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Let's change some items!
31
#31
0 Frags +

Jarate would be p balanced if it only gave minicrits to the sniper ( or at least easier to balance and less game breaking )

Danger shield change from Bullet resist to explosive combined with a change to cozy to take more explosive damage would be interesting

Quick fix giving normal buffs and heals or something and mobility only during the ubers would probably make it a better weapon (possibly combined with a larger regen buff on the heal target not sure

Parachutes taking more damage / minicrits would probably be a good balance, also reduce the mobility maybe

Pomson needs a redesign so that's it's not a projectile doesn't remove ubers or cloak

Razorback should grow back after a certain amount of time

Vita saw needs a rework entirely

Jarate would be p balanced if it only gave minicrits to the sniper ( or at least easier to balance and less game breaking )

Danger shield change from Bullet resist to explosive combined with a change to cozy to take more explosive damage would be interesting

Quick fix giving normal buffs and heals or something and mobility only during the ubers would probably make it a better weapon (possibly combined with a larger regen buff on the heal target not sure

Parachutes taking more damage / minicrits would probably be a good balance, also reduce the mobility maybe

Pomson needs a redesign so that's it's not a projectile doesn't remove ubers or cloak

Razorback should grow back after a certain amount of time

Vita saw needs a rework entirely
32
#32
0 Frags +

oh, I should point out: if any of you want to personally try out what you think is a good weapon rebalance, you'll need this:

https://github.com/404UserNotFound/CustomWeapons2/

(and your own server to shove it into, obviously)

it lets you choose between a bunch of attributes that are default in TF2, but if you know how to code in sourcepawn you can basically make whatever other effects you want. I don't think there's support for wearables like the darwin's danger shield, but I just get around that by making a secondary weapon have 0 ammo but a passive change so it still works out

oh, I should point out: if any of you want to personally try out what you think is a good weapon rebalance, you'll need this:

https://github.com/404UserNotFound/CustomWeapons2/

(and your own server to shove it into, obviously)

it lets you choose between a bunch of attributes that are default in TF2, but if you know how to code in sourcepawn you can basically make whatever other effects you want. I don't think there's support for wearables like the darwin's danger shield, but I just get around that by making a secondary weapon have 0 ammo but a passive change so it still works out
33
#33
0 Frags +

If we're going by "all unlocks", the pomson isn't even that good.

If you're playing defensively, you're going to want the rescue ranger to be able to keep your sentry alive. If you're playing aggressively (usually on the flank, with gunslinger) you're going to need a reliable source of damage like the shotgun.

Pomson is incredibly dumb, and if it were introduced into what 6s is currently, it would get used, but only because the wrangler is banned and your sentry is screwed anyway. You'd spam then swap to a better class once your gun went down.

If we're going by "all unlocks", the pomson isn't even that good.

If you're playing defensively, you're going to want the rescue ranger to be able to keep your sentry alive. If you're playing aggressively (usually on the flank, with gunslinger) you're going to need a reliable source of damage like the shotgun.

Pomson is incredibly dumb, and if it were introduced into what 6s is [i]currently[/i], it would get used, but only because the wrangler is banned and your sentry is screwed anyway. You'd spam then swap to a better class once your gun went down.
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#34
4 Frags +
KairuIf we're going by "all unlocks", the pomson isn't even that good.

If you're playing defensively, you're going to want the rescue ranger to be able to keep your sentry alive. If you're playing aggressively (usually on the flank, with gunslinger) you're going to need a reliable source of damage like the shotgun.

Pomson is incredibly dumb, and if it were introduced into what 6s is currently, it would get used, but only because the wrangler is banned and your sentry is screwed anyway. You'd spam then swap to a better class once your gun went down.

the power of the weapon has nothing to do with how poorly designed it is

[quote=Kairu]If we're going by "all unlocks", the pomson isn't even that good.

If you're playing defensively, you're going to want the rescue ranger to be able to keep your sentry alive. If you're playing aggressively (usually on the flank, with gunslinger) you're going to need a reliable source of damage like the shotgun.

