Upvote Upvoted 21 Downvote Downvoted
1 2 3 4 5
not just map tweaks, weapons too
61
#61
3 Frags +

Hey all just made a post on the steam forums about making the grenade launcher model 4 slots instead of 6 slots. I'm also requesting directs do 100 damage instead of the 95-105 or whatever it is atm.

Please show your support! http://forums.steampowered.com/forums/showthread.php?t=3146816

Hey all just made a post on the steam forums about making the grenade launcher model 4 slots instead of 6 slots. I'm also requesting directs do 100 damage instead of the 95-105 or whatever it is atm.

Please show your support! http://forums.steampowered.com/forums/showthread.php?t=3146816
62
#62
0 Frags +
SideshowGod please don't fuck up the stock weapons.

None of the stock weapons are overpowered, unfair, etc. I don't see why they would. They can't really look at the number of players using them for this one either, considering how they talk about releasing weapons so that players have various ways of playing. It's only obvious most players would use the new weapons, whether a lot or enough to matter.

[quote=Sideshow]God please don't fuck up the stock weapons.[/quote]

None of the stock weapons are overpowered, unfair, etc. I don't see why they would. They can't really look at the number of players using them for this one either, considering how they talk about releasing weapons so that players have various ways of playing. It's only obvious most players would use the new weapons, whether a lot or enough to matter.
63
#63
-1 Frags +
kirbySideshowGod please don't fuck up the stock weapons.
None of the stock weapons are overpowered, unfair, etc. I don't see why they would. They can't really look at the number of players using them for this one either, considering how they talk about releasing weapons so that players have various ways of playing. It's only obvious most players would use the new weapons, whether a lot or enough to matter.

Depends. If valve is wanting to achieve class balance (who knows what they want anymore), they would have to nerf the sticky launcher. However...that would be a horribly stupid thing to do

[quote=kirby][quote=Sideshow]God please don't fuck up the stock weapons.[/quote]

None of the stock weapons are overpowered, unfair, etc. I don't see why they would. They can't really look at the number of players using them for this one either, considering how they talk about releasing weapons so that players have various ways of playing. It's only obvious most players would use the new weapons, whether a lot or enough to matter.[/quote]
Depends. If valve is wanting to achieve class balance (who knows what they want anymore), they would have to nerf the sticky launcher. However...that would be a horribly stupid thing to do
64
#64
-2 Frags +
frknkirbySideshowGod please don't fuck up the stock weapons.
None of the stock weapons are overpowered, unfair, etc. I don't see why they would. They can't really look at the number of players using them for this one either, considering how they talk about releasing weapons so that players have various ways of playing. It's only obvious most players would use the new weapons, whether a lot or enough to matter.
Depends. If valve is wanting to achieve class balance (who knows what they want anymore), they would have to nerf the sticky launcher. However...that would be a horribly stupid thing to do

I don't see it. If anything, they would have to nerf the minigun. We are talking pub balance here. Never had a problem taking out pub demomen.

[quote=frkn][quote=kirby][quote=Sideshow]God please don't fuck up the stock weapons.[/quote]

None of the stock weapons are overpowered, unfair, etc. I don't see why they would. They can't really look at the number of players using them for this one either, considering how they talk about releasing weapons so that players have various ways of playing. It's only obvious most players would use the new weapons, whether a lot or enough to matter.[/quote]
Depends. If valve is wanting to achieve class balance (who knows what they want anymore), they would have to nerf the sticky launcher. However...that would be a horribly stupid thing to do[/quote]


I don't see it. If anything, they would have to nerf the minigun. We are talking pub balance here. Never had a problem taking out pub demomen.
65
#65
-5 Frags +
frknkirbySideshowGod please don't fuck up the stock weapons.
None of the stock weapons are overpowered, unfair, etc. I don't see why they would. They can't really look at the number of players using them for this one either, considering how they talk about releasing weapons so that players have various ways of playing. It's only obvious most players would use the new weapons, whether a lot or enough to matter.
Depends. If valve is wanting to achieve class balance (who knows what they want anymore), they would have to nerf the sticky launcher. However...that would be a horribly stupid thing to do

http://www.nerfnow.com/comic/image/114

[quote=frkn][quote=kirby][quote=Sideshow]God please don't fuck up the stock weapons.[/quote]

