rowrow
Account Details
SteamID64 76561198040946044
SteamID3 [U:1:80680316]
SteamID32 STEAM_0:0:40340158
Country United States
Signed Up March 28, 2014
Last Posted July 3, 2023 at 4:03 PM
Posts 762 (0.2 per day)
Game Settings
In-game Sensitivity 5.5
Windows Sensitivity
Raw Input  
DPI
1600
Resolution
1920x1080
Refresh Rate
120 Hz
Hardware Peripherals
Mouse Zowie ZA11
Keyboard shit
Mousepad Steelseries
Headphones Logitech H540
Monitor ASUS V248
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#11 AutoCamera in TF2 General Discussion

I don't know, I feel like split screen isn't very enriching for knowing how a medic got airshot. I find it better to see the frag from the fragger's perspective.

One thing about the cheat feed that's nice is having an option on who's perspective to flip to for that moment, whether the fragger or the person getting fragged (i.e. bombing soldier), but generally it's nicer to see it from a fragging perspective rather than a getting fragged perspective.

posted about 9 years ago
#6 AutoCamera in TF2 General Discussion

One problem I felt watching the cheat feed was dragging on a player's pov because the cheat feed picked up a nice frag thanks to the STV delay, and the camera would sit on a random soldier/demoman for ages and then finally the airshot happens. If we have something that shows medic and soldier in split-screen mode, everyone's going to immediately expect an airshot, and that can be a good and bad thing.

A benefit is having those shots recorded for a replay/playback like we saw during i52,

but I'd get tired of the screen changing to split-screen every few minutes and having me expect an airshot.

posted about 9 years ago
#65 Weapon Balance Discussion in TF2 General Discussion

As much of a nuisance as a super buffed scout is, the impact that health boost has outside of comp is really helpful for scout. Scouts weakness is his health, and pocket pistol helps fight that disadvantage. However, fire damage is such a rare damage type that it should be tweaked, and I feel blast isn't diverse enough to accommodate that change. Bullet seems the most balanced because if two scouts try to take advantage of the health, they're still going to have the same encounter with one another. Another option could be just an overall damage vulnerability similar to powerjack but not to a 50%vulnerability, maybe 20%

posted about 9 years ago
#61 Weapon Balance Discussion in TF2 General Discussion

I was gonna add those blog posts after work comanglia, mobile isn't good for formatting

posted about 9 years ago
#54 Weapon Balance Discussion in TF2 General Discussion

Actually, a tradeoff of jumpheight on top of boost reduction (or if the baby face boost was temporary like soda popper) would make it so your movement speed is up but your vertical maneuvering would be damaged, and this would allow a better synergy with winger, pocket boy pistol, atomizer. Something like -15% jump height.

posted about 9 years ago
#52 Weapon Balance Discussion in TF2 General Discussion
SpannzerNot really a balance thing but it'd be cool to have the option to enable all projectiles to fire from the center like the Original does. eg: DH/Pipes firing from the center.

If you have left-handed viewmodels, you fire from the left. I doubt there can be a change for this

posted about 9 years ago
#47 Weapon Balance Discussion in TF2 General Discussion
xeroSorry guys but this thread is useless. Valve wouldnt do big changes to weapons before MM launches.

Thanks for the input!

Shortstop feels more like a pistol than a scattergun. There's nothing particularly annoying about its damage close range, just at medium long range, which is why it feels more like a pistol

posted about 9 years ago
#43 Weapon Balance Discussion in TF2 General Discussion

That's actually really true, some melee items should be considered when used in degroot, which makes sense for a lot of scout weapons.

posted about 9 years ago
#40 Weapon Balance Discussion in TF2 General Discussion

A lot of people want to talk about the Baby Face's Blaster (according to the strawpoll), so let's do a formal post.

Baby Face's Blaster

On Hit: Builds Boost
Run speed increased with Boost

-34% clip size
10% slower move speed on wearer
Boost reduced on air jumps

Forgive my math if this is wrong.

Each mid-air jump costs 25% of maximum boost, or 40 hu/s, which means at 25% filled boost, you will be at the normal scout speed. 25 damage immediately negates the -10% speed.

The clip size has been the main concern when compared to stock, but in the season of UGC when it was buffed, there were many complaints to the scout being too hard to kill because the speed allows for dodging and survivability in the long run, especially on maps like Upward where a healthpack is never too far (especially considering a maximum speed of 520 hu/s, compared to the scout's normal 400 hu/s). With maps typically having small areas of open fighting (badlands middle, snakewater second, gullywash last), it's very easy for a scout to use his speed to get away from a fight and be a general nuisance that can later resurface, causing severe mindgames.

The downside for jumping is negligible, especially when actively damaging opponents recovers your boost.

Suggestions (any or all of these)

-A temporary speed boost when maximum gauge is reached.
-A more severe speed downside when 0 boost is around (20-30% instead of 10%).
-A significant decrease in maximum speed, because the scout is unnaturally fast.
-Reduce maximum cap time from x2 to x1, so that the nuisance is less viable in playing the objective through backcaps.
-Increase the amount of damage required to reach maximum boost (whether 140 damage or 400 damage).
-Reduce percentage lost from jumps to 20% instead of 25%.
-Reduce jump height when equipped (allows synergy with jump-related weapons like Atomizer and Winger).
-Remove double jump when equipped.