Pomson is incredibly dumb, and if it were introduced into what 6s is [i]currently[/i], it would get used, but only because the wrangler is banned and your sentry is screwed anyway. You'd spam then swap to a better class once your gun went down.[/quote]
the power of the weapon has nothing to do with how poorly designed it is
35
#35
2 Frags +

"unbalanced" and "poorly designed" are two different terms, at least when it comes to general-ass game design

scouts, soldiers and demomen are intentionally unbalanced, in that they're heavily generalized for most scenarios whereas a spy or an engineer isn't. this would be good design, because when done correctly you get a healthy centralized metagame. on the flipside, the pomson is a weapon very lazily made as a counter to medic pushes and spies, when they're supposed to be the two major things that hurt the engineer, and while that doesn't make it better than the ranger, it's obnoxious design regardless

"unbalanced" and "poorly designed" are two different terms, at least when it comes to general-ass game design

scouts, soldiers and demomen are intentionally unbalanced, in that they're heavily generalized for most scenarios whereas a spy or an engineer isn't. this would be good design, because when done correctly you get a healthy centralized metagame. on the flipside, the pomson is a weapon very lazily made as a counter to medic pushes and spies, when they're supposed to be the two major things that hurt the engineer, and while that doesn't make it better than the ranger, it's obnoxious design regardless
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#36
3 Frags +

I think it should just get a bump up in damage, and have the cloak/uber part removed entirely. Make it worth using as a spam weapon, a righteous bison primary (as to not replace wrangler). As it is, even the rescue ranger out-does it for long range spam.

trashthe pomson is a weapon very lazily made as a counter to medic pushes and spies, when they're supposed to be the two major things that hurt the engineer

It does both very poorly. A shotgun will better protect you from spies, and the rescue ranger from pushes. It holds a middleground of near-uselessness. It's not a good weapon. I'll agree with poorly designed, but there isn't a reason to use it. I was simply pointing out that while its poorly designed, its hardly the overpowered med-dropper people seem to imply so often.

I think it should just get a bump up in damage, and have the cloak/uber part removed entirely. Make it worth using as a spam weapon, a righteous bison primary (as to not replace wrangler). As it is, even the rescue ranger out-does it for long range spam.

[quote=trash]the pomson is a weapon very lazily made as a counter to medic pushes and spies, when they're supposed to be the two major things that hurt the engineer[/quote]

It does both very poorly. A shotgun will better protect you from spies, and the rescue ranger from pushes. It holds a middleground of near-uselessness. It's not a good weapon. I'll agree with poorly designed, but there isn't a reason to use it. I was simply pointing out that while its poorly designed, its hardly the overpowered med-dropper people seem to imply so often.
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#37
0 Frags +

Phlog
MMMPH ability no longer grants crits for x seconds but deploys a shield that blocks damage and that stays up for x seconds max. Damage taken reduces the length of the ability, and Pyro can't fire during the ability, but can switch weapons like previously

Use the pyro either to reflect projectiles, or as a mini ubercharge! No more obnoxious spawn killing in pubs!A useless weapon made effective! A cool way to push against snipers!

[b]Phlog[/b]
MMMPH ability no longer grants crits for x seconds but deploys a shield that blocks damage and that stays up for x seconds max. Damage taken reduces the length of the ability, and Pyro can't fire during the ability, but can switch weapons like previously

Use the pyro either to reflect projectiles, or as a mini ubercharge! No more obnoxious spawn killing in pubs!A useless weapon made effective! A cool way to push against snipers!
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#38
2 Frags +

If we are talking about every weapon, and if there are no weapon bans once matchmaking is released, cant stress how good the gunslinger will be. Also, the Beggars Bazooka on some maps would be broken.

Gunslinger:
The gunslinger with its new nerf may be overseen as not so great anymore. but, lets taken in fact in 6's, there is not always, but usually 2 scouts. I know soldiers could easily spam them out, but a gunslinger in a good spot is an easy pick to a scout who isn't aware its there. Even if it gets destroyed, they can place 2 per life, under 4 seconds. It just seems like it would be an ideal weapon for distracting enemy's, and at least denying a push for a second. I would nerf its damage possibly. Or hitbox if that is possible. This is only in a 6's players retrospect.

Beggars Bazooka:
I cant say this weapon would be good at every weapon. On roll outs with a good buff this thing could be deadly. Would be great for a soldier running gunboats, being able to do massive jumps, and once approaching a target, to have 3 rockets ready to be fired in different directions. Would be the perfect bombing weapon if used in the right situation. Beggars jump is very effective if you can be buffed and do it correctly. Also, this weapon would be great for spam, and area denial. If your in this things range or middle to close hitbox, your pretty screwed. The dpm on the weapon is insane. It would be great for close to mid range spam. The only problem I see with this is 1v1s or just general DM in fights. It takes 2 seconds to load a single rocket. By then you have died, or taken massive amounts of damage. Its just a general spam and area denial weapon

I would nerf it slightly by reducing its dpm, or reducing how far the rockets go, or making it much larger. I feel that would make it slightly more balanced.

