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| Current state of every weapon in the server. http://www.thehh.eu/forum/viewtopic.php?f=72&t=11204 |
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| Author: | Shum! [ Thu Aug 06, 2015 7:31 pm ] | |||||||||
| Post subject: | Re: Current state of every weapon in the server. | |||||||||
Tbh I don't understand why pyros should be awarded bonus health for using a weapon that already does all the work. Slower healing rate and a nice +20% dmg bonus - always not when active - should make the poket phlog a tad less braindead to me, or at least less aggressive. I'm here mostly for the spy cloaks being banana, I'll copy paste something from a different forum that apparently fixed the issue. "Set these convars on server.cfg for FF2 until FF2 integrates it. tf_dropped_weapon_lifetime 0.0 tf_feign_death_activate_damage_scale 0.1 tf_feign_death_damage_scale 0.1 tf_feign_death_duration 7 tf_stealth_damage_reduction 0.1" All credits to SHADoW93 |
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| Author: | | SkyKnight | [ Thu Aug 06, 2015 8:05 pm ] | ||||||||||||||||||
| Post subject: | Re: Current state of every weapon in the server. | ||||||||||||||||||
I'm suggesting the +25 health because that was its original buff in the server, but ironically it was too powerful for what it was, but I think the additive health is a much better solution than what currently is on the Phlog. |
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| Author: | TheNeUn [ Thu Aug 06, 2015 11:43 pm ] |
| Post subject: | Re: Current state of every weapon in the server. |
I'm still confused about your point on the OPness of the Phlog. Is it because of the speed boost, or because medics (not all medics do this, mostly Verus) prefer to uber a pyro (using or not the Phlog) over any other class? For the first part, I don't really think they need it. I can catch up any hale by air, not walking. For the second part, pyro is a good source for damage, using the Phlog or not: lot of ammo, can hit hales through players and don't have knockback whiile "shooting". Also, the only thing a Phlog is different from stock flamethrower is "taunt for heal + crits + speed boost from weapon" over "being able to escape with an airblast". Speed boost aside, the Phlog only needs 200 damage to charge Mpph, which is easy to get even without crits. This is another reason why Phlog is really OP: they can deny rage after rage in no time. That's why I said to raise the current damage needed to, let's say 800. Now, if you also make them unable to gain crits for regular taunting like demos, that damage seems to be fair to get. Pyros die in one hit from most of the hales, adding more health will make them able to survive one hit, taunt, regain health and jump away. With speed or not, it's not unusual to see hales waiting for the taunt to end so they hit the pyro again and force them to fight, kill them in one hit or even stomp them while they are taunting. Summoned minions can also kill pyros while they are taunting. There is no better use of the Mpph other than survive the rage or an "I know I'm dead" situation, where they taunt right before getting hit. We are talking about nerfing the weapon, not every situation that can happen that make it OP. That way, triple Batallion's Backup soldiers are OP, need nerf. And I'm not against nerfing it, if anyone thinks of this. |
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| Author: | | SkyKnight | [ Mon Aug 10, 2015 5:09 pm ] | |||||||||||||||||||||||||||||||||||||||||||||
| Post subject: | Re: Current state of every weapon in the server. | |||||||||||||||||||||||||||||||||||||||||||||
Combination of both.
You also have an extra +30% increase in damage compared to stock, which makes it far more superior regarding damage than stock ever will be. And as I said, you can use the Powerjack to run at a 125% movement speed in order to get out of hale's range instead of airblasting.
Could work, but that still doesn't solve the problem of the combination with the Medic.
If you're able to hit a Pyro, he can't jump away or else he would kill himself. What if we just remove the current extra attributes, add a 25 extra health and increase the amount of damage needed in order to have mphhh ready? He can still gain crits.
Except it is OP in almost every situation. If any Pyro weapon deserves the 10% extra movement speed, it's the Backburner. It already has a small amount of time to get crits, going faster with it gives it a bit more time in using the crits to its fullest potential. But if giving it that attibute, I suggest on making it "While weapon is active". 125% moving Pyros with Flare Guns isn't really that fun to fight against to be honest. |
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| Author: | TheNeUn [ Wed Aug 12, 2015 1:20 pm ] |
| Post subject: | Re: Current state of every weapon in the server. |
Medics ubering pyros is not a valid reason to nerf the Phlog. I will agree that they gain Mmph too quickly and the speed boost, but medics decide who to uber to do damage. I still get ubers from medics and I'm not using the Phlog right now, and I also uber them unless I try to save someone from the hale. Can we talk about other weapons? Or is this a post only to nerf the Phlog? xD Now that we have the quick sticky launcher, shouldn't the stock one return to its original stats? It's very easy to attack and escape with it when you get crits for being last. |
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| Author: | | SkyKnight | [ Wed Aug 12, 2015 2:10 pm ] |
| Post subject: | Re: Current state of every weapon in the server. |
I have nothing against Medics übering Pyros, it's just the combination of +50% damage, +10% movement speed, invulnerable, 12 seconds of crits and a way to be invulnerable again with another wave of crits on top of that, that make the combination OP. In all honesty, I doubt anything will be changed about weapons in the server. So I'm atleast trying to pull one change off, which is the Phlog. |
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