None of the stock weapons are overpowered, unfair, etc. I don't see why they would. They can't really look at the number of players using them for this one either, considering how they talk about releasing weapons so that players have various ways of playing. It's only obvious most players would use the new weapons, whether a lot or enough to matter.[/quote]
Depends. If valve is wanting to achieve class balance (who knows what they want anymore), they would have to nerf the sticky launcher. However...that would be a horribly stupid thing to do[/quote]

[img]http://www.nerfnow.com/comic/image/114[/img]
66
#66
3 Frags +
frknDepends. If valve is wanting to achieve class balance (who knows what they want anymore), they would have to nerf the sticky launcher. However...that would be a horribly stupid thing to do

That's implying the demo is overpowered when equipped with the sticky launcher. It's not, and it's not really correct to say a class is overpowered because some people just know how to use a good weapon to its fullest.

The soldier can rocket jump a really far distance while taking little damage and easily hit shots and deal a lot of damage. Being able to cover a lot of distance + being able to easily hit shots that do a ton of damage = would seem worse, wouldn't it? I'm more surprised I haven't heard many complaints about that from people. Only difference really is when a soldier is using the Gunboats, then the demo has more potential damage output (this is when you include pipes into the situation).

[quote=frkn]Depends. If valve is wanting to achieve class balance (who knows what they want anymore), they would have to nerf the sticky launcher. However...that would be a horribly stupid thing to do[/quote]

That's implying the demo is overpowered when equipped with the sticky launcher. It's not, and it's not really correct to say a class is overpowered because some people just know how to use a good weapon to its fullest.

The soldier can rocket jump a really far distance while taking little damage and [b]easily[/b] hit shots and deal a lot of damage. Being able to cover a lot of distance + being able to easily hit shots that do a ton of damage = would seem worse, wouldn't it? I'm more surprised I haven't heard many complaints about that from people. Only difference really is when a soldier is using the Gunboats, then the demo has more potential damage output (this is when you include pipes into the situation).
67
#67
0 Frags +

By the way, I really hope someone compiled a list of suggestions from those big threads and sent it to valve, if not, now it's the right time. Altough I am sure before they announced this huge update they would have looked into a lot of sources for opinions

By the way, I really hope someone compiled a list of suggestions from those big threads and sent it to valve, if not, now it's the right time. Altough I am sure before they announced this huge update they would have looked into a lot of sources for opinions
68
#68
1 Frags +

I'm not complaining about it at all. Like I said it shouldn't be changed. However, it is much more powerful and versatile than most/all? other weapons. And pipes are also really good (although do take more skill)

p.s. soldier has to be close to do a lot of damage. which means he also takes a lot of damage. demo can do the same damage or more from a distance, which means he takes much less damage. And to get close, the soldier has to rj, meaning he reduces his max damage output. Again, not complaining, because it works with the metagame.

I'm not complaining about it at all. Like I said it [i]shouldn't[/i] be changed. However, it is much more powerful and versatile than most/all? other weapons. And pipes are also really good (although do take more skill)

p.s. soldier has to be close to do a lot of damage. which means he also takes a lot of damage. demo can do the same damage or more from a distance, which means he takes much less damage. And to get close, the soldier has to rj, meaning he reduces his max damage output. Again, not complaining, because it works with the metagame.
69
#69
4 Frags +
frknI'm not complaining about it at all. Like I said it shouldn't be changed. However, it is much more powerful and versatile than most/all? other weapons. And pipes are also really good (although do take more skill)

Demoman is the only class in the game that has no hitscan weapons or weapons that allow for close combat defending (not counting unlocks) so I would say that's a perfectly balanced class.. Trade more high damage dealing weapons for less survivability when alone

[quote=frkn]I'm not complaining about it at all. Like I said it [i]shouldn't[/i] be changed. However, it is much more powerful and versatile than most/all? other weapons. And pipes are also really good (although do take more skill)[/quote]
Demoman is the only class in the game that has no hitscan weapons or weapons that allow for close combat defending (not counting unlocks) so I would say that's a perfectly balanced class.. Trade more high damage dealing weapons for less survivability when alone
70
#70
3 Frags +
Kanecono hitscan weapons or weapons that allow for close combat defending

pipes are pretty good close range

and the fact that it is really easy to do damage to anybody before they get close makes you only have to hit 1 pipe once they're close

but this isn't really that relevant to the topic anymore because nobody, myself included, would ever actually want the demoman changed from what it is now, so im done posting :s

