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1 2 3
How would you nerf scout?
1
#1
0 Frags +

How about removing or reducing air speed reduction that bullets have on mid air enemies.

How about removing or reducing air speed reduction that bullets have on mid air enemies.
2
#2
92 Frags +

break his legs

break his legs
3
#3
118 Frags +

https://i.redd.it/etfvzlx9tdl31.jpg

[img]https://i.redd.it/etfvzlx9tdl31.jpg[/img]
4
#4
7 Frags +

scouts take mini crits after double jumps

scouts take mini crits after double jumps
5
#5
-11 Frags +

buff the other classes to nerf the best class
give soldier perma gunboats and make gunboats deal 0 self damage

buff the other classes to nerf the best class
give soldier perma gunboats and make gunboats deal 0 self damage
6
#6
44 Frags +

it was scout leashing on the medibeam that ultimately broke the camel's back and made it the best class in the game, so id say reverting that feature would be a good place to start

https://i.imgur.com/tho0x8l.png

it was scout leashing on the medibeam that ultimately broke the camel's back and made it the best class in the game, so id say reverting that feature would be a good place to start

https://i.imgur.com/tho0x8l.png
7
#7
-22 Frags +

Scout isn't the issue, you wanna nerf a hitscan class? Look at sniper.

Scout isn't the issue, you wanna nerf a hitscan class? Look at sniper.
8
#8
-14 Frags +

no double jump

no double jump
9
#9
11 Frags +

revert medigun change
no more air-strafing after double-jumping

revert medigun change
no more air-strafing after double-jumping
10
#10
-6 Frags +

it doesnt need a nerf

it doesnt need a nerf
11
#11
62 Frags +

Make Scouts explode if they reach 185 hp so they can't play pussy beam Scout.

Make Scouts explode if they reach 185 hp so they can't play pussy beam Scout.
12
#12
5 Frags +

Only let me play him.

Only let me play him.
13
#13
4 Frags +
Gritomait was scout leashing on the medibeam that ultimately broke the camel's back and made it the best class in the game, so id say reverting that feature would be a good place to start

https://i.imgur.com/tho0x8l.png

^^^^

[quote=Gritoma]it was scout leashing on the medibeam that ultimately broke the camel's back and made it the best class in the game, so id say reverting that feature would be a good place to start

https://i.imgur.com/tho0x8l.png[/quote]

^^^^
14
#14
39 Frags +

revert medigun speed thing.

revert medigun speed thing.
15
#15
-1 Frags +

scattergun reload speed now matches standard shotgun's

Show Content
there is a big difference especially on the first reloaded shell
scattergun reload speed now matches standard shotgun's

[spoiler]there is a big difference especially on the first reloaded shell[/spoiler]
16
#16
27 Frags +

Revert the medigun change so we can run shotgun pockets again.

Revert the medigun change so we can run shotgun pockets again.
17
#17
4 Frags +

remove the class

remove the class
18
#18
15 Frags +

make him shoot less fast

make him shoot less fast
19
#19
3 Frags +

revert the medic speed buff ; if not, make his standard health 110-ish so he can't survive a max damage rocket for no reason if he's not buffed and actually has to keep a distance

revert the medic speed buff ; if not, make his standard health 110-ish so he can't survive a max damage rocket for no reason if he's not buffed and actually has to keep a distance
20
#20
-7 Frags +

It's not that the scout is too powerful, it's that other classes are either too weak or enable him.

  • Probably revert medic speed buff
  • Arrows allow more heals to be dumped into scouts during fights, with soldiers able to get burst healing from arrows. Arrows need a rework imo.
  • Shotgun pocket needs to be viable again to move more power back into that class.

None of these changes actually change scout directly, but then again it's not like scout has actually gotten any buffs directly.

It's not that the scout is too powerful, it's that other classes are either too weak or enable him.

[list]
[*] Probably revert medic speed buff
[*] Arrows allow more heals to be dumped into scouts during fights, with soldiers able to get burst healing from arrows. Arrows need a rework imo.
[*] Shotgun pocket needs to be viable again to move more power back into that class.
[/list]

None of these changes actually change scout directly, but then again it's not like scout has actually gotten any buffs directly.
21
#21
29 Frags +

undo sticky nerf scouts instantly under control

undo sticky nerf scouts instantly under control
22
#22
7 Frags +

dont nerf scout.
just remove the med speed buff for healing them so medics dont get rewarded for keeping a scout at 185 and basically removing the fact that scout was made to be a class with low health and high mobility

dont nerf scout.
just remove the med speed buff for healing them so medics dont get rewarded for keeping a scout at 185 and basically removing the fact that scout was made to be a class with low health and high mobility
23
#23
1 Frags +

all you have to do is remove scout speed and soldiers can finally have fun again

all you have to do is remove scout speed and soldiers can finally have fun again
24
#24
43 Frags +

if i airshot the scout he instantly dies no matter how much hp he has

if i airshot the scout he instantly dies no matter how much hp he has
25
#25
9 Frags +

A couple options. Can be mixed and matched

scattergun damage/knockback nerf
A damage nerf of the scattergun to be the same as the soldier/pyro/etc shotgun would be a 10%ish decrease and would also linearly lower the knockback to deny rocket jumps

full damage meatshots won't 2 shot a 200 hp soldier anymore. On paper a big nerf to scout, though in practice more subtle since 200 hp soldiers aren't that common. Though it would encourage tanking demo/pocket soldier more since they'd be harder to wm1 into as scout.

