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The Team Fortress 2 Thread!
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Post by
xlanadenx
the Ambassador has no other negative side effects besides a minor reduction in firing speed - it's not the kind of revolver you spam if you want the most damage anyway, so this is for the most part negligible.
You kinda overlooked the fact that it has ridiculous spread after you fire the first shot. Unless you're lumping that in with the reduced speed but it's self-imposed.
I don't understand what the changes are in regards to the Tomislav though, unless I am very much mistaken it does not have a health penalty and I'm not too sure which spin up buff they are referring to (the silent spin up or the faster spin up, or both?).
I think, based on this
SPUF thread
, it's a bit of both. The fast spin-up time is gone though the silent rev remains. BUT the Heavy still shouts "NEW WEAPON" while silently revving. So if you're listening, you can alert yourself to a Tomislav Heavy.
The Enforcer nerfs look a bit excessive though, taking even longer to decloak and being unable to see the enemy's health makes it pretty much useless in my opinion at least. Even without the nerf I still prefer the Ambassador in most situations though.
Good. Maybe that will make people be Spy less often so I can play it like I used to. >.> Changing it from increased time to cloak to increased time to Decloak is going to suck for them. Bwahaha.
Assuming they even bother with backstabs. Though I wonder, if their cloak meter runs out, does it mean they get an extra .5 second of cloak time?
Post by
pezz
Wow, so the Tomislav is a direct downgrade from the default minigun. Derp. I didn't think it was unbalanced.
Post by
Aimsyr
With the Ambassador you shouldn't be firing so fast the spread/no-headshots kicks in as the whole point of it is to line up your shot and get a headshot. I do just enough headshots to bring the enemy down to life health, then finish them off with a body shot or so. The spread is only noticeable if you try to do a headshot and I'm pretty sure even if you get a headshot it won't crit while the spread is in effect, but as I said before it's the kind of revolver where you space out your shots rather than spamming.
In regards to the Tomislav, if they do remove the faster spin-up that pretty much makes it useless, that was probably the main reason (besides the silent spin-up) that most people chose that weapon.
Also increased decloak won't give an extra 0.5 seconds I think, otherwise it would be a useless change. What I expect it will do is make the time when you start to become visible, but still cannot attack or anything, take longer. As in, you will be vulnerable for another 0.5 seconds when your cloak deactivates.
I'd be fine with the new Enforcer if it only added decloak time, but removing the ability to see enemy health is getting rid of a useful spy capability. It'd be better if they reduced it's firing speed than did that, that way it would still be useful for finishing enemies off but would not be too overpowered.
Post by
woohaa
So the decloak and the enemy health thing doesn't really fix the issue with the enforcer imo. there's still alot of spies that just sit in the back with the enforcer and shoot people then run away with the DR. I had a spy with an extremely obviously hack doing it and it was impossible to kill him. couldn't get close enough with a pyro and his hack would throw up his DR the moment he got hit. Was alittle frustrating to say the least.
I haven't seen the patch notes yet but i noticed the phlog and backburner seem like they got nerfed. I popped the mmmph for the phlog and a heavy almost took me out before the taunt ended. Seems the dmg reduction during the taunt has been reduced so your not near invincible when you use it. The backburner also seems like the area in which you can stand behind the target to get crits has been reduced. Felt like i had to be right behind the target and couldn't be alittle to the side at all. Not sure if anyone else noticed that, could have been lag but i tried it on a few different servers on multiple classes and it's more noticeable on heavies because they take longer to die obviously.
Also, if you haven't played engie yet...there's some weird bug with the wrangler. If you drop a sentry sometimes it'll automatically go into the wrangler targetting mode without you even selecting the weapon. In order to get it back to auto mode you have to select the wrangler and then switch back to your primary weapon or melee weapon. I had a few times where i dropped a mini sentry somewhere behind the opposing team thinking woohoo that's gonna be awesome the next time someone runs through there only to find out my sentry was in manual mode the whole time >_>
Post by
557473
This post was from a user who has deleted their account.
Post by
xlanadenx
But for the love of God, put away your Quick-Fix!
Post by
Monday
But for the love of God, put away your Quick-Fix!
^
The only time I feel that a Quick-Fix is useful is when your team has a medic already and you'd just need to top people off. Even then, however, it's still fairly useless, especially the ubercharge. You'd do more with the Kritzkrieg, even on attacking, than you would with a Quick-Fix.
Also, I'm intensely curious as to what the new medigun might do. I can't think of many new gimmicks they might be able to add for an ubercharge; unless they remove the ubercharge completely and add something in it's place, like how the Phlog can't airblast and the new engineer wrench doesn't let you move your buildings.
Post by
xlanadenx
But for the love of God, put away your Quick-Fix!
^
The only time I feel that a Quick-Fix is useful is when your team has a medic already and you'd just need to top people off. Even then, however, it's still fairly useless, especially the ubercharge. You'd do more with the Kritzkrieg, even on attacking, than you would with a Quick-Fix.
Also, I'm intensely curious as to what the new medigun might do. I can't think of many new gimmicks they might be able to add for an ubercharge; unless they remove the ubercharge completely and add something in it's place, like how the Phlog can't airblast and the new engineer wrench doesn't let you move your buildings.
This is the first I've heard of a new medigun. But if I were to think of a new medigun, it would probably be something along the lines of a laser-themed medibeam that could pass through teammates with around the range of the Pyro's flamethrower or possibly a bit further. The plus would be that you wouldn't have to lock on your beam enabling you to switch faster. The con would be a lack of traditional uber and lower healing..