[quote=Kaneco]
no hitscan weapons or weapons that allow for close combat defending[/quote]
pipes are pretty good close range

and the fact that it is really easy to do damage to anybody before they get close makes you only have to hit 1 pipe once they're close

but this isn't really that relevant to the topic anymore because nobody, myself included, would ever actually want the demoman changed from what it is now, so im done posting :s
71
#71
9 Frags +

All of these changes are amazing

but as a HL engie main I fear for the future

For the gunslinger, I can see the taking away regen on the mini, but it would still need to spawn with full health. I know people hate it, but keep in mind minis are designed to be deployed in the middle of a firefight, so if they spawned with 0 health and grew, they would be useless and killed instantly. I'm going to guess they'll change it to spawn with full health and no regen, which would still make it much easier to kill before deployment but not completely useless.

I do await to see what they do with the wrangler though.

EDIT: and fucking please do remove the uber sapping from the pomson. I play the fucking class and I think thats kinda dumb.

All of these changes are amazing

but as a HL engie main I fear for the future

For the gunslinger, I can see the taking away regen on the mini, but it would still need to spawn with full health. I know people hate it, but keep in mind [b]minis are designed to be deployed in the middle of a firefight[/b], so if they spawned with 0 health and grew, they would be useless and killed instantly. I'm going to guess they'll change it to spawn with full health and no regen, which would still make it much easier to kill before deployment but not completely useless.

I do await to see what they do with the wrangler though.

EDIT: and fucking please do remove the uber sapping from the pomson. I play the fucking class and I think thats kinda dumb.
72
#72
14 Frags +

I hope they get rid of the uber reducing mechanic on the pomson, dumbest idea ever

I hope they get rid of the uber reducing mechanic on the pomson, dumbest idea ever
73
#73
-2 Frags +
r4ptureAll of these changes are amazing

but as a HL engie main I fear for the future

For the gunslinger, I can see the taking away regen on the mini, but it would still need to spawn with full health. I know people hate it, but keep in mind minis are designed to be deployed in the middle of a firefight, so if they spawned with 0 health and grew, they would be useless and killed instantly. I'm going to guess they'll change it to spawn with full health and no regen, which would still make it much easier to kill before deployment but not completely useless.

I do await to see what they do with the wrangler though.

EDIT: and fucking please do remove the uber sapping from the pomson. I play the fucking class and I think thats kinda dumb.

why are minis designed to be deployed in the middle of a fight? i disagree with that entirely.

engis shouldn't ever be caught in the middle of a fight. their role is for support. they shouldn't be able to essentially DR out of a fight because they can drop two minis and either run away or use their shotgun to down someone.

[quote=r4pture]All of these changes are amazing

but as a HL engie main I fear for the future

For the gunslinger, I can see the taking away regen on the mini, but it would still need to spawn with full health. I know people hate it, but keep in mind [b]minis are designed to be deployed in the middle of a firefight[/b], so if they spawned with 0 health and grew, they would be useless and killed instantly. I'm going to guess they'll change it to spawn with full health and no regen, which would still make it much easier to kill before deployment but not completely useless.

I do await to see what they do with the wrangler though.

EDIT: and fucking please do remove the uber sapping from the pomson. I play the fucking class and I think thats kinda dumb.[/quote]

why are minis designed to be deployed in the middle of a fight? i disagree with that entirely.

engis shouldn't ever be caught in the middle of a fight. their role is for support. they shouldn't be able to essentially DR out of a fight because they can drop two minis and either run away or use their shotgun to down someone.
74
#74
1 Frags +
frknKanecono hitscan weapons or weapons that allow for close combat defendingpipes are pretty good close range

and the fact that it is really easy to do damage to anybody before they get close makes you only have to hit 1 pipe once they're close

but this isn't really that relevant to the topic anymore because nobody, myself included, would ever actually want the demoman changed from what it is now, so im done posting :s

I get what you're saying though. If Valve is going by equip rate and wants to make things more varied they'll either have to nerf stickies (since they're used and won with literally every game, pub or otherwise) or... buff Scottish Resistance and shields so much they become even more annoying to fight again (after several shield nerfs in the past).

