I think huo long heater might need a little nerf. When I was playing Koishi, and faced a huo long heater heavy, my hp felt like draining so fast down. It felt like 1000 hp were gone in 10 seconds. Since merc's buff give 10% additional dmg boost, maybe lower it to 20% dmg boost. Would be easier if mercs dmg boost would be gone to be honest.
Kunai, should get like 300 hp max. It's kinda ridiculous that a spy survives 2 - 3 hits and on scout bosses 4 - 6 hits.
Medi Gun, maybe shouldn't overheal the medic itself. I didn't see any server which overhealed themselves yet. Well, you can rage always but a medic could get pushed away, far away and maybe get another uber charge ( Syringe Gun ).
Air Strike maybe should get 1 rocket + each 200 damage. It's way too easy to get full rockets with it.
In my opinion the huo long heater is fine like it is, finally giving the heavy a decent fighting chance without a medic. Of course its easier for a boss like Koishi to kill a normal heavy since its slow af and without a medic/amp/dispenser will deal approx 200 dmg before being stabbed.
The huo-long heater is definitely quite a popular choice now, but I think it's balanced in it's current state.
I think the Kunai's health buff is an adequate reward for a weapon that makes you a one shot kill from every boss with any amount of overheal, very high risk, very high reward. The same can be said for the Big Earner, just on a kind of different scale.
The Air Strike is quite weak in FF2 generally since you need bosses to stay on the ground for it to be effective, which is an opening that is quite difficult to capitalize on, so the relatively high clip generation is OK in my books.
The risk of the Kunai and Big Earner is pretty low currently due to the spy dying in one hit in most situations with any knife. Once the watches have been fixed, especially the Dead Ringer, the risk may be even lower.
I agree with Abu that the medi-gun should receive a nerf by removing it's quickfix self-overheal effect as it allows the medic to guarantee survival from several hits which shouldn't be a reward for just pressing M2.
y'know what would be cool for medic? If medic gets all mediguns unlocked but with different attributes
Stock = Longer ubercharge Kritz = Slight faster charging but drains faster Quick Fix = Heals you when activated ubercharge to 175 Vaccinator = Some ressitance for 5 sec each ubercharge activated
I would actually love to use different mediguns instead of the actual thing.
There is one problem, only uber and quickfix -not even sure about the latter- would protect the medic and his target from a stun, all the other medigun would leave them open to rages. Is it possible to add the "immunity to movement-impairing effects" to all the mediguns in case?
Well, since most useless weapons got buffed to a viable option, I'll try to provide ideas for the rest.
Cow Mangler : Really needs a buff, no guided rockets, no crits, special attack takes ages to load, and if you miss, you'll have to wait ~4 seconds to get it ready to use again.
My idea : Crits instead of minicrits on the special attack (there's no need to add crits overall), maybe +reload speed or attack speed (not sure, which of those would affect loading the special attack)
Liberty Launcher : Also needs a buff, isn't really worth equipping in this state.
My idea : Faster firing speed? Or a huge buff for the price of removing the +25 % more clip size?
Bison : Ahh, the bison, noone uses it, althrough I really like it. Also, banners > hitscans, so it should be worth to equip.
My idea : Maybe it should have the same attribute as the Carbine has (accuracy scales damage)? Would make sense, more penetration = more damage. Also, should have either +firing speed / +reloading speed or +clip size.
Pain Train : Since the capping speed is pretty much useless, how about adding something for survivalibility?
My idea : Adding +20 % fire resistance, keeping the -bullet resistance, removing the cap speed.
Nevermind, haven't seen the "buffed" Pain Train.
Panic Attack : It has potential, but it's useless at it's state now.
My idea : Add primary ammo on hit (or a little ammo regen per sec, when active, if that's not possible) + maybe a huge reloading speed buff for a -50 % clip size and -damage, so it's a supportive weapon rather then for damage.
OR
Add ammo to the Panic Attack, similar to the Windowmaker.
Still, it doesn't include all of the weapons, like Homewrecker or Neon Annihilator, I'll do it at some other time, i dunno, maybe tomorrow. I hope anything off that list will help you buffing one of those weapons :3
Users browsing this forum: No registered users and 2 guests
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum