Closed Theoneofwonders closed 11 months ago
More subjective notes:
I don't really understand why Medic has the ubercharge rate buff.
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.
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.
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.
Provided a list of weapons that I have a few things to say about.
Hunter's Blunder Usually just a direct upgrade, doesn't matter if it has less accuracy as you'll usually be dealing 100 damage easily up close.
Scouting Striker Just seems a bit weak compared to the nailgun.
Speedster's Side-kick The deagle for Scout exists so, no much of a point using it
Homerunner The damage vuln being nerfed doesn't matter that much considering some rockets/grenade launchers deal more than 90-100 damage. Instead why not have mark for death on miss along with explosive splash vulnerability so if you do miss you'll still take a crap load of damage without being punished with instantly dying.
Close Encounter Really good change compared to the one shotting that happened before.
Second Amendment Seems a bit weak as in some cases it does 50 damage upclose and in others 200 up close, which isn't really that much of an upgrade to the market gardener. Also please let it have multiple reserve back for soldierknight, it was really good with soldierknight.
Combustable Concentrator Not a weapon suggestion but it'd be nice to swap the Propain and CC cosmetics around as since this is more of a area denial you won't be seeing the pyro's torso much due to the flames blocking it.
Bobby's Bashing Shield Demoknight's main problem was that one shots were easy to do, and this shield is the main reason why demoknight could do one shots. While both shield and melee have been reduced in damage a stock bottle can still one shot a medic with a charge. Personally I think it'd be cooler if this was a shield meant for tanking more damage by having more damage resistance.
WALL Tanks too much damage and is easily restored in my opinion. Feel like it could be reduced in health a bit or made harder to recharge. Maybe a bit too much damage on the charge as you can combo it into a melee for 135 damage?
Sphere I heard that it charging automaticall is a bug so if that was removed I think it'd be a good weapon. Only main problem I see is with stacking and making sentries unkillable.
Gravy Maker Love this weapon a TON, it's simple yet effective. Feels like a shotgun valve would've made because of it's simplicity, which is a good thing because the gun itself is really good.
Medical Administration Good idea on paper but seems a bit bad. There isn't a time you would want to use it up close but at longer ranges it isn't worth hitting moving targets for 20 health instead of just walking towards them or better yet rocket jumping to them with the fugitives. I believe it'd be better if it had its clip size reduced but had increased healing, maybe around 50-75? This would make it so it isn't that viable for sustained healing up close but good for burst damage from further ranges.
Forensic Fugitive (if that's how it's spelled) I think that jumping doesn't make you automatically switch weapons so the gravity can be used more often, as it's VERY useful. It's also a pain to jump and get shot straight down and take fall damage. I'm not sure how the speedy recovery leap worked, but maybe make it like that so it can be equipped while charing?
Practitioner's Pride Highlighting enemies would be nice. Since Medic can mark people for death and is usually with his team giving an outline to be like "go for this guy specifically" would be helpful. Viewfinder and contract killer are mark for death support weapons that also highlight enemies, so why not give it to Medic too?
Guardian Angel Don't know why, but this weapon isn't used much anymore which I'm guessing is because of the medic not getting ubered from it. Either way I don't really see much of a use for it. Bit of a crazy idea but what if it could deploy a shield like the sphere for 3-5 seconds?
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".
Booster Shot Needs it's -75% uber penalty on overhealed patients back.
Uberspritze Maybe consider remove random crits for this weapon? There's not that much of a point of using the bonesaw and if you do just use the Uberspritze since it does what the Bonesaw does but better. (Trust me, the -10 hp doesn't do much)
Reconstruction Syrup Love the ideas of melees that boost on medic, hope more would be added so there can be more ubercharge combinations like defence and TW, or haste and kritz.
Combat Rifle Seems a bit weak, I think a lot of people would be happy if this was just the Perforator but a model change instead. The fall-off definitely makes this worse, especially since it was advertised as mid ranged.
Carbine Same issues as Combat Rifle, giving it no fall-off would be nice, but what about a headshot damage buff since it fires slower?
Poacher's Pride Fall-off and Ramp-up should be removed. You deal 90 damage maximum up close and at that point why bother headshotting?
Hunting Revolver I think headshot damage should increase to 80/90 as right now the headshots are too weak.
Hunter Killer Does WAY too much damage at far range for a shotgun, needa an accuracy decrease. (can't tell if it's accuracy or just mini-crits so if it is mini-crits give it mini-crit falloff pls)
Strikers Shank Had a bit of an idea, what if this was more supportive and allowed you to give teammates speed boosts? It already seems like a weapon that would be a support weapon with it's mark for death and it's bonus for wearing it (like the tactical talibong) and Sniper is a support afterall.
Karate Remove random crits, PLEASE. I don't really understand why the class who has items like the huntsman and dealbreaker which deal high burst damage is allowed to have a fast firing melee with 60% max crit chance.
Executioner Have a few problems with this. Firstly I think it should crit on headshot with fall-off so it'd do around 140-150 up close, as with the Deagle you can headshot and bodyshot to do the same damage and have bullets to spare, while the Executioner only has one shot.
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.
Assassinator I don't really see a use for this as if you could just stab a person instead, which would be better considering some knives have bonuses for backstabs. This doesn't really help for chainstabs that much either. I'd prefer the balistic knife in the github over this.
Intermission (BUG) It doesn't restore after cooldown.
Unholy Reckoning The cloak on kill is more of a downside that an upside, which you probably know due to it being white text and not blue or red. I guess this could be to stop silent chainstabs but considering how you have a permanent 33% damage vulnerability I think you should be able to be able to do chainstabs.
Medical Kit I think this should have the healing boost aura too, since it's a healing item like the wellfare check.
Positive Reinforcement Since sniper's melee is hyper mark for death I think the whip should be too. I think it'd need it. Probably should make it so crits become mini-crits though, either that or a damage nerf.
Lord of the House Seems a bit weak compared to mini-crit boosts. I was gonna say to make it like stock but haste except that's already going to happen in live TF2C.
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.
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