Rework of almost all nerfs on the crit server
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9 postów
Napisano 19 Jul 20:11 (edytowany)
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
+4 za post
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9 postów
Napisano 19 Jul 23:34 (edytowany)
Thank God, for my real man. This sh*t gooood. Honestly I think the most important change will be the batalion backup. It makes soldier really strong during the rage, but it 2500 dmg to charge it is really good. Before nerf 3 shots were enough to make soldier almost untouchable, but 2500 dmg is about 10 direct hits with stock weapon which could be hard for some soldiers. About the demoknight. I think the nerf was too strong. If demoknights are that big pain for snipers, demoman with sticky jumper should be nerfed too. In my opinion demoknights are way easier to kill than sticky jumper demo. They have much easier way to fly than demoknights.
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55 postów
Napisano 20 Jul 00:37
BIG +1
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19 postów
Napisano 20 Jul 01:05
pls don't touch flying demomans
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9 postów
Napisano 22 Jul 14:57
nerfs are great. learn to play.
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9 postów
Napisano 22 Jul 15:19 (edytowany)
You are misunderstanding terms "nerfing item" and "making item useless"
+1 za post
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9 postów
Napisano 22 Jul 16:22
how do you know you are not misunderstanding those terms? how do you know you are right? what gives you right to think that? are you better than me? are you smarter than me? i see. you are basically omniscient god becouse the real scientist knows that everything is a topic for consideration.
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9 postów
Napisano 22 Jul 16:40 (edytowany)
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.
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9 postów
Napisano 22 Jul 16:51 (edytowany)
- eyelander still increase yours speed and health for each head you collect (max 4). when you use it on deafult demo you will became fast tank- battalion charge rate was not changed. soldier hp nerf is ok in my opinion becouse when you have battalion resistance you can 1 shot enemy soldier but he cannot STILL do it to you even when you have 125hp (exception dh) so it is not useless for me even when hp was reduced now- scout is not a sniper. he should not have ability to one shot sniper through map instantly. it is sniper role. shortstop is fine after nerf
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9 postów
Napisano 22 Jul 17:02 (edytowany)
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).