TheFragilekirbyWill Trent still be working with How to Destroy Angels?
If I remember right, that was a one and done thing.
WHY
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TheFragilekirbyWill Trent still be working with How to Destroy Angels?
If I remember right, that was a one and done thing.
WHY
Whoopee_Cushion-3 rockets are too fast to be defended by any pyro
Is this really a downside though? Although there are plenty of people who don't want to see a class like pyro, where the class within itself is easy enough as it is, I'm all for making the utility more viable, regardless of exactly how much more. But on the flipside, with your suggestion for the BB, I feel like you're trying to make it easier for pyro just for the class alone.
I get that pyros mainly reflect rockets over stickies, arrows, pipes and whatever else there is, but making something weaker for the sake of a single class isn't the way to balance an item.
Look back at your Wrangler suggestions. Those suggestions balance the weapon in a way that helps everything against it, whereas the BB suggestion only helps the pyro. Sure, in the bigger picture, slower rockets = easier for every class, but the suggestion itself seemed to stem from wanting to help the pyro only.
Let's not forget the fact that the weapon's gimmick is to shoot 2-4 rockets consecutively and quick, though exactly how quickly they should fire after one another can be a fine debate itself. The firing speed can't, however, be made so slow that the pyro can reflect at least 2 of the 3.
If anything, I would suggest that the BB takes longer to load rockets and the rockets not only spread even more the further they go, but fly in more random directions.
The only cons for the BB at the moment are the soldier needing to take time to put in a rocket before firing, self damage from trying to load too many rockets, and poor long range (possibly medium too) splash damage. It's an up close spam weapon with virtually no cons that balance out with the fact that it's basically an up close spam weapon. It's cons only affect longer ranges and potentially the player, which that con itself should be ruled out as it's nothing to talk about.
With an even slower rate to load rockets, the soldier against a pyro would either have to a) fire one rocket instead of 2+ or b) try to leave. If that soldier isn't going to take time to shoot only one rocket, then that pyro is going to tear him a new one. If the soldier tries to back pedal while loading and firing rockets, then his chances of escaping could very well increase enough to matter. This change in the weapon is good in the sense that it not only helps pyros have a better chance of defending themselves against the BB (while not making it completely easy for them to), but it also helps other classes against it.
The weapon itself isn't overpowered but it definitely can use some changes.
tl;dr weapon balances should not cater to helping a single class counter it unless the weapon itself is meant to be against a single class such as the razorback.
By "dynamic maps", I assume you mean that it would be a single map where you choose the game type and the map will change accordingly? If that doesn't work, then I think the best bet would be to have two different versions of the same map just catering 6s or HL and have its suffix end in _6s or _HL
Will Trent still be working with How to Destroy Angels?
Don't let the dislikes and what people say stop you from doing what you wanna do. I mean, obviously your audience will influence your videos, but if you wanna go ahead and make a two kill clip a big deal with some nice angles, music and whatever else, then do it.
good song btw
Isn't 0.0152 perfectly fine for hitscan, just "unnecessary" as there's no noticeable affect? If that's the case, then as much as I understand why people are annoyed by this, I don't see a problem with just using 0.0152 for everything.
CondescendingCandlestickYou can't perfect perfection
there are A LOT of problems with badlands, like clipping to shit absorbing rockets.
hookyAll these walls on all the maps we play obstruct movement.
Let's remove them.
i think numlocked would agree
BoarI think Kirby was just being positive about the fact that such a massive discussion was going on.
bingo
the301stspartankirbyalso just a quick holy shit 411 posts and this thread isn't going anywhere any time soonIt's called a discussion. It's not supposed to "go somewhere".
i think you really misunderstood what i said
also just a quick holy shit 411 posts and this thread isn't going anywhere any time soon
fieldsthis video made me realize something
has link always been asian? like in-game, is he supposed to be asian oh god my life is a lie
i know hes blond but still
I don't think there's such thing as Asians in Hyrule (some people call the world Hyrule instead of the country itself, but whatever)
Though I wish people would actually play test the weapon, I can understand how it would be too good at a higher level. Imagine an invite player with not only incredible DM, but has enough smarts to almost perfectly use the mini crits 90% of the time. It doesn't sound pretty for anyone but that player and his team.
It's a back and forth thing depending on exactly how it's looked at. My main purpose for starting this discussion with whoever would reply was to just get the word out that even if we think there are obvious reasons to have an item banned (unless it's CLEARLY reasonable to have it banned), we need to actually find these reasons by play testing. We've banned a ton of weapons only to allow them seasons later. Why did it take so long? Because nobody really cared about seeing if they were any good at all until forever later. If the off season wasn't so damn short it would be incredibly easier to host "events", for a lack of a better word right now, to play test these weapons. But I don't see the off season purposely being longer for this reason, as sad as that is to say/know/hear. Teams/players are understandably too worried about practicing.
posting again to inform you that I added on to my post.
Also, I though I talked about it basically, I ended up forgetting about mini crits + medium range pistol. That alone would be incredibly annoying, but then again I don't see that as a sole reason to ban the weapon. Well, unless you're someone like kookye who doesn't fucking miss with that weapon somehow.
But yes, I understand that in terms of regular damage, it typically does more than the Scattergun, but that's why I also pointed out it depends on how well the player who's using it can aim. I hate to keep bringing this up, but this isn't a game where number values rule over everything else. There's so much to consider, such as DM ability, what exactly is going around you during that moment in the game, etc. Like, you can't just run into the combo + demo with mini crits and kill everything (unless against people noticeably worse than you).
wareyaDon't forget they're not just a damage boost but negate falloff as well, so comparing point blank DPS is pointless.
The thing you're forgetting to mention is that every scout player would go for the max dmg meatshot if they could absolutely get it. I was using an extreme situational example when comparing maximum damage output. I understand your point though. All in all, what I was saying is that the Soda Popper could very well end up being a useful weapon and not just a weapon that was one of the following: 1) auto banned due to release being during mid season and never actually looked at, 2) played with in a serious manner only a couple of times then discarded and/or 3) a weapon that was never fully reviewed (includes but not limited to only play testing).
I forgot to mention a banned item that should honestly be banned. I'll use Bonk! for this considering it was allowed for the longest time and used widely and often. What's the disadvantage? It gave you and other scout players no back up damage, or in other words, no secondary item that can deal damage. A lot of people who play this game competitively typically seem to care about how much damage they can dish out in the shortest amount of time. I'm not saying that's a bad thing, and by me saying that, it's kind of like I'm implying it was a good thing Bonk! was allowed. Well, that's not what I'm saying.
I was just pointing out an understandable though somewhat not that understandable of a trend amongst a lot of players. So yeah, there's your disadvantage. You don't get to deal more damage with a secondary weapon. And for what? Invincibility for too long of a time to do what you please. See, if 90% of the people who used this item didn't use it to just get behind the other team and used it for actual help towards your team's decisions, it could potentially work out as an allowed item. I'm not saying freely getting behind them and pressuring the other team even when they're technically now at an advantage (if they're on the offensive) isn't helpful for your team or in general, but I'm sure you get what I'm saying.
So yeah, your only disadvantage is no secondary to deal more damage while you can freely get behind the other team or freely increase your team's chances of making a good decision with a push or possibly a hold where otherwise that wouldn't have been possible. Plus you can also use it as an incredibly easy escape mechanism. Let's not forget you're basically invincible for the entire game it seems like.