They probably have lots more metrics, it's just worded kinda weirdly in the blog post I reckon

KanecofrknI'm not complaining about it at all. Like I said it shouldn't be changed. However, it is much more powerful and versatile than most/all? other weapons. And pipes are also really good (although do take more skill)Demoman is the only class in the game that has no hitscan weapons or weapons that allow for close combat defending (not counting unlocks) so I would say that's a perfectly balanced class.. Trade more high damage dealing weapons for less survivability when alone

Considering the 1 Demo is up against 2 Scouts and 2 Soldiers (which have no trouble getting into close range and do consistently high damage there) he dies much less than you'd expect

And on pubs, which Valve is probably more interested in, getting close to Demos as Scout or Soldier gets stupidly hard since he's never alone. And then you get 2 Demos and it's gg

[quote=frkn][quote=Kaneco]
no hitscan weapons or weapons that allow for close combat defending[/quote]
pipes are pretty good close range

and the fact that it is really easy to do damage to anybody before they get close makes you only have to hit 1 pipe once they're close

but this isn't really that relevant to the topic anymore because nobody, myself included, would ever actually want the demoman changed from what it is now, so im done posting :s[/quote]
I get what you're saying though. If Valve is going by equip rate and wants to make things more varied they'll either have to nerf stickies (since they're used and won with literally every game, pub or otherwise) or... buff Scottish Resistance and shields so much they become even more annoying to fight again (after several shield nerfs in the past).

They probably have lots more metrics, it's just worded kinda weirdly in the blog post I reckon

[quote=Kaneco][quote=frkn]I'm not complaining about it at all. Like I said it [i]shouldn't[/i] be changed. However, it is much more powerful and versatile than most/all? other weapons. And pipes are also really good (although do take more skill)[/quote]
Demoman is the only class in the game that has no hitscan weapons or weapons that allow for close combat defending (not counting unlocks) so I would say that's a perfectly balanced class.. Trade more high damage dealing weapons for less survivability when alone[/quote]
Considering the 1 Demo is up against 2 Scouts and 2 Soldiers (which have no trouble getting into close range and do consistently high damage there) he dies much less than you'd expect

And on pubs, which Valve is probably more interested in, getting close to Demos as Scout or Soldier gets stupidly hard since he's never alone. And then you get 2 Demos and it's gg
75
#75
3 Frags +
r4ptureAll of these changes are amazing

as a HL engie main I fear for the future

Hard times ahead brother.

[quote=r4pture]All of these changes are amazing

as a HL engie main I fear for the future [/quote]

Hard times ahead brother.
76
#76
19 Frags +

Breaking News!! Stabby Stabby just retired

Breaking News!! Stabby Stabby just retired
77
#77
7 Frags +

Seriously guys, if you have suggestions, make a post on SPUF. The more suggestions from comp players, the better. But please don't make suggestions based on the weapon being used in highlander/6's, because they probably won't care. I'm sure they're focusing on the standard 12v12 pub

Seriously guys, if you have suggestions, make a post on SPUF. The more suggestions from comp players, the better. But please don't make suggestions based on the weapon being used in highlander/6's, because they probably won't care. I'm sure they're focusing on the standard 12v12 pub
78
#78
13 Frags +

with how valve has "balanced" weapons before im not really looking forward to this update at all.
fool me once, shame on you, fool me 20 more times, shame on me.

with how valve has "balanced" weapons before im not really looking forward to this update at all.
fool me once, shame on you, fool me 20 more times, shame on me.
79
#79
4 Frags +

i think at this point any change in pipes other than making them always do 100 damage will break it

i think at this point any change in pipes other than making them always do 100 damage will break it
80
#80
20 Frags +

to all spy mains

http://media.steampowered.com/steamcommunity/public/images/avatars/f0/f03d5957032be2f907f9626b78e6ef22d51500fd_full.jpg

to all spy mains
[img]http://media.steampowered.com/steamcommunity/public/images/avatars/f0/f03d5957032be2f907f9626b78e6ef22d51500fd_full.jpg[/img]
81
#81
-1 Frags +
Handcuffedwhy are minis designed to be deployed in the middle of a fight? i disagree with that entirely.

engis shouldn't ever be caught in the middle of a fight. their role is for support. they shouldn't be able to essentially DR out of a fight because they can drop two minis and either run away or use their shotgun to down someone.

