state of the game. Explaining the class from the ground up with these mechanics would still take less time than teaching someone spy or engineer, and the changes I listed would cause far more substitutions of values than addition of fields in that table. Besides, part of the reason that table is so small is because it doesn't inform you about the effects of the nerf I mentioned in the OP. Current heavy is already complicated in asinine poorly explained ways

can you make shooting dudes with big gun a complicated thing

Depends on how high your standard of complicated is but even the mess I posted would at least be a little more challenging than current heavy

He's set up to be so limited and easy in his current form, getting him to be more complicated than now isn't exactly a high bar

posted about 6 years ago
#12 Should a revved heavy have immediate 540 DPS? in TF2 General Discussion
ArguedOystermad complicated. this ain't overwatch

Uhh
Isn't rocket jumping complicated? How about air pogos with stickies? Looks pretty complicated to me. Why is complicated bad? I thought making heavy more complicated would be a veritable necessity to make him more interesting and better skill indexed

Besides, if stuff like the Vaccinator and cp_snowplow aren't "too complicated" for TF2 I don't see how basic stuff like hiding behind your giant metal gun for protection (crouch rev armor), accuracy being higher at lower rates of fire like other weapons, recoil on a giant rapid fire gun, and using longer shells (more powerful but take up more space in a tube mag shotgun, hence more damage and -1 clip size) couldn't be explained as well as anything else in this game

Bruh, the only reason the post was so long is because it's explicitly changing a bunch of things from the current state of the game. Explaining the class from the ground up with these mechanics would still take less time than teaching someone spy or engineer, and the changes I listed would cause far more substitutions of values than addition of fields in that table. Besides, part of the reason that table is so small is because it doesn't inform you about the effects of the nerf I mentioned in the OP. Current heavy is already complicated in asinine poorly explained ways

posted about 6 years ago
#10 Should a revved heavy have immediate 540 DPS? in TF2 General Discussion

Since people don't seem keen to comment at all on my minigun idea or the nerf and instead prefer conversations of fixing heavy, I'll post a crude, potentially awful changelist to "fix" him.

+The nerf discussed in the OP is gone
-50 max HP (250max->375overheal)
+Crouching while grounded and revved (thus cannot move) grants 22.5% damage resistance (effective health 306max->459overhealed) (This resistance does not apply to critical damage, a fully charged headshot would deal 300 crit dmg+ 122 resisted base damage = 422 dmg which is much higher than 375 max overheal)
+Spinup time from mouse1->boolets is now .5 seconds and Heavy can still jump during this time
-From .5 seconds to .7 seconds of holding mouse1 (the first 3 shots the Minigun will fire after revving), each unit of ammo consumed only fires 1 bullet (-75% damage output), rev up movespeed penalty reduced by 75%, shot spread reduced by (some amount that doesn't invalidate Sniper or Demo or Soldiers jumping)
-From there until 1.00 seconds (the next three shots), each unit of ammo consumed only fires 2 bullets (-50% damage output), rev up movespeed penalty reduced by 50%, shot spread reduced by (less than above but still a good amount)
-Until 1.4 seconds (next 3 shots again), each unit of ammo consumed only fires 3 bullets (-25% damage output), rev up movespeed penalty reduced by 50%, shot spread reduced by (some amount, whatever is balanced for the damage and mobility)
-1.5 seconds and on, the Minigun fires four shots per unit of ammo consumed, functioning identically to the current incarnation in all aspects (you can now no longer jump, have current spread, and you are fully slowed)
-Letting go of mouse1 causes rev speed to slowly decrease, slowly counting backwards in how many shots you will fire per unit ammo when you press mouse1 again, allowing one to stay in any given range by modulating mouse1 (rate requires testing, whatever makes the weapon feel good to use)
-All changes in current effective rate of fire are now visible in how fast the barrels of your Minigun spin graphically as well as a segmented hud gauge
+While at max rate of fire, the Minigun now has slight pushback recoil that allows Heavy to slightly alter his midair trajectory, jump just before max ROF to achieve a roughly scorch shot height vertical hop, and move diagonally backwards marginally faster than forwards. Not useful for stealthy flanks because you have to shoot for almost a second before using the hop

+Heavy's shotgun now gets extra base damage vs soldier and pyro shotty (not rampup like scatter vs shotty) for 110 damage meatshots, but 5 round mags.