If you have any other suggestions or problems this weapon rises, post it and I'll add it.

posted about 9 years ago
#27 Weapon Balance Discussion in TF2 General Discussion

I'mma try a different approach to the discussion so we can knock these out one at a time rather than have a lot of problems listed for a lot of weapons. We'll discuss a new topic every page or so and I'll add the problems to #2

http://strawpoll.me/4271233

What should we discuss first?

EDIT: I'll base the next items of discussion on the ranking from this poll, then we'll move forward from there

EDIT2: LOL 2 gunslingers woops.

posted about 9 years ago
#21 Weapon Balance Discussion in TF2 General Discussion

I'd also like us to agree upon what problems exist for weapons, rather than what changes should be made. In the old thread it was mentioned that suggesting solutions wasn't as effective as suggesting problems. Highly-agreed-upon problems will be added to #2

posted about 9 years ago
#14 Weapon Balance Discussion in TF2 General Discussion
BumFreezeBaby Face Blaster is ridiculous atm, its a direct upgrade and then if you double jump it temporarily removes your direct upgrade.

Actually you maintain base scout speed at 66% boost, 1 jump at full reduces you to 75% boost, which is still faster.

Quick-Fix
-No knockback penalties coupled with the ability to cap makes this ridiculously overpowered.
-The insane heal rate makes heavies incredibly tank-y outside of ubers, you either need a sniper headshot or another heavy to fight a heavy-medic combo with quick-fix.

You can rush onto a point with a quick-fix uber and cap unless the entire point is covered in enough stickies to kill you before you regen the health. Sentries do good work to quick-fix ubers damage-wise, but not every point can be protected by a sentry (badlands spire for example). Honestly it should maintain a no-cap policy similar to uber. Kritzkrieg doesn't make you immune to capping because it's still just a medic and heal-target at the normal rates.

Loch-n-Load
-This weapon rivals direct hit in design, but has the advantage of no damage falloff, and still-significant splash.
-2 loch grenades kill all classes under 175 even when they're buffed, and now there's 3 grenades per clip, allowing for insane collateral damage (which is easier with its high projectile speed).

The recent change in damage-ranges for pipes made this weapon a lot more balanced pre-buff, but now with 3 clip the weapon still does a lot of damage despite its splash change. Perhaps loch n load grenades should specifically have a slightly tweaked damage falloff so point blank does 100% damage, long range does 80% or something.

Baby Face's Blaster
-Reduced clip size is outweighed by unnatural speed. It's annoying to shoot at a class that is significantly faster than normally used to, whether a hitscan or projectile class.
-The boost-reduction was buffed too well to compliment scout's dodge-ability.

50% or more reduced per air jump would be more or less adequate to balancing scout's ability to maneuver with this weapon.

posted about 9 years ago
#150 cp_granary_pro in Map Discussion

Not sure if this was mentioned, but can the little alcove of old forward spawn be made into a medium health or ammo or something. It feels out of place

posted about 9 years ago
#6 Weapon Balance Discussion in TF2 General Discussion

Weapons with Technical Problems:

Beggar's Bazooka
-The Reload Rate is slightly slower than the firing rate of its stock counterpart, which leads to quickfire rockets.
-In a long-term fight, the beggar's will fire more rockets from just rapidly firing with M1 than a stock rocket launcher would after 4 rockets + 1 reload. This makes it powerful in high ground areas (say, defending badwater's first point from the cliff) because he can stay in the fight longer by spamming his primary attack button and get more rockets off

I would suggest fixing this would be the core of the beggar's reload rate. It shouldn't be able to load another rocket before it finishes the firing animation.

Weapons with Tactical Problems:

Short Circuit
-This weapon cancels out a lot of spam in a short amount of time, and by switching weapons and gaining metal from your dispenser, or picking up a nearby ammo pack, it can last in the long run when dealing with heavy explosives fire with very little support from teammates.
-The firing rate is the problem, as well as the low-ammo cost to use.

It's frustrating to play against as an explosives class because sentries can be tough to deal with when coupled with any team support. A bullet-intensive class can handle a sentry with an uber, but things like pyro airblast can remove threats in close proximity, explosives were the best way to deal with sentries on high ground, around entrances, etc. Short circuit's old firing rate was nice when dealing with active soldier spam or demos in a 1v1 setting, and it generally lost to team-oriented spam with the old firing rate.

Darwin's Danger Shield
-Having low-charged-headshot immunity (surviving with plenty of health to duck around corners or cover) drags out gameplay.
-Playing to charge shots before peaking corners/sightlines is slow-paced and annoying.

Valve announced they didn't want players to have an advantage by owning hats, but the advantage is still prevalent by having the weapon advantage. I can't hope to win a fight against a Darwin's Sniper unless I equip one too, especially if he's on a defensive sightline where he's charged his shot for longer to assure a high-damage shot to pierce the 10% bullet resistance. I would suggest either removing the health buff (or reducing it), so that in a 1v1 scenario, it's still a matter of who shot the head first, rather than a duck-and-cover battle until someone accidentally takes more than 7 damage from other sources.

posted about 9 years ago
#2 Weapon Balance Discussion in TF2 General Discussion

Also reserving this post for the collection of posts and the problems they raise.

posted about 9 years ago
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