The big difference between the Jumpers and the Jetpack is that the Jetpack is on a cooldown. A long 15 second cooldown per jump, up to 2 jumps total. That's against 4 rockets that can clear an entire map and reload before you have any chance of dying. The BFB is a problem because its a passive speed increase on an already hard to track down class, I agree it's nerfed for a good reason. I still don't see how the Jetpack needs any sort of nerfing, keep in mind this is coming from someone who mains soldier, the mobility tied to the Jetpack is very low by comparison, and nerfing it is complete overkill. It literally takes 2 super jumps max to chase the Pyro. While that might seem annoying, chasing a good soldier can be so much worse in comparison on maps with abundant health packs. To clarify on the Sandvich, it only was a one time use with the Killing Gloves of Boxing, and that wasn't even technically intended. It had an attribute that turned ammo into health, so whenever it regened, it would give you a measly amount of health that wasn't even noticeable, and the regen would restart. The Dalokohs wasn't initially affected because it wasn't tied to a cooldown. Later on the attribute for ammo turning into health was removed from the game and hasn't existed since, so the sandvich can be used as much as you want now. As it stands every rechargeable for Heavy regens, and I'm not even sure if you can cap it easily. Thing is that like I said in my post, the Stock Flamethrower has a damage bonus and a damage bonus while being healed, so I find it odd that you want to nerf the damage of the harder to aim Flamethrower still. Its less reliable on top of having a very inconsistent airblast. It might do a lot of damage, but I still consider that a trade off. Id hate to have the more skilled weapons nerfed into the floor and everyone keep using the stock Flamethrower because I wouldn't touch Pyro personally in that state. I probably won't change your mind here, it's just odd to me that people think it's overpowered, especially with how much the hitbox got nerfed an update or so ago. I never claimed you said the Hot Hand was overpowered, all I said is that its a waste of resources to probably bother with. I could care less at what happens to it as long as it stays fun to slap people.
I don't really see how any of these weapons are overpowered and why you'd want them nerfed. The last thing the server needs is more random weapon changes that completely change the weapons. Jetpack: You only have 2 charges vs a Flare Gun being spammable for mobility, its much slower to pull out and execute, and is much less reliable in general on top of not actually being a weapon that does damage. The Jetpack basically trades off ease of use for self damage and less damage done. If anything I think its a bit weak. Dragon's Fury: The Dragon's Fury's airblast is already awful, and I wouldn't recommend nerfing it any more. I can't really see how you think it does too much damage when stock has a damage buff on it plus its a lot easier to aim. If anything you're still trading airblast for damage, which is fine. Leave it as is. Banana: The trade off is that it heals teammates for garbage for how fast it regens. You'd use the Sandvich is a situation where you need to heal teammates a lot, like pocket heavy, Banana is for solo heavy without a lot of teammates, and the Dalokohs is if you want overheal with a slightly faster regen than the Banana. I just can't see how it would be seen as overpowered at all, even as is I'd probably use the Sandvich over it because I heal teammates as a heavy as often as I can. Not really gonna bother with the Hot Hand because its a gimmick weapon and I could care less about how good it is. People'll use it if they can slap, regardless of how bad it is, no reason to really fix what's not broken.
Uh, just so you guys know, this isn't like an actual chatroom, its a discussion when there's issues with the actual chatroom. Actual chatroom is on the top tabs, like 3 over.
Who is this even directed towards? I think everyone on this thread is in agreement that they need some sort of tweaking, they just will unlikely get nerfed into the ground or removed. I personally despise spells, I just find it unlikely that they'll get nerfed as much as I'd like, because it'd be a turn off for people that only really play to use spells.
120, what? The visual stats on the weapon are not accurate at all. I'm not exactly sure how much damage each does, but I know for a fact that Rarity does more than 210 damage, and Chrysalis might as well. Flutterbat is the one hale that does under 150ish if I remember right, and it's fine there. They shouldn't be doing over 200 damage at all imo. If it were up to me, they'd be doing ~175ish, 200 at most, to where it's one shotting light classes, but not demolishing Heavies for no reason. Shouldn't have to explain why Spy hales should get less damage than normal ones.
Course everyone does, but some it's a lot more apparent than others, so it's not like you can completely dismiss it as an issue because everyone gets mad. If someone is just cussing people out pretty much every game they die on, it's obviously an issue, like one comment a day? Sure, not an issue. Just depends on how much it actually happens. That being said, I wouldn't personally know how much it is, because I don't play with him often, so I don't have much an opinion on the matter, but if it's a common issue, then it might be a problem when it comes to mod. You do need to know how to keep calm and not call out other people on things as staff.