Further decreasing knockback to be around 70% of what it currently is would be fine (imo)
Scouts can still deny, but a fast moving soldier will be way harder to stop in its tracks

medic speed buff revert
Already discussed plenty in the past so not going to write a paragraph about it

soldier/demo buffs
Further decreasing base rocket/sticky jumping self-damage. Making gunboats apply damage reduction even if you hit an enemy target. self-damage should never take more than 30 hp imo

idk about this one
Making soldiers walk at demoman speed? Would make it easier for soldiers to lead in an uber trade through chokepoints. big Rando buff

edit: I agree with YeeHaw's comment on page 2 so nvm the scatter damage nerf (though knockback nerf definitely still a viable option)

A couple options. Can be mixed and matched

[u][b]scattergun damage/knockback nerf[/b][/u]
A damage nerf of the scattergun to be the same as the soldier/pyro/etc shotgun would be a 10%ish decrease and would also linearly lower the knockback to deny rocket jumps

full damage meatshots won't 2 shot a 200 hp soldier anymore. On paper a big nerf to scout, though in practice more subtle since 200 hp soldiers aren't that common. Though it would encourage tanking demo/pocket soldier more since they'd be harder to wm1 into as scout.

Further decreasing knockback to be around 70% of what it currently is would be fine (imo)
Scouts can still deny, but a fast moving soldier will be way harder to stop in its tracks

[u][b]medic speed buff revert[/b][/u]
Already discussed plenty in the past so not going to write a paragraph about it

[u][b]soldier/demo buffs[/b][/u]
Further decreasing base rocket/sticky jumping self-damage. Making gunboats apply damage reduction even if you hit an enemy target. self-damage should never take more than 30 hp imo

[u][b]idk about this one[/b][/u]
Making soldiers walk at demoman speed? Would make it easier for soldiers to lead in an uber trade through chokepoints. big Rando buff

edit: I agree with YeeHaw's comment on page 2 so nvm the scatter damage nerf (though knockback nerf definitely still a viable option)
26
#26
0 Frags +

make it so that it takes longer to heal them (beam or arrows)

make it so that it takes longer to heal them (beam or arrows)
27
#27
-2 Frags +

hit him over the head with his own bat

hit him over the head with his own bat
28
#28
-3 Frags +

Revert med speed buff
Otherwise doesn't need a nerf, cry more noobs

Revert med speed buff
Otherwise doesn't need a nerf, cry more noobs
29
#29
-10 Frags +

Just a thought, what if when overhealed you assume your maximum speed as scout, which to us is the default speed? Becoming weaker makes you run slower, like medic's speed. Forces team chemistry and makes it more obvious scouts should be overhealed to reach their max potential. Could probably squeeze more mechanics from other classes into that there overheal conditional. The scatter damage could be squished to 85 to ensure medium classes can still be two-shot, but the damage requires you to land two point-blank meatshots. No more meatshot once, and then proceed to run away safely at a peerless rate of speed and pepper you to death. The close range guns should only be viable in close range. Like, really close. I think the current fall-off damage does a good job that it almost acts like this suggestion anyways. Just the cap should probably be reduced by 20-30 pts. Every class that can be currently two-shot, can still be two-shot. Every class that requires two point blank shots, now require 3, in Heavy's case 4 shots making them far less likely engagements and reverts pocket-scout status to a flank deathmatcher, almost always. It's strange to me the TTK on a scout is the same as a soldier's if not better. Soldier's TTK anything should be far superior than a class not even really intended to be a main-fragger I don't think. I think this minor adjustment aligns the roles a bit better.

idk, maybe don't listen to me though I only played the trash class for 15 seasons in a row and have gotten away with some absolutely heinous bullshit due to the class's forgiving mechanics to movement and damage.

Just a thought, what if when overhealed you assume your maximum speed as scout, which to us is the default speed? Becoming weaker makes you run slower, like medic's speed. Forces team chemistry and makes it more obvious scouts should be overhealed to reach their max potential. Could probably squeeze more mechanics from other classes into that there overheal conditional. The scatter damage could be squished to 85 to ensure medium classes can still be two-shot, but the damage requires you to land two point-blank meatshots. No more meatshot once, and then proceed to run away safely at a peerless rate of speed and pepper you to death. The close range guns should only be viable in close range. Like, really close. I think the current fall-off damage does a good job that it almost acts like this suggestion anyways. Just the cap should probably be reduced by 20-30 pts. Every class that can be currently two-shot, can still be two-shot. Every class that requires two point blank shots, now require 3, in Heavy's case 4 shots making them far less likely engagements and reverts pocket-scout status to a flank deathmatcher, almost always. It's strange to me the TTK on a scout is the same as a soldier's if not better. Soldier's TTK anything should be far superior than a class not even really intended to be a main-fragger I don't think. I think this minor adjustment aligns the roles a bit better.

idk, maybe don't listen to me though I only played the trash class for 15 seasons in a row and have gotten away with some absolutely heinous bullshit due to the class's forgiving mechanics to movement and damage.
30
#30
19 Frags +

reasonable changes:
reverting medigun
give him a shotgun instead of scattergun
make it so point blank rockets dont deal 60 fucking damage with gunboats

controversial changes:
give scout 4 shots so he actually has to think about shooting stuff
make him reload slower so he actually has to think about shooting stuff
give him less ammo reserves so he actually has to think about shooting stuff
increase damage falloff
make him deal less knockback to mid-air enemies
replace his scattergun with an exact replica of QL lightning gun

[b]reasonable changes: [/b]
reverting medigun
give him a shotgun instead of scattergun
make it so point blank rockets dont deal 60 fucking damage with gunboats

[b]controversial changes:[/b]
give scout 4 shots so he actually has to think about shooting stuff
make him reload slower so he actually has to think about shooting stuff
give him less ammo reserves so he actually has to think about shooting stuff
increase damage falloff
make him deal less knockback to mid-air enemies
replace his scattergun with an exact replica of QL lightning gun
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