Reagy / TF2Classic-KO-Custom-Weapons

Repo for the current revision of the custom weapons
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V6.1 Feedback Thread #237

Closed Theoneofwonders closed 11 months ago

Theoneofwonders commented 1 year ago

Made a new one because the last thread also got a lot of input and thus has become pretty cluttered.

Will also be posting hotfix/patch info here if there is any

HOTFIX STATUS: HOTFIX 2 PATCH NOTES

Fighter's Fury - NERF

Flare Launcher - NERF

Ol' Brimstone - BUFF

Drunkard's Wrath - BUFF

Frag Master - REBALANCE

Iron Boarder - BUFF

Gun-Show - BUFF

Attitude Adjuster - BUFF

Nail Storm - BUFF

All Medi-guns - BUFF

Booster Shot - BUFF (and fix?)

Hunting Revolver - BUFF

Combat Rifle - BUFF

Carbine - BUFF

Executive's Dealbreaker - BUFF

Intermission - NERF

Cerapter commented 1 year ago

More subjective notes:

JimmsterBimmster commented 1 year ago

I don't really understand why Medic has the ubercharge rate buff.

  1. It makes it so that Medic should just use mediguns like Totemwerfer/Booster Shot because you might as well crank up the heal rate if you aren't getting any uber.
  2. This doesn't stop pocketing but actually rewards you to pocket more, as in downtime (Medic's main majority of uber gain) you are discouraged to overheal teammates so you don't get the uber penalty while you pocket someone that is in combat, who is losing overheal and therefore not affecting the uber penalty.
  3. Ubercharge is REALLY important, especially on stock. Most of the time uber pushes are the most influential thing so making it so that you have to wait more drags the game on more.
  4. This makes Medic harder to play, as you have to be 100% observant as uber has TRIPLED in time to get if you're playing normally. If you die once those three minutes of gaining uber has gone to waste and you have to try again.

Effecting Medic's ubercharge rate has heavy consequences, as Medic is a VERY influential class for not just the healing but the ubercharge aswell. To prove this I have added two images of my score in which I won on a match as stock medic with stock bonesaw. There was no other methods used to benefit ubers, no civ boosting or uber farming.

Looking at the KOCW stats we can see that I was only able to uber once, as it took me an entire TWO MINUTES on the WINNING TEAM to get ONE UBER. This was me playing the safest I could, if I had died once that means that I would have to wait another two minutes to get back a single uber.

Lets compare this to the official servers, in which I was in the winning team and able to get 3 ubers while dying once. This is around an uber per minute. The fact that I was able to get uber three times and only die once while there are multiple RPG/sticky spammers and snipers shows how much of a bad idea this is, especially when Medic is the class that should be focused on the most while there are weapons that make his life worse (viewfinder, MFD shank, civs MFD whip, fox tail unchained fury scout, pan civ, spy, ect.).

I would also like to mention that I got around the same healing and got more uber out of it on official, I would've gotten 4 ubers if I hadn't had died.

I understand that some of us have bad days and make bad decisions, so I hope that this change gets HEAVILY reduced to at around -20% (which I still don't really agree with due to most mediguns having ubercharge bonuses except stock) or just flat out removed, as it is a pain to play Medic.

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P.S; The booster shot's "no overheal" stat is bugged so that once you reach the overheal limiter you don't heal your patient once they get damaged, making you have to reconnect your beam once they get below overheal.

JimmsterBimmster commented 1 year ago

Just a bit of feedback, I don't really like the shark that much as it is basically a demoman stock pill as a melee and completely overshadows a majority of the melees as a free ranged 99 damage on a melee slot is pretty powerful.

Since it's supposed to be a bit of a joke weapon, what if it gave haste for 3 seconds on hit but has a slower recharge than the sandmate? That seems more of a "joke but effective" weapon, but I don't really know what to do with it on a basic level aside from just nerfing the damage, which would be pretty pointless as the sandmate would be better then.

JimmsterBimmster commented 1 year ago

Provided a list of weapons that I have a few things to say about.

I feel like if you wanted to tackle pocketing the most, this would be the main weapon as due to it's easy to get uber and two charges you can stick a tank duty Heavy on the cart with a robo + GA + Medkit medic glueing his medigun onto his ass while there can be Wellfare Check Civilian there aswell, boosting the healing and giving his own healing too. This would provide an insane healing rate along with giving the heavy 400 health + 160 from the shields.

To me this needs the biggest change, as it seems only effective when pocketing as when it comes to things like the TW/BS giving multiple allies crit healing in rapid successions to avoid death or giving kritzkrieg to a teammate for them to push forward or back. Meanwhile stock is there to push forward the most, being able to take out multiple people and being the main counter to sentries. Meanwhile the Guardian Angel... does nothing? So does the hydro-pump but that is more of a weapon to have fun with while the Guardian Angel is either "pocket someone or you'll barely do anything".

The knockback seems like a funny and cool idea, which it can be, but that 15% speed absolutely crippled you. Personally I'd remove entirely as you already have the downside of only having one bullet, meaning if you miss you die. The speed nerf just makes it harder to catch up to people for backstabs.

Just equipping this weapon (remind you, the speed nerf stays active all the time) gives you a walk speed of 92%. Demoman/Civ's walk speed of 97%, so you turn from being the tied 2nd fastest class to the 3rd slowest class just by equipping a single weapon that already has a huge risk to use.

JimmsterBimmster commented 1 year ago

The Medical Administration is a bit weak for close and long ranged healing, so I've come up for a few changes.

Change 1

On teammate hit: Heal up to 30 health On enemy hit: Gain 5% heal rate for 10 seconds, up to a maximum of 50%

Enemy hit is a bit of a rough estimate of a number, I was thinking of buffing the healing along with making on hit increase healing, so if you hit multiple enemies you get lots of healing for your medigun and your primary.

Change 2

On teammate hit: Heal up to 50 health On enemy hit: Gain 10% ubercharge -75% max primary ammo on wearer This weapon will automatically reload when not active

Basically just copied the last 2 stats from the crusader's crossbow, changing this into a long ranged healing weapon with one shot. Since it only heals 50 health it doesn't seem like it'd be that good compared to the normal crusader's to the point you'd use it over anything else, but having the range is still helpful.