- Banned weapons (such as Bonk) were being used yesterday, but then they get disabled after a few rounds and then enabled again. Really weird.
- A few thoughts about medics:
1) They get 5% uber by shooting at the hale with the primary weapon, which is fine. But they start off 45%, so they only need over 11 needles to gain full uber again. The uber % they get should be 2-3 for syringe gun and 7 for crossbow shot. That, or a slow firing rate for the syringe gun.
Adding also a suggestion of starting the match with 0% or 20% uber, since medics build uber faster anyways.
2) They have a limit of 6 medics per round, which is fine too. But you can play them all at once, instead of having a cap of medics allowed * players on server, like engineers and snipers have. I mean, when the server has 9 players, there is 1 as hale, 1 as scout, 6 as medics and 1 as spy. And with the thing I just said before, it's a neverending uber chain.
- The Fan O'War is pretty useless. It's not worth the risk of being one hit killed just to remove 5% rage from hale. It's a support weapon, so it should give the scout a "+xx hp when being used", "recieve less damage when deployed", an overheal effect or remove 8% instead of 5%. I used it with an engineer and a demo alive, I hit 5 times the hale with the Fan, demo appeared to hit a few times and we got raged.
- About hales:
1) Lucario sometimes gets stuck on walls and sometimes is unable to move out of them, resulting on free damage for the reds.
2) Some hales with skills after raging have them placed on M2 (so if you want to teleport or super jump, you end up using one), it would be nice if they were placed on R. Also, when you are about to use one, you end up wasting them all on a single player (happens with blinks too). I think it skills should have a cooldown after using one to prevent wsting them all.
And this is all I remember for now. Anything more to add?
Edit1:
- Both cloaks for spy are broken since the update. Dead Ringer doesn't fake death, and the normal cloak gets you a speed boost when you go invisible and kills you if you are hit while invisible.
- About the HP plugin. Hales gain rage when they lose an exact number of HP, but what if his HP is lower than the HP needed for rage? Result: no rage and has to be lucky if he wants to win.
I don't know if it can be done, but it would be nice if the HP for rage was lower when the hale has HP reduction and higher if it's the other case.
Edit2:
- There are times that the hammer drops without warning on any class, not being able to move in time. It's a good feature, as it makes last players move and hale can look where the hammers spawn and search the area, but instant hammers tend to drop more often on other classes than on scouts. It should have a warning sound of 2-3 seconds for every class (so heavies dont use their minigun and snipers zoom out) before the hammer appears.
- Koishi is almost the same hale as Gentlespy and Fem Spy, but these two have a gun on rage to defend theirselves from players that are far away. Koishi only has bleed damage and a Dead Ringer (currently broken) to fake death, but she can be seen easily while decloaking because of the sound it makes and because it decloaks at the same speed as a normal spy does, so people push her back and the hale has nothing to do other than wait for rage and hope for the best. I suggest she had either a silent decloak or an instant decloak (like Hidden).
Last edited by TheNeUn on Tue Jul 21, 2015 11:28 pm, edited 2 times in total.
- Banned weapons (such as Bonk) were being used yesterday, but then they get disabled after a few rounds and then enabled again. Really weird.
- A few thoughts about medics:
1) They get 5% uber by shooting at the hale with the primary weapon, which is fine. But they start off 45%, so they only need over 11 needles to gain full uber again. The uber % they get should be 2-3 for syringe gun and 7 for crossbow shot. That, or a slow firing rate for the syringe gun.
- About the HP plugin. Hales gain rage when they lose an exact number of HP, but what if his HP is lower than the HP needed for rage? Result: no rage and has to be lucky if he wants to win.
I don't know if it can be done, but it would be nice if the HP for rage was lower when the hale has HP reduction and higher if it's the other case.
Eh, needs reduction on the rate of increased/decreased hp on the win/lose ratio.
If you wouldn't mind it, I'll post an entire summary of every weapon in existance. It's almost finished besides Sniper and Spy, so maybe I'll post it tomorrow on this thread. I really hope it'll atleast have some effect on the weapon balances the server currently has now, otherwise it would have been a huge waste of our time testing all those different kind of loadouts and seeing which is the most effective.
_________________ I'm just assuming things most of the time...
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