TF2 class updates

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ProfessorLayton

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Nov 6, 2008
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I think that the force-a-nature is extremely overpowered. About one clip and you're dead. Natatcha or whatever is terrible. It's only slightly annoying if you get hit with it.
 

YuheJi

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Mar 17, 2009
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Citrus Insanity said:
Taking away a soldier's shotgun and giving him a couple frag grenades.
Then he would be doomed to the Pyro's compression blast.
 

Flying-Emu

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Oct 30, 2008
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Percutio said:
Nothing survives a fully charged sniper headshot, yet it is not imba. The time it takes to pull one is barely less time and effort than one for the huntsmen.
Wrong. The charge time for a sniper shot is <4 seconds.
A charged headshot is quicker and easier to pull of for the normal sniper. A little skill and patience is not tough. Plus, a good scout can get a huntsmen sniper to miss seeing how the time for a fully charged shot is not low.
... No. Just no. A charged headshot is no easier than a normal headshot; it just will instantly kill anything non-ubered. It requires a LOT of skill to headshot a Scout, period. It's also pretty rough hitting a Scout as a Rifle sniper up-close with anything aside from the SMG (Which most people don't use anymore) or the Kukri.

The time for a fully charged Huntsman shot is, admittedly, not low. HOWEVER, it IS short enough that, from anything resembling range, you won't be able to notice the charge until it's too late. Did I mention that you won't be damaging the Sniper from that range, considering the Pistol is inaccurate as hell unless you're crouching?
The rifle also has no penalty for distance. It is not less accurate at range, only potentially more difficult to see.
Which makes it more powerful from range. A Sniper whose location has been discovered is a Sniper who doesn't have long to live.
Pyros, rifle equipped snipers, demomen, soldiers, and medics are much less susceptible to the huntsmen. These are also some of standard rifle equipped sniper's prime targets.

One quick headshot on one of these classes can turn the tide of a battle.
...

Your thoughts here are revealing that you think that Spies and Scouts are somehow inferior to those above-described classes. Headshotting a Scout while he's on the point is going to do a lot more than headshotting a Pyro on the point.

Also, they are VERY much susceptible to the Huntsman. Because one shot is going to debilitate their health so much that a literal stray BREEZE will kill them.

Ethereal said:
The huntsman is not IMBA.
Have you even used it?
Everytime I use its 12 misses and maybe 1 nonlethal hit before I get shot by an enemy Sniper with a Rifle.
You REALLY need to be good a gauging both enemy movement and projected arc in order to get a kill. Yes in the right players hands it might SEEM IMBA but what character wouldn't?
The simple fact is that it's not that hard to compensate for the Huntsman's piss-weak arc.
 

scotth266

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Jan 10, 2009
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The_root_of_all_evil said:
I love those ideas, with one exception. The Heal Station.

Instead, replace that with the Invisi-Alarm: it tells the Engie when a (cloaked) Spy enters/exits a bubble radius around it. It has ammo that it uses up sending the Engi the signal, so as long as it is being activated, the ammo is being drained. The ammo may not be replenished, the only way to get more ammo for it is to blow it up and build a new one. If the Spy is disguised, but NOT cloaked, the alarm doesn't trip. The Alarm also tells the Engi HOW MANY spies are within the radius.

This idea developed by me and Flying-Emu!

Also, would the Vest have friendly fire? That's a critical factor.
 

The Kangaroo

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Feb 24, 2009
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The_root_of_all_evil said:
Soldier Update: Sun Tzu Shovel : Replaces normal shovel : Reflects rockets a la Airblast.
That would lead to awesome rocket tennis matches between soldiers!
 

Panzer_God

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Apr 29, 2009
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Why would you edit the most balanced group of classes in any FPS I've ever seen. The only reason I can think of is that you really suck and think that all the other classes are OP.
 