Just my thoughts!

If we are talking about every weapon, and if there are no weapon bans once matchmaking is released, cant stress how good the gunslinger will be. Also, the Beggars Bazooka on some maps would be broken.

Gunslinger:
The gunslinger with its new nerf may be overseen as not so great anymore. but, lets taken in fact in 6's, there is not always, but usually 2 scouts. I know soldiers could easily spam them out, but a gunslinger in a good spot is an easy pick to a scout who isn't aware its there. Even if it gets destroyed, they can place 2 per life, under 4 seconds. It just seems like it would be an ideal weapon for distracting enemy's, and at least denying a push for a second. I would nerf its damage possibly. Or hitbox if that is possible. This is only in a 6's players retrospect.

Beggars Bazooka:
I cant say this weapon would be good at every weapon. On roll outs with a good buff this thing could be deadly. Would be great for a soldier running gunboats, being able to do massive jumps, and once approaching a target, to have 3 rockets ready to be fired in different directions. Would be the perfect bombing weapon if used in the right situation. Beggars jump is very effective if you can be buffed and do it correctly. Also, this weapon would be great for spam, and area denial. If your in this things range or middle to close hitbox, your pretty screwed. The dpm on the weapon is insane. It would be great for close to mid range spam. The only problem I see with this is 1v1s or just general DM in fights. It takes 2 seconds to load a single rocket. By then you have died, or taken massive amounts of damage. Its just a general spam and area denial weapon

I would nerf it slightly by reducing its dpm, or reducing how far the rockets go, or making it much larger. I feel that would make it slightly more balanced.

Just my thoughts!
39
#39
0 Frags +
BaddazleBeggars Bazooka:
I cant say this weapon would be good at every weapon. On roll outs with a good buff this thing could be deadly. Would be great for a soldier running gunboats, being able to do massive jumps, and once approaching a target, to have 3 rockets ready to be fired in different directions. Would be the perfect bombing weapon if used in the right situation. Beggars jump is very effective if you can be buffed and do it correctly. Also, this weapon would be great for spam, and area denial. If your in this things range or middle to close hitbox, your pretty screwed. The dpm on the weapon is insane. It would be great for close to mid range spam. The only problem I see with this is 1v1s or just general DM in fights. It takes 2 seconds to load a single rocket. By then you have died, or taken massive amounts of damage. Its just a general spam and area denial weapon

I would nerf it slightly by reducing its dpm, or reducing how far the rockets go, or making it much larger. I feel that would make it slightly more balanced.

Just my thoughts!

I think that scaling the damage per rocket loaded down as more rockets are loaded would be a good change. Not to the point that when you load 3 rockets the 3rd one does barely any damage, but it's still enough to finish a low health target off.

[quote=Baddazle]
Beggars Bazooka:
I cant say this weapon would be good at every weapon. On roll outs with a good buff this thing could be deadly. Would be great for a soldier running gunboats, being able to do massive jumps, and once approaching a target, to have 3 rockets ready to be fired in different directions. Would be the perfect bombing weapon if used in the right situation. Beggars jump is very effective if you can be buffed and do it correctly. Also, this weapon would be great for spam, and area denial. If your in this things range or middle to close hitbox, your pretty screwed. The dpm on the weapon is insane. It would be great for close to mid range spam. The only problem I see with this is 1v1s or just general DM in fights. It takes 2 seconds to load a single rocket. By then you have died, or taken massive amounts of damage. Its just a general spam and area denial weapon

I would nerf it slightly by reducing its dpm, or reducing how far the rockets go, or making it much larger. I feel that would make it slightly more balanced.

Just my thoughts![/quote]
I think that scaling the damage per rocket loaded down as more rockets are loaded would be a good change. Not to the point that when you load 3 rockets the 3rd one does barely any damage, but it's still enough to finish a low health target off.
40
#40
0 Frags +

one thing I'm surprised wasn't brought up in this thread was the crit-a-cola, given that when you ask any top player they will tell you that it's the best unlock in the game

takes the one mobility-and-damage focused class in the game, and then... makes him even more focused on mobility and damage. not exactly the smartest design decision

one thing I'm surprised wasn't brought up in this thread was the crit-a-cola, given that when you ask any top player they will tell you that it's the best unlock in the game

takes the one mobility-and-damage focused class in the game, and then... makes him even more focused on mobility and damage. not exactly the smartest design decision
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