It's more of an issue of, "everything is overpowered so its sort of balanced but not really". It basically goes like this; "Bosses are overpowered so I'm going to counter with spells because we'll get stomped otherwise." "I'm going to spam rage on an overpowered boss because I hate spell spam and it ruins all of my fun." Cycle continues, blah, blah, blah. Overpowered vs overpowered. In the end you could call it "balanced" but at the end of the day neither side is having fun, at least that's how it is for me. So basically everything needs heavy overhauls to be balanced, which requires a ton of work. Not that I'm against all that being done, its just unlikely to happen sadly. Just wish I could help with weapon balance directly instead of just posting suggestions. But back to the original topic at hand, I do agree that some specific loadouts need tweaking to be less broken, though classes in general need more overhauls to not be straight upgrades. Biggest issue is spell sniper literally having only a downside of 25 less health. Just need the spellbook nerfs to be put back in place so they aren't just straight upgrades to loadouts.
Yeah I can see why it does need a slight buff for the Med himself during the uber, doesn't even self overheal for some reason. Speed during Uber would probably be alright, just passive might be a bit much. Agreed on the Vacc. Issue with the Vacc is that it rewards you for your team getting damaged with how the Uber build works, but since your team doesn't get hurt often, it only really pairs well with a pocket Solly damaging himself, or a KGB that gets hit a lot, which is just really dumb. Will post my idea for it here again. Rough idea of the current stats that matter, don't know off the top of my head exactly: +67% UberCharge build rate -66% Overheal build rate -33% UberCharge Rate on Overhealed Patients. My suggestion for it: +50% UberCharge build rate Remove the other 2 stats entirely The issue with the current Vaccinator is that it discourages overhealing your targets entirely, and rewards you for your team being lower on health. Normal Uber also does this, but not to the same extent. The idea with this is to make the Uber rate a lot more consistant, but not too fast, while also not giving massive nerfs to overheal. Plus I'll add here for like the 5th time I've said on the forums, fix the actual Uber from not being extremely buggy and not working on time half the time. If you have no clue what I'm talking about, actually use the weapon for 5 minutes to see how broken it is.
If I'm not wrong, it already has a 5 or 10% bonus on it. I wouldn't say over 15, because 20 might end up being a bit much so the Med is impossible to catch. Not to mention if you do keep it passive, Overdose medics will end up being faster than scouts with that out, so that's not the best idea. Should probably have to stay active purely because of the new Overdose, and i wouldn't go over 15%, 15 is stretching it on its own. Though I do think the Uber speed needs to be buffed up to at least 25% again. Its a -25% right now due to a lack of understanding on my last suggestion for it, which currently makes it even more useless.
So if you've played VSP for at least 2 seconds since the update, you'll know that a large chunk of the bosses are broken. Most the stuns/fears don't work at all, and some bosses like Whooves straight up get frozen in place when a life is lost. So it'd probably be a good idea for people to list bugs here in hopes that stuff will get fixed. Though it's hilarious seeing people complain about overpowered bosses not working and giving up due to it because they don't want to use actual effort. <3 Also weapons, some are probably really broken since changes, but haven't played enough yet. This could just be the case of sourcemod needing an update, but I have no clue, and someone's gonna have to look into it.
You need to keep in mind that I'm sure 90% of people don't treat sprays as a serious thing at all. I spray over stuff on accident, I just spray my spray randomly and generally forget about it. It's just a picture in a game, it's nothing more. I get you want to look at your picture if you're just sitting around or whatever, but really, what's more interesting, looking at your picture you can look at any time, or playing the actual game? It's just a picture to most people, people just throw their sprays around randomly, it's not a huge deal. If you compare your spray to a wolf marking it's territory, I don't know what to tell you. Just a picture. Not to mention if this even did become a rule, would it seriously even be enforceable? I mean honestly, do you want someone to look around a map constantly to see if sprays are covered and just straight up punish people for it? It's ridiculous. The only time it becomes a legitimate issue is because people keep whining about it getting covered time and time again, and people keep covering it because they enjoy making others angry. I know this isn't very helpful, but it's just a nit picky thing to ever become a serious rule, and I don't see it as a problem that keeps happening, unless you make it into a problem yourself. I can honestly see people trying to abuse this even by spraying their spray behind others then whining to an admin that they got sprayed over, i mean you can easily attempt to get someone in trouble over it, it's incredibly silly. Though, if people are straight up harassing others after a while over this stuff, that's an issue on it's own, and you can of course get a mod/admin to help out with that, as long as it's not purely getting a spray covered.