The entire point of the Gunslinger is to make the Engie offense. Its literally the reason it was made. you don't put down Minis to defend a point, you drop them in the middle of combat. Thats why they're "Combat Mini Sentries".

[quote=Handcuffed]why are minis designed to be deployed in the middle of a fight? i disagree with that entirely.

engis shouldn't ever be caught in the middle of a fight. their role is for support. they shouldn't be able to essentially DR out of a fight because they can drop two minis and either run away or use their shotgun to down someone.[/quote]

The entire point of the Gunslinger is to make the Engie offense. Its literally the reason it was made. you don't put down Minis to defend a point, you drop them in the middle of combat. Thats why they're "[b]Combat[/b] Mini Sentries".
82
#82
0 Frags +

I dont understand why is everyone saying Dead Ringer is dead after the nerf. Its a great change, definitely wont kill DR. I just wish they fixed the endless bugs it has (spy corpse, no hit sound, etc.) that clearly indicate that the death was actually a feign. Also, how about fixing maps like Dustbowl, where DR is the ONLY viable option? If you disagree you clearly havent tried moving through those narrow chokes with IW, especially with more than 1 demo on the enemy team.

Also, I am surprised nobody mentioned this, but what about changing the Quick-Fix so its viable? Maybe in comp even? Would make new strats possible and that is always a good thing when 6s are stale as they are.

I dont understand why is everyone saying Dead Ringer is dead after the nerf. Its a great change, definitely wont kill DR. I just wish they fixed the endless bugs it has (spy corpse, no hit sound, etc.) that clearly indicate that the death was actually a feign. Also, how about fixing maps like Dustbowl, where DR is the ONLY viable option? If you disagree you clearly havent tried moving through those narrow chokes with IW, especially with more than 1 demo on the enemy team.

Also, I am surprised nobody mentioned this, but what about changing the Quick-Fix so its viable? Maybe in comp even? Would make new strats possible and that is always a good thing when 6s are stale as they are.
83
#83
-5 Frags +
Demoman is the only class in the game that has no hitscan weapons or weapons that allow for close combat defending (not counting unlocks) so I would say that's a perfectly balanced class.. Trade more high damage dealing weapons for less survivability when alone
Considering the 1 Demo is up against 2 Scouts and 2 Soldiers (which have no trouble getting into close range and do consistently high damage there) he dies much less than you'd expect

And on pubs, which Valve is probably more interested in, getting close to Demos as Scout or Soldier gets stupidly hard since he's never alone. And then you get 2 Demos and it's gg

I have heard this argument plenty, if not dozens of times, but the truth is, the demoman is the most vulnerable class in close combat in the entire game. Even the medic has needles/good speed which are really reliable, the demo is slow, has no reliable weapons for close combat (did frkn srsly mention pipes for close combat? -.-) and the ones you have self damage you too much (stickies), even the roamers can defend themselves because a rocket at your feet with gunboats to fend of a scout will make close to no damage.

So, the demoman has high damage dealing weapons in trade for a pretty huge vulnerability in close combat, that seems pretty balanced and obvious to me... Anytime someone complains about stickybomb launcher I immediatly link the nerf now comic, because it's hilarious how the sticky launcher was probably the most nerfed weapon since the start of the game and people still whine about it.

[quote]
Demoman is the only class in the game that has no hitscan weapons or weapons that allow for close combat defending (not counting unlocks) so I would say that's a perfectly balanced class.. Trade more high damage dealing weapons for less survivability when alone
Considering the 1 Demo is up against 2 Scouts and 2 Soldiers (which have no trouble getting into close range and do consistently high damage there) he dies much less than you'd expect

And on pubs, which Valve is probably more interested in, getting close to Demos as Scout or Soldier gets stupidly hard since he's never alone. And then you get 2 Demos and it's gg[/quote]

I have heard this argument plenty, if not dozens of times, but the truth is, the demoman is the most vulnerable class in close combat in the entire game. Even the medic has needles/good speed which are really reliable, the demo is slow, has no reliable weapons for close combat (did frkn srsly mention pipes for close combat? -.-) and the ones you have self damage you too much (stickies), even the roamers can defend themselves because a rocket at your feet with gunboats to fend of a scout will make close to no damage.

