Profil użytkownika pinky
pinky
15
14 postów
Profil Steam [STEAM_0:1:70232287]: steamcommunity.com/profiles/76561198100730303
+1



Napisano 06 Mar 12:49 w temacie Gunspy nerf on crits
You could have at least responded, but hey... i never expected anything more than silence. Thats how it most of the time has been anyway



Napisano 04 Mar 12:19 (edytowany) w temacie Gunspy nerf on crits
Something to compensate for spy being basically a sniper with higher fire rate and ability to survive any hit with dead ringer. Id go with lesser ammo clip or slower fire rate. Currently once you get hit by gunspy once, you get knocked back/stopped and before you start moving again you're already dead because of second shot. (this text was a mess so had to edit it few times lol)



Napisano 04 Mar 12:14 w temacie Gunspy nerf on crits
So its this ever gonna happen or can i officially stop playing on the server?



yeah sure



Napisano 22 Jul 17:02 (edytowany) w temacie Rework of almost all nerfs on the crit server
eyelander may give you speed and health but with higher gravity you cannot access some parts of the map due to it counting with high gravity. You cannot follow players in certain paths because they can jump twice as high as you and they have weapons - thats a clear disadvantage. Also now that the eyelander change happened all demoknights are using any other melee weapon because it still lets them fly around the map at high speed and actually move around the map like it was intended to (refferencing to moving around the map, not flying).battalions backup may still let you charge it but, but when you die in 1-2 shots the charge is pretty useless when youre dead. Scouts arent snipers, i agree with that, but that doesnt mean making primary weapon do less dmg than a secondary (which is now used to snipe players).



Napisano 22 Jul 16:40 (edytowany) w temacie Rework of almost all nerfs on the crit server
Nerfing items is making them less powerful, making item useless is making it so bad it has no use. If you really think the changes with the weapons are okay, go and try to play with them. If you disagree with my opinions about the "nerfs" then explain yourself better. "nerfs are great. learn to play." isnt giving me any information about 1) why are they great 2) why not to change them. Thats all im going to say as long as you dont actually mention the changes themselves.



Napisano 22 Jul 15:19 (edytowany) w temacie Rework of almost all nerfs on the crit server
You are misunderstanding terms "nerfing item" and "making item useless"



Napisano 21 Jul 14:26 w temacie nerf siła na tury na 100% crit
Just dont get hit ez



Napisano 19 Jul 20:11 (edytowany) w temacie Rework of almost all nerfs on the crit server
In my opinion the latest weapon nerfs on the server were so strong it has made these weapons basically unusable.My idea is to change the current stats of the battalions backup, shortstop, eyelander to something that is still usable, but not as op as it was before.First is the battalions backup. The idea of the weapon itself is to block crits, which is... pretty overpowered on a crit server, but the current state of the item is just bad. After equipping it the player is left with 125 HP which is for a soldier on 100% crits a death sentence. After testing out the rocketjumps, I died after 3 jumps, which is just not good.My idea fot the item is not to reduce your hp to the lowest hp count on the server, but to make it harder to charge the meter. In the normal game you have to do 600 dmg to be able to activate the crit defense. Why not just increase that value to something higher like +-2500 dmg? People would still get the 20 hp increase from the item for survivability and wouldnt be able to spam the crit imunity every few seconds.Second is the shortstop, the scouts pocket sniper rifle. The current nerf on the weapon has made the damage so low, it is better to use secondary, because that does more damage. In the previous state you could snipe players across the map with pretty quick shooting and high damage. To make it still a viable weapon there can be 3 different things that could still make it good weapon but not #1 pick. That is to simply do one of these things: 1) Reduce the fire rate 2) Reduce clip size 3) Increase reload time - those things would make the weapon still good to sniper players, but in case of missing them, it would be pretty punishing for the scout. The third and basically the weirdest nerf in my opinion - The eyelander. After talking with czepeel i understood that the nerf is supposed to make it harder for demos to fly across the map with high speed, the problem is, that the melee weapon has only a little effect on that. The item used to fly around the map is the shield - tide turner. In the current state players with eyelander are extremely limited in almost every direction, but the players with literally any other melee can still freely fly around the map at high speeds as much as they want. The change i would do here, is return the eyelander to its previous state and actually nerf the weapon that is causing the problem, not the one that just makes it better. That means either make the gravity higher for the tide turner, or keep the gravity and change stats for the shield itself. If the stat changes are chosen, the best nerf would be to: 1) remove the ability to fully recharge charge meter upon melee killing a player. 2) slightly reduce charge recharge speed.The changes with sniper are pretty good.If this post changes at least something it would be most appreciated, because if not, the shorstop, the eyelander and battalions backup will forever stay in the "garbage that almost noone uses anymore" category.Tldr; current nerfs are too strong, noone uses these weapons now, battalions backup should take more dmg to charge, shorstop should have original dmg but be punishing for missing and eyelander is just nerf of a wrong weapon