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#31 | ||||||||||||||
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CommFT Writer/Mentor
Join Date: Nov 2009
Posts: 508
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hmm, maybe it is just because I seem to be able to dodge huntsman and have very, very bad experiences with the sandman... even recently.
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#32 | ||||||||||||||
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Senior Member
Join Date: Aug 2009
Location: Kansas
Posts: 285
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Shadow it just seems that you don't have enough experience as scout. Yeah, it sucks for medics, but it sucks for scouts as well. I'd rather have 15 hp (25 with buffs) more hp than the occasional ability to try to limit their medic.
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#33 | ||||||||||||||
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CommFT Writer/Mentor
Join Date: Nov 2009
Posts: 508
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I do not have experience with the sandman because the only one I have ever found I crafted without ever using it. Do whatever, I dont really think it will make that big of a difference because so many scouts rely on double jump anyway.
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#34 | |||||||||||||||
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Join Date: Oct 2009
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#35 | |||||||||||||||
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Senior Member
Join Date: Aug 2009
Location: Ontario
Posts: 229
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Senior Member
Join Date: Dec 2009
Location: san diego CA
Posts: 151
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you guys have to remember that weapons that should be in use are the ones that are balanced and aren't overpowered or give unfair advantages.
My take on this: Crit-a-cola: get minicrits and take more damage, thats pretty equal, sure you can get flanked but if you are watching your flank there is nothing to worry about, they cant pistol you from afar because it takes this slot. its a pretty equal trade. @ what sigma mentioned, it really shouldnt make that much of a difference, im not sure about esea but gunboats are allowed but idk if both teams say ok. Let the crit-a-cola play Paintrain: umm caps points 2x faster and u take more bullet damage, over the equilizer im not sure this will even be used often so why not? this would help koth maps too home wrecker: takes our buildings and sappers. you would have to uber the pyro to get to their sentry and he will be knocked into the air a lot probably so he wont even touch the sentry; its other use requires and engineer on your team, but who is going to run a pyro and engineer, especially a pyro for that reason. doesnt do anything bad so let that in too. |
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#37 | |||||||||||||||||
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Member
Join Date: Apr 2010
Location: Folsom, CA
Posts: 84
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Quote:
I concur almost entirely. The almost would be that w/o crit-ter-cola you can still be Meatshat. (make up that word?) Quote:
Quote:
Take the damn scoot out first!! Otherwise, do what the Pachyderms do!!
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#38 | ||||||||||||||
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Senior Member
Join Date: Aug 2009
Location: Kansas
Posts: 285
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Shadow, you might want to look up what the sandman does exactly xD
Double jump with the sandman has been around for a looong time now. |
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#39 | |||||||||||||||
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World Elite
Join Date: Mar 2010
Posts: 244
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Quote:
And it would be kind of unfair since the Scattergun has the ability to Critical 1 Shot a Medic, and even a Demo I believe, if anyone is even slightly unaware they lose a key part of their team for 20 seconds. |
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#40 | |||||||||||||||
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Head Moderator
Join Date: Apr 2009
Posts: 77
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Quote:
Of course, a scout can work around the "opening can sound" issue by selecting his Crit-a-Cola before running in, but running toward the enemy without a weapon in hand is a very risky move indeed and one that is likely to leave you dead if you come face to face with an enemy scout. |
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Member
Join Date: Apr 2010
Posts: 34
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Tbh, the only reason that weapons should be banned is because not everybody has them. Everyone has more than enough chance to get each item by start of season. Crit-a-cola is well balanced, and the paintrain and homewrecker are both terribly inconsequential. Allow all community weapons.
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Junior Member
Join Date: Apr 2010
Location: Ithaca, NY
Posts: 6
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First off, thanks to XPL for this new league; hope it works out fun for all parties involved.
2nd, thanks to Hawkeye for allowing ALL items for pre-season. Quote:
Someone said that the better scout pair wins the match, and you can debate that if you want. But with all the different choices and play-styles for scout now, SG, FaN, Bonk, CaC, pistol, Sandman; I honestly believe it will bring more diversity and dynamic game-play to TF2. TL;DR. Moar Unlocks = Moar Dynamic TF2 |
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#43 | ||||||||||||||
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Junior Member
Join Date: May 2010
Posts: 7
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Paintrain could have a lot of new strategies based off it.