+Heavy can heal by picking up his own thrown lunches again, but at a 33% lower healing benefit vs his teammates. Heavy is quite large, a single sandvich doesn't go as far for him as his smaller teammates

That's all I can think of. Idk, it's hard to know if any of this stuff is a good idea without server mods to test

posted about 6 years ago
#6 Should a revved heavy have immediate 540 DPS? in TF2 General Discussion
ArguedOysterBooleanWhy not just make them fun to play and fun to play against?I appreciate what you're trying to do, but the whole concept of heavy is that he's a defensive class with a big gun. Heavy has to be slow to keep him as a defensive class and to balance his insane DPS, and being slow just isn't fun to play as in 6s. You also have to give him loads of health to help him be defensive and to balance his slowness, and a 450 hp tank who doesn't move and shreds you at close range isn't fun to play against.

TLDR you have to change Heavy bottom up to make him fun to play with and against

So basically you're saying I haven't proposed enough changes to fix heavy? That's fine, because this post isn't long enough, or really intended, to fully "fix" heavy. I just want opinions on how to make using the Minigun to shoot enemy gamers more fair and interesting

edit: phrasing

posted about 6 years ago
#3 Should a revved heavy have immediate 540 DPS? in TF2 General Discussion
tojoremove all defensive offclasses that aren't sniper

Why not just make them fun to play and fun to play against?

posted about 6 years ago
#1 Should a revved heavy have immediate 540 DPS? in TF2 General Discussion

Valve doesn't seem to think so. Back in the Love and War update, Heavy got a Minigun nerf. Though it was softened a short while later, it amounts today to heavy having reduced accuracy just as he spins up (which gradually returns to normal over 1 sec of being revved, firing or not), and reduced damage just as he begins firing (which gradually returns to normal over 1 sec of holding mouse1).

These nerfs seemed particularly puzzling at the time, given that A) it seemed 80+% of people who thought heavy needed nerfs were not terribly skilled, and B) you could still play entirely braindead standing atop the cart/dispenser holding M1 with a huo long heater and the nerf wouldn't matter to you. The nerf seemed inspired by low level players, but it was implemented in a way that minimally affects low level heavy play. It did, however, leave heavy noticeably worse at some of the few things he did well in higher level play (high volume of hitscan stream damage to reliably deny flankers and jumpers, now made weaker and less reliable when mobile).

What do you guys think of the Minigun nerf? Was it beneficial to the game or not? I personally don't necessarily think so. Adding more unavoidable randomness and spread is a poor balancing choice. IMO, if heavy needs less immediate damage, he should start out with a slower rate of fire to accomplish the lower damage for the first second, while also having a tighter spread proportional to the slower ROF. This would discourage spraying, reward tracking, and let heavy tap M1 to have lower DPS with longer reach. Could be a really interesting way to spice up playing heavy and make him stronger in open areas, maybe even give him a little more counterplay vs Sniper? While still reducing his immediate damage if that sole factor was problematic.

posted about 6 years ago
#38 New pyro still kind of stupid in TF2 General Discussion
safrixhttps://www.youtube.com/watch?v=EPelkJDyeQA

After watching this I can't tell if I like old pyro or new better. Old airblast was complete cheese, airstrafe stuns you every time and resets all momentum. Then again, old fire was more skill indexed (somehow) than current fire. Pick your poison I guess

posted about 6 years ago
#35 New pyro still kind of stupid in TF2 General Discussion
Pvt_Parrotmy biggest issue with pyro is the retarded particles which valve broke
https://www.youtube.com/watch?v=aIIgr_qt8mw

like how do you make pyro need even LESS aim wtf

See, this is the shit that just makes me mad. WHO in their RIGHT MIND at Valve would EVER forego per hitbox damage calculation? Especially to replace it with a trash tier system that only checks if you're burning the player 12 times per second? Who the hell looks at a weapon with a ~23 hitbox per second fire rate and thinks "we should make hitting half your shots deal 180DPS and then just cap the damage there lol that'll incentivize aiming"

