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so, yea, quickie bomb launcher
1
#1
0 Frags +

I feel that it's over-powered...
Any one else feel this way or am I just really salty.

I feel that it's over-powered...
Any one else feel this way or am I just really salty.
2
#2
7 Frags +

Now it's just more useful for something but nonstop M1+M2, don't think it's actually OP.

Now it's just more useful for something but nonstop M1+M2, don't think it's actually OP.
3
#3
12 Frags +

Why is it overpowered

Why is it overpowered
4
#4
-22 Frags +
DamnEasyWhy is it overpowered

I feel like the changes made in the update make it so that it can be Offensive and Defensive, shouldn't it serve one purpose? I feel that it be a Defensive launcher...

[quote=DamnEasy]Why is it overpowered[/quote]

I feel like the changes made in the update make it so that it can be Offensive and Defensive, shouldn't it serve one purpose? I feel that it be a Defensive launcher...
5
#5
24 Frags +
SkragDamnEasyWhy is it overpowered
I feel like the changes made in the update make it so that it can be Offensive and Defensive, shouldn't it serve one purpose?

your logic doesn't work.
as if regular stickies are not used both offensively and defensively.

[quote=Skrag][quote=DamnEasy]Why is it overpowered[/quote]

I feel like the changes made in the update make it so that it can be Offensive and Defensive, shouldn't it serve one purpose?[/quote]
your logic doesn't work.
as if regular stickies are not used both offensively and defensively.
6
#6
-14 Frags +

let's just remove the class from the game so you scout mains can be happy 'aight

let's just remove the class from the game so you scout mains can be happy 'aight
7
#7
24 Frags +

Really annoying to play against for the other demo but definitely not overpowered right now, at least no one is using it well enough to suggest that.

Really annoying to play against for the other demo but definitely not overpowered right now, at least no one is using it well enough to suggest that.
8
#8
-5 Frags +

the whole point of this thread was to see what people said to the statement about the weapon being over-powered. Seeing as most of it is sarcastic and negative that just tells me I'm wrong in my thinking's that the weapon is OP. Just needed feedback.

the whole point of this thread was to see what people said to the statement about the weapon being over-powered. Seeing as most of it is sarcastic and negative that just tells me I'm wrong in my thinking's that the weapon is OP. Just needed feedback.
9
#9
-14 Frags +
kaidusReally annoying to play against for the other demo but definitely not overpowered right now, at least no one is using it well enough to suggest that.

thanks for the kind reply kaidus, lmao

[quote=kaidus]Really annoying to play against for the other demo but definitely not overpowered right now, at least no one is using it well enough to suggest that.[/quote]

thanks for the kind reply kaidus, lmao
10
#10
8 Frags +

i think its one of those situational pickups that might be more useful on certain points of certain maps.

one thing that competitive tf2 does well is that it discourages you from dying. you can't switch a loadout on most maps (i think badlands is the only map where you can freely enter the forward spawn to change your loadout) so it creates an environment where a loadout might be good for granary mid (maybe you run normal stickies), so you win mid, but then you have stickies to push 2, but now maybe you'd rather quickiebomb launcher here, so you can break any traps and push choke without uber, and for all i know maybe pushing last on granary may have some charge and targe merit as you can tank up and stand on the point.

it's cool, i think there are a lot of interesting weapon combinations that are map and point specific and if no team is ready to switch it up and practice new things, i truly think they're all limiting their overall potential.

i think its one of those situational pickups that might be more useful on certain points of certain maps.

one thing that competitive tf2 does well is that it discourages you from dying. you can't switch a loadout on most maps (i think badlands is the only map where you can freely enter the forward spawn to change your loadout) so it creates an environment where a loadout might be good for granary mid (maybe you run normal stickies), so you win mid, but then you have stickies to push 2, but now maybe you'd rather quickiebomb launcher here, so you can break any traps and push choke without uber, and for all i know maybe pushing last on granary may have some charge and targe merit as you can tank up and stand on the point.

it's cool, i think there are a lot of interesting weapon combinations that are map and point specific and if no team is ready to switch it up and practice new things, i truly think they're all limiting their overall potential.
11
#11
2 Frags +

The only nerf i could ever think is to not allow to destroy enemy's stickies while in air.
But I dunno... i've never seen many players useing it even tho it's ALWAYS been a really good wep. I hope to see it more often the next season

The only nerf i could ever think is to not allow to destroy enemy's stickies while in air.
But I dunno... i've never seen many players useing it even tho it's ALWAYS been a really good wep. I hope to see it more often the next season
12
#12
-7 Frags +

From what I've used, its mostly over powered on viaduct where there isnt really a stress for stickytraps, and you can hold really close and spam all of the chokes with the quick load rate, and stop people from ever coming on to the point.