About the spray thing, I'd seriously just say you should put up with it, there doesn't need to be a rule for it. People will continue to spray over your spray if you tell people not to, so just ignore it, respray it, if they continue, big deal, its just a picture. I get that some people purposely continue to spray over a specific persons spray, but if you just ignore it, they'll eventually stop. A actual rule being put in because of it just seems like a bit much, people spray over everything and spray over stuff on accident. It's not a huge deal.
You using direct x8? If so, it's not really fixable except by just changing to dx9.
Is the Reserve Shooter still going to full crit on targets that are on fire? This is definitely a step if the right direction, but why are you not fixing it? It can be FIXED. The minicrit on airborne targets stat needs to be re-added. I've posted this here at least 3 or 4 times, and I seem to get completely ignored every time. Axtinguisher does need a buff, but why this change? You completely disregarded the actual problem with the weapon, and decided to give it a different buff that doesn't even fix it. This is a worthless change, the weapon will still be mostly useless. You need to remove the weapon change penalty to fix it, and fix all the damage changes, i don't know the stats off-hand exactly, but this doesn't really feel like it's fixing anything. Scorch is fine. Volcano is good. Did you NERF the Market Gardener? You realize everyone here said it was UNDERPOWERED, right? It's complete trash how it stands, people wanted BUFFS. I don't really get how you got that it was overpowered from here. Vacc needed a buff too, but a speed buff? It needs to be fixed beforehand, the weapon does not function right in general, it needs to be recoded entirely. Just giving it a slight buff to a random stat isn't really going to "fix" the weapon. The change will probably either not be enough to make it useful, or it will end up making the med scout speed to where it's just overpowered. Trying my best to not come off extremely rude in this post, but i cannot understand why these changes are how they are, and I'm getting pretty close to being completely done with trying to suggest any changes. Seems like you just glance over peoples ideas and change how you think it will end up balancing it, but it ends up not really helping the weapons. Changes either don't matter, or they make it overpowered. Hopefully the stuff is getting changed so ignore this post.
The issue is that people love abusing stupid combinations with spells to make them better than without. Right now, Sniper, and Crossbow Med are straight upgrades entirely, Pyro is pretty close to being one, even Soldier can be pretty annoying. The old downsides existed for a reason. They were actual downsides. People didn't use spells that often when they removed all of your weapons. Reason? Because they weren't incredibly easy to use, and didn't feel like a straight upgrade on top of normal weapons. People don't use spells because they "like spells". People use spells because they're better than without running spells. Something needs to be done about the ammo problem still, if they can't fix the no pickups, just nerf the overall ammo at least temporarily while its being looked at. Seriously a temp fix would go so far. I could seriously rant about this the entire day, but it would get really unnecessarily long. Any nerfs would be seriously appreciated right now. Reserve Shooter should be up there on priorities too.
I think it's still great how it stands, it's just still broken. Though I would somewhat prefer a consistant Ubercharge rate vs the lower one it has now if you're overhealing a patient. For example, just remove the less ubercharge on overhealed patients, but lower the overall uber charge rate from 66%, to possibly 50%, so you don't have to rely on injured teammates to build uber. This will also make pocketed KGB heavies less stupid to fight, as the Uber will be a bit slower. Top priority for the weapon would be fixing it to actually function properly though.
