02-12-2015, 10:06 PM
(02-12-2015, 11:46 AM)ExtremeDude2 Wrote: [ -> ]"Fixed the Diamondback accumulating crits for backstabbing invlun players"
Bout time
I thought that by now it was already a gameplay mechanic.
(02-12-2015, 11:46 AM)ExtremeDude2 Wrote: [ -> ]"Fixed the Diamondback accumulating crits for backstabbing invlun players"
Bout time

Quote:What is going on, experiencing some issue now with quick switching weapons between slots. Suddenly after returning I'm no longer able to quick switch between revolver and knife as spy or shotgun and wrench as Engie. Attempting to quickswitch switches to sapper or pda by default rather than the desired weapons I want to quickswitch to. No issue prior to my hiatus around four or so months ago. :/

Xtreme2damax Wrote:Anyone else with this issue or knows what is going on?
Xtreme2damax Wrote:I went ahead and purchased No Heroes vip just because I was tired of constantly being kicked without warning and also to support the community. Anything is better than Valve servers (except Saigns and Nighteam) so it's worth it. Thanks to Valve's genius changes to quickplay community servers need all the donations they can get. I may donate to Skial and other community servers as well when I have enough money.
Xtreme2damax Wrote:Yesterday I was lagging like an sob. I was experience stutter, rubber banding (snapping back) and hitreg was crappy. Several point blank scatter shots in a row failed to register.
Xtreme2damax Wrote:Btw some weapons now are either broken or OP/UP. Valve needs to get it together with proper balancing and no just appeasing the bad players and whiners.
(02-15-2015, 01:21 AM)NaturalViolence Wrote: [ -> ]Xtreme2damax Wrote:Btw some weapons now are either broken or OP/UP. Valve needs to get it together with proper balancing and no just appeasing the bad players and whiners.
Partially finished very long discussion on weapon balance that I got a bit carried away with: (Show Spoiler)
What valve really should do is change the stock weapons and rebalance around those. It's very clear to me now that when the game first came out valve wasn't really able to come up with three unique weapons for each class that defined their playstyles. So they just gave everyone a pistol/shotgun. Later on they added in sidearms that are essentially what they should have been (flare gun, sandvich, wrangler, buff banner, Bonk) but never removed or even changed the defaults. As a result nobody uses the default secondary because they're weak and don't compliment the playstyles. The same goes for the melee weapons where the situation is even worse (many melee weapons are straight upgrades from stock with no downside at all).
Classes:
Either scout/pyro/soldier need a buff or demo/heavy need a nerf.
Weapons:
Overpowered to the point of game breaking:
Baby Face's Blaster
(let's the scout move so fast that it's almost impossible to kill him with very little downside)
Beggar's Bazooka
(instakills sentries and players if you just charge it up before rounding a corner)
Frontiers Justice
(combined with a gunslinger you can rack up crits so fast it's just ridiculous, then just go to town on the enemy team)
Rescue Ranger
(can heal sentry from a safe distance, can heal sentry faster than with a wrench, can teleport equipment instantly anywhere from anywhere, effective against enemies at any range, and almost no downside at all)
Gunslinger
(minisentries, need I say more?, I could write an entire article on everything wrong with minisentries, this is the single most poorly balanced weapon in the game imo)
Spycicle
(renders the one good counter spy class very ineffective with no real downside)
Dead Ringer
(good spies can easily "survive" being "killed" 3-4 times with this item by just camping the ammo sites to refuel it even with 4 good players chasing after him rendering the rest of the enemy team ineffective)
Wrangler
(triple health, infinite range, double damage, manual targeting, sentry jumping, all with virtually no downside)
Short circuit
(makes demo/soldier useless if the engi happens to have this, even if ubered)
Balanced in a really dumb way:
Soda popper
(recharged based on distance traversed is stupid)
Direct Hit
(super high damage in exchange for being inferior with crits)
Air Strike
(starts out super weak but gets progressively stronger as you get more kills until it becomes god tier)
Disciplinary Action
(range is ridiculously long to combat poor teammate hit detection)
Phlogistinator
(crits and huge damage resistances for several seconds recharged by dealing damage)
Axtinguisher/Postal Pummeler
(extremely powerful in close quarters but useless otherwise)
Loch-n-load
(super powerful against players in exchange for being useless for area denial/spamming)
Huo-Long Heatmaker
(makes you basically invulnerable against spies in exchange for running out of ammo really fast)
Sandvich
(let's give the most powerful class in terms of health/damage the ability to quickly heal back to full health every 30 seconds or heal others 50%)
Holiday punch
(instakill in certain scenarios, no viable counter)
Gloves of running urgently
(heavies main disadvantage is speed, let's give him the ability to move faster than anyone but scout whenever he's safely away from the front lines)
Cow Mangler 5000
(cannot be crit boosted)
Backburner
(instakills anyone when hitting them from behind or even from the sides sometimes)
Bushwacka
(crits on any target that is jarratied)
Diamondback
(can easily rack up a lot of crits from backstabs)
Ambassador
(a pistol with headshots that deal crits)
Cloak and dagger
(lets you get anywhere by occasionally camping)
Severely underpowered:
Most stock melee weapons
Force-a-nature
Shortstop
Pistol (for both scout and engi)
Liberty Launcher
Panic Attack (for all classes)
Battalion's backup
Stock Flamethrower
Detonator
Splendid Screen
Chargin targe
Quickiebomb Launcher
Claidheamh Mòr
Natascha
Family Business
Eviction Notice
Shotgun (all classes, but especially engi)
Eureka Effect
All syringe guns
Vaccinator
All Medic melee weapons except ubersaw
Bazaar Bargain
Classic
Cleaners Carbide
Your Eternal Reward/Wanga Prick
Red Tape Recorder
![[Image: That_was_so_terrible_I_think_you_gave_me_cancer.png]](http://img4.wikia.nocookie.net/__cb20120719143612/creepypasta/images/2/28/That_was_so_terrible_I_think_you_gave_me_cancer.png)
teh_speleegn_polease Wrote:- Scout is a very good class if used with skill.
