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Weapon updates 
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Post Re: Weapon updates
In my opinion the arm time on the stickybomb launcher should be reverted since there's the quickiebomb for that.
Also the baby face blaster could lose boost over time forcing scouts to cosntantly deal damage to keep the speed.


Thu Apr 07, 2016 4:34 pm
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Post Re: Weapon updates
one suggestion i would like to add is to nerf the syringe gun so it can only get like 2-3 uber on hit since 5 is to much.

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Thu Apr 07, 2016 5:33 pm
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Post Re: Weapon updates
Quote:
Sorry Shum but I think the Sticky Launcher would be fine without any boost

It'd would still be pretty good but it kinda forces to play passively.
I'd be fine either ways, but I don't think it should stay like this


Thu Apr 07, 2016 6:20 pm
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Post Re: Weapon updates
"I don't think Teleport build speed should be buffed, engies are already powerful enough as they are with their buildings and they are already two ways teleport as well."

"I like these weapon updates apart from the teleporter. It really doesn't need to be build faster, it's already hard enough to enter a sentry nest, and gives the engie another way to survive longer and build another nest."

"Rescue Ranger: Are used over all primaries most, and kinda powerful with certain tactics. Add 20% slower firing speed, -10% max metal, 30% slower deploy."

I agree with you, changes to the teleporter will not make any big difference to the gameplay, aside from the two way function, in my opinion it should be removed in order to make the teleporter useable for emergency getaway again.
However the Rescue Ranger is fine like it is, only because the other engineer shotguns are shit it doesnt make it right to nerf the last good one to the same level of uselessness.
And stop commenting on how powerful or overpowered engineers are, they are not and you know it, there are just some bosses who struggle more to deal with them than others.
Just typical HH4 engineer-bashing going on here.


Thu Apr 07, 2016 7:43 pm
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Post Re: Weapon updates
After about 2 years (pretty sure, that it was even more then 2) of waiting, I finally got buffed weapons I always wanted to use, including the Family Business and the Huo, thank you Blinx, I really appreciate that :3

To the weapon changes already implemented :

Most of them are pretty okay, in my opinion, but the Volcano is still pretty eh, althrough it's way better after the buff. I mean, if you manage to hit the hale, there's a high chance, that you'll die before you can use the crits, I'd add in a slight holster and deploying speed buff to make it a viable combo. (or it might just be me beeing a noob 8-) )

Oh, and the Huo seems to drop my FPS a bit, not 100 % sure, if it's caused by the Huo, but I'm pretty sure, that's because of it.

About classes :

Like, the only class, which is bothering me, is the Medic.

I'd really like to see the 2 other Medic Primary weapons in use, since there are only 2 options to play medic, either Crossbow Medic (knockback, damage, fire on hit) or Syringe Gun (S+M1, that's booooring).

Some fresh options would be welcome, like, for example, a damage dealing-based Blutsauger, which gives HP back on hit + deals bleed damage for a downside of no passive healing, and a supportive Overdose, with, i don't really know, 0.5-1 sec speed boost on hit for a -50 % damage penalty + a -20 % fire rate?

The other 2 Medi Guns could be used too (talking about Kritz and Quick-Fix). Kritz could have a longer charge / faster uber building than the stock for offensive plays without protection, while the Quick-Fix could have a passive faster healing and faster movement speed when active, with a no uber downside.

Now, the melee's. Noone uses a other melee then the good ol' Ubersaw (well, there are 4 kinds of saws, so I don't really wonder about that). I see, that you tried to give the Amputator a buff. It seems like a good one, but meh, idk, is that really better then +15 % uber on hit? I'd add other resistances too, like -10 % explosive damage and -20 % bullet damage. The Vita-Saw could add more basic % of uber, like +10 %, for a penalty of -75 % primary ammo (why? Because it'll be OP in the hands of a Syringe Gun medic) , while the Solemn Vow could also get other stats, it's a downgrade from the underpowered already Bonesaw.

TL;DR :
Just read the bold and underscored text for my opinions about buffs.

Aaand I'm not even done yet, that's just Medic, I'm just too lazy to type about other possible weapon buffs (for now) . 8-)


Thu Apr 07, 2016 8:55 pm
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Post Re: Weapon updates
Trying my best to update the main post with the changes that are being made, what you see there should be what's on the server.

Deltoh wrote:
Now, the melee's. Noone uses a other melee then the good ol' Ubersaw (well, there are 4 kinds of saws, so I don't really wonder about that). I see, that you tried to give the Amputator a buff. It seems like a good one, but meh, idk, is that really better then +15 % uber on hit? I'd add other resistances too, like -10 % explosive damage and -20 % bullet damage. The Vita-Saw could add more basic % of uber, like +10 %, for a penalty of -75 % primary ammo


The fire resistance was added to counteract aoe flame bosses (pyrogas, chef etc), where before if a medic tried to taunt with the amputator while in the middle of it, he'd die out in a blaze of glory. I would like to add that vita-saw change but it's a little complicated so it might be some time before I get round to that.

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Fri Apr 08, 2016 6:36 am
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Post Re: Weapon updates
Please remove the self hit on the tribalshiv or what it's called for sniper. They use it to get on high places which makes it for tele bosses pretty unfair.

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Fri Apr 08, 2016 6:39 pm
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Post Re: Weapon updates
AbunaiShi wrote:
Please remove the self hit on the tribalshiv or what it's called for sniper. They use it to get on high places which makes it for tele bosses pretty unfair.


I do agree, sniper jumps was something I never liked in the first place in any servers due to it's unfairness at times.

Even though it does self bleed damage on misses, Medics can help them out giving more advantage climbing up high as well as rage feeding.

Sniper's are already powerful as they are and doesn't need another benefit that helps him more, even as they have useful tactics to be able to do good. Currently it's a use over every sniper melees.

In Sniper maps, they deal lots of damages while their weakness is being targeted when being reached at close range. With the Tribalman's Shiv, they are able to avoid the boss while standing near edges or obstacles you can reach.


Fri Apr 08, 2016 6:48 pm
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Post Re: Weapon updates
The reason why the Shiv jump is so powerful as of now, is because of the increased jump height of the Danger Shield. It makes the Sniper lighter in weight and thus gets increased knockback of the Shiv. I never anticipated Blinx giving that bonus to the Danger Shield. If the extra jump height gets removed, you'll surely noticea difference in the maximum amount of height the Sniper can achieve with Shiv jumping. Besides, a Medic pocketing a Sniper is just a waste.

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Fri Apr 08, 2016 7:28 pm
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Post Re: Weapon updates
I was wondering if the shiv's self hit might have made sniper's able to jump a little higher but I didn't realize it'd be this big a problem, will probably just revert the change and make the bleed last a lot longer (Shiv was always weird in ff2 since bleed can't crit and thusly made the shiv almost objectively worse in every regard).


Sat Apr 09, 2016 7:58 am
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