From what I've used, its mostly over powered on viaduct where there isnt really a stress for stickytraps, and you can hold really close and spam all of the chokes with the quick load rate, and stop people from ever coming on to the point.
13
#13
-1 Frags +

Though I've had next to no experience with quickiebombs in actual 6v6 I don't like where the weapon is at right now. The stickybomb launcher is one of the most powerful and vertasile weapons in the game and its weaknesses like arm time, charge time, and difficulties of multivariable aligning of arm time, charge time, and the projectile arch are important in keeping the weapon specialized and often difficult item to use in direct combat. Even then there's tons of situations where it's very easy (LOL STICKIES) despite its downsides and when we play we are constantly searching for such advantageous situations.

The quickiebomb launcher takes away these important shortcomings and leaves you with a much easier (even easier) to use weapon for direct fighting without giving it serious shortcomings. Only 2 less shots and 15% less damage? I'm not sure what would help balance it but maybe only 4 max loaded shots or even more of a damage reduction. Also it should NOT be able to destroy enemy sticky bombs. It does not need any more strengths. The scottish resistance is the ultra specialized weapon that needs that ability to give it more perks and uses outside of extreme defensiveness. What is the main benefit of the normal stickybomb launcher over quickiebombs right now? That you can set traps. But the quickie can remove those traps. It removes the best strength of the alternatives while remaining better head to head in direct fighting. I don't think this is good design. Finally the most frustrating thing is when you're exchanging stickybomb fire with a demo using the quickie and there's quickie-dets going on around you and your own munitions get destroyed the instant they leave your barrel. Sometimes it feels like you never even fired because of lag or something. You did, it just got deleted instantly mid-air. It's ok for the ScoRes to do this because it takes a good deal of planning and pre-setup but right now vs. quickie it almost feels like like firing at an engineer with the short circuit out.

While I'm writing all this I think the Scottosh Resistance could use a tiny buff. I think maybe that when you're not looking at and highlighting any cluster of the sticks that you laid it should just detonate all deployed traps.

TL;DR - I think quickiebombs are very powerful- a bit too much. If they were allowed right now in their current state we'd quickly see them become the main go-to stick launcher.

Though I've had next to no experience with quickiebombs in actual 6v6 I don't like where the weapon is at right now. The stickybomb launcher is one of the most powerful and vertasile weapons in the game and its weaknesses like arm time, charge time, and difficulties of multivariable aligning of arm time, charge time, and the projectile arch are important in keeping the weapon specialized and often difficult item to use in direct combat. Even then there's tons of situations where it's very easy (LOL STICKIES) despite its downsides and when we play we are constantly searching for such advantageous situations.

The quickiebomb launcher takes away these important shortcomings and leaves you with a much easier (even easier) to use weapon for direct fighting without giving it serious shortcomings. Only 2 less shots and 15% less damage? I'm not sure what would help balance it but maybe only 4 max loaded shots or even more of a damage reduction. Also it should NOT be able to destroy enemy sticky bombs. It does not need any more strengths. The scottish resistance is the ultra specialized weapon that needs that ability to give it more perks and uses outside of extreme defensiveness. What is the main benefit of the normal stickybomb launcher over quickiebombs right now? That you can set traps. But the quickie can remove those traps. It removes the best strength of the alternatives while remaining better head to head in direct fighting. I don't think this is good design. Finally the most frustrating thing is when you're exchanging stickybomb fire with a demo using the quickie and there's quickie-dets going on around you and your own munitions get destroyed the instant they leave your barrel. Sometimes it feels like you never even fired because of lag or something. You did, it just got deleted instantly mid-air. It's ok for the ScoRes to do this because it takes a good deal of planning and pre-setup but right now vs. quickie it almost feels like like firing at an engineer with the short circuit out.