teh_speleegn_polease Wrote:Every class has its counters and counters others; Scouts can effectively deal with Soldiers, Demomen, Snipers, and Spies, and depending on the situation also Pyros (in open areas) and engies (w/o sentry or gunslinger). (Not including Medic because he wasn't made for 1v1 combat.)
teh_speleegn_polease Wrote:- Heavies are like mobiles sentries, but easier to kill and dealing less damage (and no knockback); they hard counter several classes, check (and can reliably kill 1v1 when at full health) others, but are hard countered by Snipers and Spies. Also, if a heavy is not at full health (which is most of the time, since they're a very easy target), a soldier or demoman can outdamage and kill it; not to mention that loch-n-load demomen, as well as any scout that manages to flank and get behind the heavy at close range, also hard counter them.
teh_speleegn_polease Wrote:- Demomen may or may not deserve a nerf. They do have a very high skill cap, making demo mains deadly (probably the most dangerous class in the game), while mid-skill ones are very situational.
teh_speleegn_polease Wrote:Regarding weapons:
- Beggar's Bazooka is very situational.
teh_speleegn_polease Wrote:One could argue that the Rocket Jumper is OP, as it lets Soldiers get anywhere really easily and then flank the enemy from behind with the shotgun (or just use the market gardener).
teh_speleegn_polease Wrote:- Frontier Justice: it can be OP, but remember that when using the Gunslinger, you'll be in the heat of the battle very often. The 3-shot clip makes direct encounters with enemies very deadly to the engineer. Interestingly enough, the FJ can actually be used effectively with a normal wrench, to revenge-kill whoever destroyed the sentry and often eliminate the (already weakened from the sentry) enemies. Except during a uber push.
teh_speleegn_polease Wrote:However, you have to take into account opportunity cost - FJ may be good for revenge killing, but it prevents the engineer from engaging in any sort of combat,
teh_speleegn_polease Wrote:and forces spychecking to reply on the pistol (or wrench).
teh_speleegn_polease Wrote:- Wrangler: it also makes it easier for people to flank and surprise the engineer.
teh_speleegn_polease Wrote:Also, opportunity cost: the Short Circuit is severely underrated, but occupies the same slot as the wrangler.
Also, both of these weapons replace the Pistol -
teh_speleegn_polease Wrote:so while a minisentry with a wrangler and the FJ may sound OP, it leaves the engi very vulnerable to flanks and surprise attacks.
teh_speleegn_polease Wrote:- Direct Hit, Loch-n-Load: I don't see what's dumb about them. They're situational, and are built for playstyles which focus on killing players rather than area denial/spamming (as you remarked yourself). It introduces variety into the game.
teh_speleegn_polease Wrote:- Huo-long: Not so much makes the heavy immune to spies, as reveals (and dooms to swift demise) any spy which does backstab the heavy. Except for Spycicle spies, to which Huo heavies are indeed completely immune.
teh_speleegn_polease Wrote:- Backburner: situational, as for example it makes airblasting deplete your ammo in the blink of an eye. Come face to face with a soldier and you're doomed.
teh_speleegn_polease Wrote:- Ambassador: I'd say "it encourages skill", but the reality is that players with crap aim (like me) will find this gun useless, while good players will deal 102 damage per shot the majority of the time. So yeah, I agree with you there.
teh_speleegn_polease Wrote:- Pistol: it's among the best secondaries for Scout. No Scattergun can deal any non-negligible damage at medium to long range, and the Pistol rectifies that, making the Scout much more versatile, and even enabling him to destroy or harass sentries (from a corner). Of course it depends on your play style; some people may prefer using one of the liquids (milk/bonk/cola), others may like the mobility options opened up by the Winger. I like the Pistol.
teh_speleegn_polease Wrote:- Shotgun: it's situationally good (like finishing off a low-health enemy as Soldier when your RL's clip is empty), but it could definitely use a buff, I agree.
teh_speleegn_polease Wrote:-Charging Targe: The resistances make it actually very useful, although again it depends on your playstyle. For demoknighting of course Tide Turner is always far better.
teh_speleegn_polease Wrote:- Quickiebomb Launcher: What about sticky spamming (M1+M2 demos)?
teh_speleegn_polease Wrote:- Syringe guns: that's because the medic is not designed to be used for direct combat. That said, if you aim correctly with the guns, you can do quite a bit of damage.
teh_speleegn_polease Wrote:- YER: This completely changes the Spy's playstyle. Like the Dead Ringer, it removes one of the Spy's basic abilities (cloaking at will for DR, disguising at will for YER), and substitutes a unique gimmick that is situationally useful. If used correctly (i.e. for chainstabs), YER can be very effective.