So, the demoman has high damage dealing weapons in trade for a pretty huge vulnerability in close combat, that seems pretty balanced and obvious to me... Anytime someone complains about stickybomb launcher I immediatly link the nerf now comic, because it's hilarious how the sticky launcher was probably the most nerfed weapon since the start of the game and people still whine about it.
84
#84
5 Frags +
r4ptureFor the gunslinger, I can see the taking away regen on the mini, but it would still need to spawn with full health. I know people hate it, but keep in mind minis are designed to be deployed in the middle of a firefight, so if they spawned with 0 health and grew, they would be useless and killed instantly. I'm going to guess they'll change it to spawn with full health and no regen, which would still make it much easier to kill before deployment but not completely useless.

every class should be able to build an aimbot version of themselves so the game requires no more aim. but no gunslinger deploying with full health is pretty OP. i think deploying with half health would be balanced?? need to make stock engy less lame too...been trying to use the short circuit and it made stock engy pretty fun.

[quote=r4pture]
For the gunslinger, I can see the taking away regen on the mini, but it would still need to spawn with full health. I know people hate it, but keep in mind [b]minis are designed to be deployed in the middle of a firefight[/b], so if they spawned with 0 health and grew, they would be useless and killed instantly. I'm going to guess they'll change it to spawn with full health and no regen, which would still make it much easier to kill before deployment but not completely useless.[/quote]

every class should be able to build an aimbot version of themselves so the game requires no more aim. but no gunslinger deploying with full health is pretty OP. i think deploying with half health would be balanced?? need to make stock engy less lame too...been trying to use the short circuit and it made stock engy pretty fun.
85
#85
1 Frags +

I just hope they don't base their opinions on balance solely off "equip rate" cause then maybe they'll buff the wrangler instead of nerfing it. I don't see many pub engis using it even though its breathtakingly op and they never even use their pistols anyway.

I just hope they don't base their opinions on balance solely off "equip rate" cause then maybe they'll buff the wrangler instead of nerfing it. I don't see many pub engis using it even though its breathtakingly op and they never even use their pistols anyway.
86
#86
7 Frags +

the demoman is so balanced that you have a single spot in 6s entirely dedicated to him, when even roaming players sometimes get to switch

the demoman is so balanced that you have a single spot in 6s entirely dedicated to him, when even roaming players sometimes get to switch
87
#87
-1 Frags +
prestigeevery class should be able to build an aimbot version of themselves

can i build a direct hit aimbot? please

[quote=prestige]
every class should be able to build an aimbot version of themselves[/quote]
can i build a direct hit aimbot? please
88
#88
-3 Frags +
mi think at this point any change in pipes other than making them always do 100 damage will break it

Give pipes spherical collision and models

Balancing the game around pubs seems like a fucking nightmare so I expect to see a large shift in the whitelist/blacklist

[quote=m]i think at this point any change in pipes other than making them always do 100 damage will break it[/quote]

Give pipes spherical collision and models

Balancing the game around pubs seems like a fucking nightmare so I expect to see a large shift in the whitelist/blacklist
89
#89
1 Frags +

How about it takes 110 metal to build a mini? Thus an engie can't drop 2 without hitting up some sort of ammo.

How about it takes 110 metal to build a mini? Thus an engie can't drop 2 without hitting up some sort of ammo.
90
#90
7 Frags +
BlueberryVillainHow about it takes 110 metal to build a mini? Thus an engie can't drop 2 without hitting up some sort of ammo.

They can just pick up the metal bits from the old one that just was destroyed.

[quote=BlueberryVillain]How about it takes 110 metal to build a mini? Thus an engie can't drop 2 without hitting up some sort of ammo.[/quote]
They can just pick up the metal bits from the old one that just was destroyed.
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