While I'm writing all this I think the Scottosh Resistance could use a tiny buff. I think maybe that when you're not looking at and highlighting any cluster of the sticks that you laid it should just detonate all deployed traps.

TL;DR - I think quickiebombs are very powerful- a bit too much. If they were allowed right now in their current state we'd quickly see them become the main go-to stick launcher.
14
#14
2 Frags +
JaguarFiendThough I've had next to no experience with quickiebombs in actual 6v6..

TL;DR - I think quickiebombs are very powerful- a bit too much. If they were allowed right now in their current state we'd quickly see them become the main go-to stick launcher.

how about no

[quote=JaguarFiend][b]Though I've had next to no experience with quickiebombs in actual 6v6..[/b]

TL;DR - I think quickiebombs are very powerful- a bit too much. If they were allowed right now in their current state [b]we'd quickly see them become the main go-to stick launcher.[/b][/quote]

how about no
15
#15
0 Frags +
JaguarFiendIf they were allowed right now in their current state we'd quickly see them become the main go-to stick launcher.

they are go try using them

[quote=JaguarFiend]If they were allowed right now in their current state we'd quickly see them become the main go-to stick launcher.[/quote]


they are go try using them
16
#16
4 Frags +

QBL is pretty fucking great right now. I have no idea if it's overpowered, but it's great fun to pub with.

With the 4s fizzle time you can actually use them to zone Scouts in fights, which was a big problem before.

The charge time + extra damage lets gives you a lot more DPS from sniping and the quick det time is actually amazing for 1v1ing things up close.

No traps is a pretty massive downside though, and the -2 stickies also hurts.

I feel like it deserves a shot for a season. it's a very interesting weapon because it's weaker at mid range but stronger at both close and long range, and also a much more aggressive weapon since it lacks the traps of stickies.

honestly though the ability to delete stickytraps without a huge downside (like running Scottish Resistance or Pyro) might be the most broken thing about it

QBL is pretty fucking great right now. I have no idea if it's overpowered, but it's great fun to pub with.

With the 4s fizzle time you can actually use them to zone Scouts in fights, which was a big problem before.

The charge time + extra damage lets gives you a lot more DPS from sniping and the quick det time is actually amazing for 1v1ing things up close.

No traps is a pretty massive downside though, and the -2 stickies also hurts.

I feel like it deserves a shot for a season. it's a very interesting weapon because it's weaker at mid range but stronger at both close and long range, and also a much more aggressive weapon since it lacks the traps of stickies.

honestly though the ability to delete stickytraps without a huge downside (like running Scottish Resistance or Pyro) might be the most broken thing about it
17
#17
2 Frags +
crayyyylmaoFrom what I've used, its mostly over powered on viaduct where there isnt really a stress for stickytraps, and you can hold really close and spam all of the chokes with the quick load rate, and stop people from ever coming on to the point.

i dont think if its good on one map and not good on others that makes it too powerful

[quote=crayyyylmao]From what I've used, its mostly over powered on viaduct where there isnt really a stress for stickytraps, and you can hold really close and spam all of the chokes with the quick load rate, and stop people from ever coming on to the point.[/quote]
i dont think if its good on one map and not good on others that makes it too powerful
18
#18
1 Frags +

OTOH, I feel as if weapons have been banned because of its balancing issues on viaduct before

sydney sleeper, I believe? at least, viaduct with the sleeper was a major mixture that led to its ban

OTOH, I feel as if weapons have been banned because of its balancing issues on viaduct before

sydney sleeper, I believe? at least, viaduct with the sleeper was a major mixture that led to its ban
19
#19
3 Frags +
BumFreezei dont think if its good on one map and not good on others that makes it too powerful

On the other hand, just being weak on some maps doesn't mean a weapon isn't overpowered. That's true of some banned items as well. That's no real reason to dismiss an issue.

[quote=BumFreeze]
i dont think if its good on one map and not good on others that makes it too powerful[/quote]

On the other hand, just being weak on some maps doesn't mean a weapon isn't overpowered. That's true of some banned items as well. That's no real reason to dismiss an issue.
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