Figured this could use its own thread so people can throw all their map hate in one place. Lotta maps are either just entirely unbalanced for gamplay or just have some exploits that can completely ruin gameplay, list the ones you think fit that role here. Extra explanation to why it's bad/broken would probably be better. For my suggestions I would say vsh_beach_xsp1b1 (already pointed out by Karla), vsh_megaman6_b5d, vsh_evil_pumpkin_farm_b6new2, vsh_chemical_v1, arena_suijin_rc2, vsh_volcanic_b2, vsh_lumberyard_event, vsh_apg_v2, vsh_west_fix, vsh_dunes_b2, and arena_offblast_final. No point in explaning Beach again, the thread is here. Megaman is just entirely too big of a map, and generally half or so of each level won't be used at all by players, and either a player or hale will get lost if not in the main fighting area of the map. If I remember correctly, music and some sounds will not work on the map either. If we could possibly get the older version of the map that we used to have, it would be much better. The reason we didn't have it was I think because of an issue with hales falling off the map that has been fixed since. Evil Pumpkin Farm is high in the list of my most hated maps along with Beach. To start, the map is extremely un-optimized. If you look into the middle of the map, you may have your fps be cut in half, though this of course depends on each individual's PC, but I've heard of it from a lot of different people, including myself. The other main issue is the entire basement of the map. It's a maze to begin with, and it makes the map unnecessarily larger then it has to be. You can easily camp down there and not see the hale for an entire game, and just end up stalemating the rounds. Have had it happen plenty of times. Chemical has a big issue with props being entirely invisible depending on your settings. It makes it just annoying to get stuck on invisible props. Examples: 1, 2. Not to mention I found a sentry spot where the sentry can actually shoot through a platform you can set up on, making it next to impossible to get killed while there unless you get raged. Suijin is a pretty map, it looks nice. That's the only reason it ever get's voted for. It's full of problems, the first one being the terrible optimization it has. The second issue with it is the few broken sentry spots it has. The more obvious ones being on the main islands at the edge of the map, then the smaller, farther islands, and last but not least, the end of the cliff. Volcanic isn't entirely broken when it comes to actual gameplay, but the main issue it has is the amount of crashes that happen. Snowdrop will almost guarantee to crash 75% of the server every time, and even bosses like Applejack can cause crashes, albeit rare. Lumberyard Event isn't at all broken, or unbalanced, we just don't need 2 Lumberyards. Either remove the normal one, or this one, because I don't like playing on the same map twice in a row. Apg is probably the only map I put on here purely because of it just being poor for gameplay. The second the game starts, you can instantly super jump towards red spawn as the hale, and unless you are a scout, soldier, or possibly demo, you can't do much to get out before the hale is already slaughtering you and your team. Then there's the fact it's just another sniper-friendly map that isn't fun to play hale on. Also this sentry spot is pretty cheap too. Goes to show that converting a trade map into a vsh map isn't really a great idea. I actually enjoy West Fix, it's a good map, I don't really want it actually removed, I would prefer a "fix" (ironic, isn't it?). Though, there will always be the infamous exploit of the map. Dunes, again, is a map that's not too bad, but has an extremely broken spot for heavies and engineers. That's about it. Offblast has a fairly unknown exploit to leave the map. Not going to add a screenshot here, as most people don't know it exists. Also a very small map that's just not designed well for vsh at all. Not a hugely broken map, just not a very good one. When it come's to maps that just have a few broken spots, what ever happened to this? This would probably fix a lot of spots that are problematic, and wouldn't have to remove the decent maps that just have a few issues with them.
5 accounts with 1 post total all recommending the same guy at once? Not fishy at all. 4 of the posts are just half copy and pasted from one another... When it comes to the actual guy, I've seen him play and he doesn't seem like the rule breaker type, but I don't think I've ever seen him enforce rules or anything. Seems like someone who just wants the tag to me.
I avoided really trying to say much from this update, but I'm against most of the weapon changes that were made. I'm a bit annoyed with the gimmicks being added to weapons to make them completely different from default, and I'd much prefer making them as close to vanilla as possible, but tweaking slightly if needed. Some completely useless weapons (KGB) are the few that could get completely unique things added to them, because they were useless beforehand anyways. Have fun with this rant. Tomislav I've wanted this to be default for months since Gun Mettle happened. The accuracy boost it has on default would make it an amazing sidegrade for stock, and you could do a bit more damage from range, and wouldn't have to get in the hale's face for damage. I'm really not understanding the faster movement speed that it's getting. You're still slow enough that it means absolutely nothing to move a tiny bit faster while spun up. It's completely unnoticeable unless you actual compare with another heavy that has stock. Sharpened Volcano Fragment A weapon that got a huge buff for almost no reason. The only thing that I recall being suggested was a better afterburn, but now that it has no ammo penalty, it does not have any downsides at all. The only real issue with the weapon is that the Degreaser didn't get a switch speed buff, so you can't really combo with it, but that's more