EVERYONE, from the pubber "pyro is OP" terribads up to comp players, shared one complaint about Pyro: he didn't need or reward aim. A secondary complaint was the LUDICROUSLY buggy particle hitreg. What did Valve do? Made pyro way more consistent in a way that incentivizes aim even less. God why

posted about 6 years ago
#34 what key(s) do you use for movement? in TF2 General Discussion
TailorTFI main soldier and have unbound my wasd keys. I only move by propelling myself across the floor with my rockets. I also demand that my med pockets me constantly so I don't die.

You jump everywhere with no airstrafing? Neat

I use ESDF, more comfortable this way because it gives my pinky an easy reach to shift, which I crouch with instead of ctrl

posted about 6 years ago
#26 New pyro still kind of stupid in TF2 General Discussion
Ninlopmentioned this in a couple other threads, basically i made this video before the update happened as like a prediction sorta thing going over the lg concept, its unlisted now because the context is wrong but i feel like my points still stand,

https://www.youtube.com/watch?v=4L_-j_DufFI

i felt really really disappointed with jungle inferno in the end, like it was cool and all but right now it feels literally like it did before, like the game feels exactly the same

if you watch my video thankyou <33 vvvvv interesting thread

Your points absolutely still stand, great video. I share your frustrations with intentionality in aiming. Pre-JI, Pyro's biggest issue IMO was dealing 40+ DPS on point blank enemies by spinning wildly in circles. Post-JI, he does that even better. Valve pls

SpuBooleanSpuBooleanWholeheartedly agree about MM. Valve comp's current state is shameful. Casual still has random crits. There is still no functioning rank system. They have provided us nothing of value in that regard.i wanna add onto this
valve spent an entire year preparing a new competitive matchmaking system and then stated more or less that they could not make the features that the community wanted that was just a copy paste of dota and csgo mm and instead released the somehow more broken pyro class

if that doesnt tell u that valve doesn't care about what the competitive community wants idk

New pyro is worse?? Could you elaborate? I'm curious about comp player opinions on new pyro
worse meaning it is less balanced than it was before. it's way too strong for no reason, wins every 1v1 close range regardless of skill because you can just shake your mouse and win.

Eww, really? I've only pubbed since the update (haven't been playing a lot of TF2 lately) so I didn't expect close range with a good Scout/soldier be THAT free. I just thought my pub opponents had terribad movement, not like I can really tell how they're moving anyways through all the stupid vision obscuring particles I spew

These people work for the company that made CS1.6, how did they botch this update so terribly

posted about 6 years ago
#20 New pyro still kind of stupid in TF2 General Discussion
SpuBooleanWholeheartedly agree about MM. Valve comp's current state is shameful. Casual still has random crits. There is still no functioning rank system. They have provided us nothing of value in that regard.i wanna add onto this
valve spent an entire year preparing a new competitive matchmaking system and then stated more or less that they could not make the features that the community wanted that was just a copy paste of dota and csgo mm and instead released the somehow more broken pyro class

if that doesnt tell u that valve doesn't care about what the competitive community wants idk

New pyro is worse?? Could you elaborate? I'm curious about comp player opinions on new pyro

posted about 6 years ago
#17 New pyro still kind of stupid in TF2 General Discussion
syphworse than previous pyro imo

I'm curious to hear why you think so

posted about 6 years ago
#16 New pyro still kind of stupid in TF2 General Discussion
sagehonestly would have preffered if they spent time on that godawful MM than "fixing" the pyro -
Pyro wasnt that broken to begin with come on now. Flames had some RNG inconsistencies but at least reflecting made more sense than just holding M1

Wholeheartedly agree about MM. Valve comp's current state is shameful. Casual still has random crits. There is still no functioning rank system. They have provided us nothing of value in that regard.

Idk about pyro not being broken before. He was pretty buggy, 40-some% extra range during ping spikes is garbage. However, if they were going to update him to not be buggy but still be terribly designed, they could've at least taken a reasonable amount of time to do it

posted about 6 years ago
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