Essentially creating a w+m1 Medic. xD
Or perhaps the alt-fire would be an uber that harms the enemy but slowly buffs your health or increases your Medic health regen by a noticeable amount. Though that seems to OP
Post by
pezz
Quick Fix is great for a second medic. That 40% faster healing is really noticeable, and needed unless your other medic can keep your whole team above 100% health the whole match (and if he is, does it matter if you're using a QF?). Plus the ability to bring three or four teammates back to full health from <50% is just glorious.
Post by
Monday
Lan:
http://steamcommunity.com/sharedfiles/filedetails/?id=9232&searchtext=
Post by
woohaa
how about a medigun that reduces the damage taken from you and the target of your beam, or just the target of your beam. The downside would be either slower healing, no overhealing, or slower movement speed for you and your target? Not too sure about the uber. a ubered dmg reduction would be pointless compared to invulnerability. Maybe giving you an aura like the buff banner or battalian backup that spreads your dmg reduction would be different.
Post by
xlanadenx
Quick Fix is great for a second medic. That 40% faster healing is really noticeable, and needed unless your other medic can keep your whole team above 100% health the whole match (and if he is, does it matter if you're using a QF?). Plus the ability to bring three or four teammates back to full health from <50% is just glorious.
Oh yes, when the Quick Fix is used right, it's a great medigun. But the problem is most 2nd medics you run into are mostly interested in pocketing Heavies or pocketing the first medic's patient as well (or chasing spies.)
@woohaa It's a nice idea and before I would respond with it's already been done by the soldier but we've seen enough new weapons that do what others have previously done.
Though is the reduced damage a constant effect from just being healed or is it an uber? If it were constant, I think the con of the medigun would just be overridden by another medic's heals and would effectively make the 2nd medic required for reduced damage overall.
If it were an uber, then it would effectively be the Quick Fix's ubercharge.
I don't want to shoot down your idea, I invite you to pick apart my medigun idea. I just like seeing weapon ideas from different points of view.
Post by
Aimsyr
Quick Fix is great for a second medic. That 40% faster healing is really noticeable, and needed unless your other medic can keep your whole team above 100% health the whole match (and if he is, does it matter if you're using a QF?). Plus the ability to bring three or four teammates back to full health from <50% is just glorious.
Agreed, plus it's good for battle medic as you can just pop out a quick heal on other players and you can uber more often. At least I find that useful, as when I'm battle medic I tend to die more often due to deliberately putting myself in harms way rather than doing my best to keep myself and the teammate I'm healing alive.
As for the new medigun, it could potentially be a reskin of another one though I doubt it (none of the other Grordbort weapons have been like that).
Still, Valve seems to be able to work out something new and useful when it comes to new weapons. Another idea is that it may have a much higher overheal capacity (but slower heal) or something along those lines.
Post by
Monday
Maybe I'm just sketchy about it because I'm usually the only medic on my team, so I tend towards the regular ubercharge (or the kritz if we have really good engineers).
Post by
Interest
Randomizer = WTF.
Post by
pezz
Yeah. Frost removed it today though apparently. :(
But the response was pretty positive so I think that server will randomizer fairly often.
Post by
Aimsyr
Maybe I'm just sketchy about it because I'm usually the only medic on my team, so I tend towards the regular ubercharge (or the kritz if we have really good engineers).
If you're the only medic then naturally those are better choices, I find Quick-Fix is good when you've theres another medic or two on your team already (unless they aren't doing their job right). Plus the Quick Fix can maintain overheal even if it can't create any of its own.
Post by
Monday
Just got a strange wrench.
I'm kind of happy now, since Engy is the class I play the most.
Post by
woohaa
@woohaa It's a nice idea and before I would respond with it's already been done by the soldier but we've seen enough new weapons that do what others have previously done.
Though is the reduced damage a constant effect from just being healed or is it an uber? If it were constant, I think the con of the medigun would just be overridden by another medic's heals and would effectively make the 2nd medic required for reduced damage overall.
If it were an uber, then it would effectively be the Quick Fix's ubercharge.
I don't want to shoot down your idea, I invite you to pick apart my medigun idea. I just like seeing weapon ideas from different points of view.
Well the requiring a 2nd medic thing is similar to how the quick fix works really. Not being able to overheal or have the invul uber is a huge down side to the increased healing. like they said above using a quick fix generally means your the 2nd medic. it would be similar to my idea as if you pocketed a heavy and had a second medic keep up with the healing it would make the heavy almost unkillable except for a spy's backstab. Honestly, you'd be hardpressed to come up with a unique idea, but turning another classes interesting ability and putting a medic twist to it is pretty much what you end up doing in most cases.
In your case you took the pyro's flamethrower which is already in the game and turned it into a medic weapon. One of the downsides i see with your idea would be range if they kept it at about a pyro's flamethrower. In some instances i like to stand behind a wall and channel. It wouldn't be a big deal if your target is just peeking around the corner and firing. But in cases like pushing the cart in payload sometimes you don't want to be anywhere near the cart while healing and want to be hidden a bit. Also, it'd be terrible for pocketting a soldier or pyro who constantly darts around in different directions. Trying to keep them infront of you and keep range would be insanely hard.
I did come up with another idea however it was alittle too out there. Basically your syringe gun and medi gun roles would be reversed. the syringes heal while the medigun does dmg. using the uber would cause the medigun's channel to do increased dmg or 100% crit. negative effect would be no random crits if you had 100% crit chance and obviously the medigun doesn't heal.
The idea is odd and would probably create a lot of hostility towards people wanting to play a combat medic XD. Plus the difficulty of doing dmg with a medigun would be high. Targetting and keeping dmg on someone would be easy as a medigun only requires LoS and range. However, do you think you could stay alive long enough against say a pyro? soldier? heavy? Also, a fully cloaked spy wouldn't be targettable. Take it apart as much as you like. It was just an idea that popped in my head but not something i'd be like "man they should put this in the game"
Post by
Monday
This is kind of true >.>
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