an issue with that weapon and not this one. Reserve Shooter The worst of the changes. Like Thunder said, it's essentially a crit boosted shotgun as it stands, unless the hale is a pyro boss. There's almost no reason to use stock over it. Why is it like this? It can be FIXED. Why is the stat it's supposed to have not readded? I cannot understand the point of adding these gimmicks to weapons instead of fixing them to how they are supposed to function. I suggested a while back to fix that stat to begin with, then if it's still weaker then stock, give it a slight accuracy bonus, and a slight increase in pellets so it can rival with it. Stock=spam shotgun, Reserve=accurate shotgun. Big Earner It's broken. It completely breaks the Dead Ringer. I have no idea why, but it does. Another gimmick that a weapon should not have to begin with. Can it really not get a speed boost on stab? I know it takes more coding than just adding an attribute, but the Kunai works fine with the health on stab. Speaking of the Kunai..... it's already the "self-heal" knife. Why give another knife self healing when if you can't fix it, it can be it's own unique knife? These weapons shouldn't be so similar in function. Direct Hit This was mostly fine before the change. Sure it got nerfed because the airborne crit stat was gone, but it still functioned well enough as it was. Now it got forced into a gimmicky combo loadout with the Reserve Shooter, and completely took out the skill that it took to get good damage with it to begin with. Before you could pop the hale into the air, and airshot for high damage. Now the best way to use it is to light then on fire with a Reserve Shooter, and you have free minicrits. The fact that this happened to it is just frustrating to me, and it got a gimmick forced onto it for absolutely no reason, while it was still a usable weapon beforehand. I just cannot understand why the skill point of the weapon with the full crits on airshot would have gotten removed, while it got forced a gimmick onto it. Jarate One of the weapons I hate the least from this update. It's fine as it is, but it still stands that the Cozy Camper still exists. The Cozy already did self healing, and the Jarate could still get it's own unique change. It did need a buff, and I guess the no fall damage is nice, but it still feels too similar to really have them both do the same function. Degreaser Again, another case of getting a gimmick buffed, while completely ignoring the unique function it used to have to make it viable. Comboing. The switch speed needed a buff, that was literally all it needed. It has some hefty nerfs on there already to make it a fairly worthless flamethrower in comparison to the rest. I just don't understand why it wasn't fixed. Grenade Launcher My suggestion was half taken, then completely turned on its head. I wanted it default, as I saw no reason to have it changed to begin with. But then it was.... buffed? What? Demoman is arguably to be easily the most powerful solo class as it already stood. Eyelander grants the ability to increase your speed to be 2nd fastest class in the game. Next you have a shield that you can use to escape danger in a pinch. And lastly you have a fully critted primary that can do 300 damage in a single shot, with a modest amount of knockback. This buff I just cannot understand, and I never will. It should again be, completely default. The 2 weapons I didn't mention were the Manmelter, and the Loose Cannon, as those got fixed as they should have, and I find them to work as they should. I'm trying my best to not come off overly rude with this, but I can't express how irritated I am with the balance as it's going. People do NOT play for gimmicky new weapons. People play for the pony hales. The more weapons you completely overhaul unnecessarily, the more people that are going to be upset, and will wan to play less and less. After so long waiting for a change, I'm dissapointed to see how much I don't agree with it. You can argue that I can't speak for everyone, and that maybe people do enjoy the weapons, but either way, I've talked with friends about it, and most seem to agree that it's getting a bit out of hand. I know a lot of work is put into this and all, but over time, it's making the server just less and less playable for myself. As someone who enjoys most classes and weapons the game has to offer, it's just a bit upsetting that I've seen myself lean closer and closer to stock as more changes happen, because I find most of the weapons too gimmicky to really be useful or fun to use. I hate to have another update have to happen as it takes more time out of people's lives, but I think that it's in order to better the state of the servers. I'd be happy to make more suggestions for each class, but I'm not going to go through the effort if my suggestions all feel completely ignored, and weapons are going to be changed into things they shouldn't be at all.
The one thing I don't like about the suggestion is the passive minicrits and the dispenser heal block. The passive minicrits seem like a bit much and I think removing the healing from dispensers just sorta is an unnecessary nerf. The passive crit res I think is good though, because as it currently stands, the mediguns reliability is just based off of pure luck. (same goes for the Quick-Fix) And yeah, the delayed uber is currently the biggest issue with the Medi Gun, and makes it extremely unreliable.
Definitely would prefer having this one over the one we have now. Glad to see that the basement area has been completely overhauled to feel less maze-like, and to maybe have a reason to go down there now. Overall looks a lot more wide open too, which I think will make it a lot more fun to play on. Also, no elevators is probably the best change. Will be glad to see it when it's finished!
Don't think the link works.
Most the tf2 server community probably doesn't even know the forums exist :/. Lot different playerbase then it used to be. Forums are pretty slow nowadays.