Susurrus

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Nov 7, 2008
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You can't give the blast turret thing a flamethrower, if it auto fires on any movement, because then spies will NEVER be able to touch it. On a blind corner, it could effectively lock down the whole area, almost entirely on its own.
 

The Kangaroo

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Feb 24, 2009
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Panzer_God said:
Why would you edit the most balanced group of classes in any FPS I've ever seen. The only reason I can think of is that you really suck and think that all the other classes are OP.
So because i want more variety to the way that each of the classes play means that I either suck or that I think that every class is overpowered.
 

Panzer_God

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eoin90210 said:
Panzer_God said:
Why would you edit the most balanced group of classes in any FPS I've ever seen. The only reason I can think of is that you really suck and think that all the other classes are OP.
So because i want more variety to the way that each of the classes play means that I either suck or that I think that every class is overpowered.
Apparently so,I just said that that was the only reason I could think of. Still, sacraficing balance for variety means you should probably play a different game for a while until all the classes look shiny and new.
 

The Kangaroo

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Panzer_God said:
eoin90210 said:
Panzer_God said:
Why would you edit the most balanced group of classes in any FPS I've ever seen. The only reason I can think of is that you really suck and think that all the other classes are OP.
So because i want more variety to the way that each of the classes play means that I either suck or that I think that every class is overpowered.
Apparently so,I just said that that was the only reason I could think of. Still, sacraficing balance for variety means you should probably play a different game for a while until all the classes look shiny and new.
I don't want to sacrifice balance for variety, I said that.
 

AhumbleKnight

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Apr 17, 2009
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The thing about the huntsman that bothers me is it instant kills scouts. I play scout a fair bit and I don't suck at it. The fact is, I need to get close to the sniper to take him out, but if i can't do it within the first two shots or he sees me comming, then it is 50/50 on me surviving. If he hits me with the huntsman once, I am dead regardless of health. If he uses his kurki then one hit somehow seems to kill me 80% of the time regardless of my health. The scout used to be the class to use to take out snipers, now it is not so easy. Despite all this, the only thing I would change is fix the range of sniper melee. I die far too much from one hit melee at a range that is in no way possible melee.

Somebody mentioned Natasha sucking. It is not very usefull vs the heavyer classes but vs weaker classes (especialy the scout) it pwns. In an open area the scout WILL die unless he has the drink and uses it in time.

Engy upgrade: (my wife suggests) A sentury gun that does really low damage but has really long range.
Or a sentury pack. Instead of one sentury gun, you get four but they are all stuck on level one.

Solly upgrade: Replace rocket launcher with lunny tunes style boxing glove in a spring that shootes out at a melle range but does huge knockback and stun with moderate damage.

Demmoman: Instead of stickies/pipebombs, proximity mines/claymore (with manual detonation).
 

wrecker77

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May 31, 2008
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AkJay said:
wrecker77 said:
mechs for engineers
Engineers are OP enough, i won't tell you how many times i get gunned down due to an engi spawning a suited up turret right outside spawn.

ive got 4 words to say to that: spys sappin my sentry!!!!!!!!
 

Lordmarkus

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Jun 6, 2009
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kFox said:
I'd go with Pyros launching flame rockets, but must reload after every shot with a huge blast range
Inspired by TFC, I guess? But the Pyro already has the Flare Gun, which does the same thing. Though a rocket launcher is more bad-ass.
 

JohnSmith

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Jan 19, 2009
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Tear Gas grenades as an alt weapon for the demoman. Area of effect damage for all enemies in the cloud (1 dmg per sec) and 40 points of damage on a direct hit with the nade. As a bonus the grenades slow people down and mess up their vision. I would give the demoman more of these than his normal grenades as no matter how powerful these are they aren't as liable to one shot people. Oh and there is a damage ramp if you continue standing in the gas +1 point per 3 seconds so you can't just stand in the cloud if you are a medic.
 

hermes

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Mar 2, 2009
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I would increase the damage of the Scout's bat, or make it a critical hit if they can sneak you. That way it would encourage Scouts to be mostly about melee...
 

Count_de_Monet

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Nov 21, 2007
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I think the game is pretty damn balanced as it is and I have trouble imagining what Valve will do for the Soldier and Demo that won't imbalance those classes.

Personally, I think the Soldier is perfect the way it is but I don't see that many of them because it isn't the easiest class to play. If anything it suffers from the very slightest underpowering in it's main weapon. The damage isn't enough that the soldier is an effective heavy or demo counter and it has far too much trouble taking out sentry guns in my opinion. Ultimately, though, changing the soldier's damage would probably imbalance the game so if anything I'd like to have a bit more splash damage in rockets. That would do a bit more damage to repairing engies, help take care of bouncy demos and scouts, make snipers actually hide (I laugh at a rocket slowly making its way towards me when I snipe), and make it worth wasting a precious rocket to spy check.
 

Cowabungaa

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Feb 10, 2008
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Flying-Emu said:
Crazzee said:
Despite what people say, it actually is pretty balanced. The arrows move quite slowly compared to bullets, and have a much shorter range. They have less ammo than the sniper, and a slightly longer reload. You exchange that for higher damage and a 1-second charge time.
Actually, the arrows STILL move far faster than rockets, and it's hard dodging a ROCKET when you're riding right up to the Sniper. Add to that the fact that the Huntsman can one-shot Scouts, Snipers, and Spies without a headshot, and that you don't lose any peripheral vision (like you do with the rifle), and the thing is VERY much overpowered. To the point of breaking snipers.

Now, to be a sniper, you don't have to be good. You just have to master the fairly short learning curve of aiming, compensating the easily-discerned arc of the arrow, and firing. Insta-kill on three out of nine classes at FULL HEALTH.

At least the Sniper Rifle had a charge time before you could body-shot one-hit a Scout.

The only thing that balances the Huntsman is that you can't one-hit-kill an overhealed Heavy. But since you can fire so fast and don't have to worry about aiming for the head again, it doesn't matter.
A couple of things:
1: Scouts are the masters of dodging, any scout hit by an arrow should hit itself (except for the occasional lucky shot, it's a strange universe sometimes).
2: Spies aren't supposed to be out in the open to even be hit by an arrow.
3: Snipers are far away, snipers hunting eachother are even further away and because of the slow travel time of the arrow, an arrow is easily dodged by the enemy sniper at that distance. A simple sidestep, or simply ducking suffices. I laugh at other snipers using the huntsman in 2-fort, silly buggers, dead in a flash.
4: The bow's lack of zoom and slower travel time limits it's range compared to the rifle. For the sniper, the range between him and his enemy is one of his biggest defences. The most effective use of the Huntsman requires the sniper to come closer, thus weakening said defence.
5: Yes the arrows travel slower than rockets, but rockets have one important thing that arrows don't: splash damage. Plus, don't forget that the Soldier has a lot more health than the sniper and doesn't need range for his defence. This is obviously related to the dodging issue, while an arrow can be dodged with a tap on the right/left/crouch key, a rocket cannot since it does KABOOM.
6: The sniper rifle is also a 1-kill weapon on a lot of classes, just aim for the head, something every sniper should learn.

Now I'm not saying that the Huntsman is worthless, but I think that it has plenty of downsides to make it a balanced weapon.

*ahem*

To get back ontopic, I'd give the Heavy a helmet (that football helmet suffices) that can deflect one headshot, like the sniper's Razorback. At the cost of his shotgun, ofcourse. It should especially come in handy in cart maps.
eoin90210 said:
The_root_of_all_evil said:
Soldier Update: Sun Tzu Shovel : Replaces normal shovel : Reflects rockets a la Airblast.
That would lead to awesome rocket tennis matches between soldiers!
That's awesome beyond imagination. I so want that, I want it NOW!