Home Wrecker fails. I'm not sure about the Cola, it fails like 50% of the time. |
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#44 | ||||||||||||||
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Senior Member
Join Date: Feb 2010
Posts: 273
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Cola -> ban
Sandman -> All good paintrain -> all gud homewrecker -> anti sentry on blands last all good Cola u run 2 cola scouts with an ubercharge it becomes the team-wiper and the game becomes no fun when the point of competitive tf2 is to run mini crit scouts on uber all the time that can kill more people with an uber charge. maybe sometimes strats @ last pushes change when there is sentries otherwise id be seeing 2 ubered scouts with cola 80% time wiping out teams. considering each scout can do 6 scatter gun each with 60 damage mini crits(reasonable enough eh?) total damage is: 6*2*60 = 720 now the team's hp without buff: 2 soldiers = 400 demo and med = 325 2 scouts = 250 total = 975 without buffs now ask any scout who is actually on a team that cant meatshot when ubered. in theory scouts will use the uber to give 140 damage meatshots which will hurt more than the 60 damage reasonably low mid range damage mini crit i gave the calculator. in actual game play the damage output will vary. however its a guarantee, a well coordinated push will rape any team without an uber. even if the soldier juggles that scout he will still do a 70+ damage on the enemy med from mid air... lets say that both teams have uber, 2 cola scouts will dish out enough damage to make the other team share uber... plus you have 2 fully healed soldier and a demo behind you... so did anyone mention Team Wiper? |
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#45 | |||||||||||||||||
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Junior Member
Join Date: Oct 2009
Posts: 3
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P.S.- a parting thought. QUIT SHITTING ON SCOUT UNLOCKS, we are the only guys with a terrible melee upgrade that was banned and nerfed to oblivion. P.P.S- FFS people you cant 1 shot demos or meds quit saying they can. and remember, they get 1 shot easier or just as easily as you and you have 5x more people to shoot with mini crits on 1 target. Edit: unlock all |
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#46 | ||||||||||||||
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Senior Member
Join Date: Jan 2010
Location: Salt Lake City, Utah
Posts: 305
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Bikini, your idea of the Crit-a-cola is ridiculous, you fail to understand how that weapon is not over powered in any way. The scout can be one shot by any class (medic not included.) I've played around with the unlock and aside from having a terrible model (it should be a glass Coke style bottle) there is nothing, and I mean ABSOLUTELY NOTHING wrong with it in any way, shape or form.
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#47 | ||||||||||||||
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CommFT Writer/Mentor
Join Date: Nov 2009
Posts: 508
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Hi, I don't know you, but I am not quite sure where you get off coming to a civilized discussion and being snarky and just plain rude. My knowledge of the scout is admittedly a little outdated, I dont and never have played the class. I apologize for being wrong on your internet. Fish was a bit more constructive in his pointing out my wrongness.
I dont think anyone is saying that we should "head for the hills" because there are new unlocks. We are saying that they should be looked at, analyzed and maybe put off a season (or at least until the end of the season) before being put in. I for one would not mind leaving the crit-a-cola in, I do however think it should be limited to one per team. As for one shotting meds (not demos who are usually 260 anyway).... um, for all intensive purposes yea you can. Any time I am in a combat situation, I am not at 150, even if I dodge every rocket and maneuver around every sticky, I will still have taken at least 10 damage at mid, yard, 2nd, pushing last, holding yard, holding second, holding last etc. At any of those major, game changing times, could a scout swoop in and meatshot me. Now, granted, that is not very likely, but say I am a bit weaker (it happens), the scout in question essentially has 1.35 times the space in which he can one shot me. Im not saying ban it, im just saying both scouts should not be allowed to run it. I embrace change, I love the medic unlocks (yes, they were change once too) and really love playing new maps (gran and blands get boring fast). It is my opinion that the crit-a-cola, if given to both scouts, can be OP. I think it is something worth looking at constructively. Obviously you, as a scout, are going to have a different opinion of the unlocks than me, a medic. P.S.- Just because your class got shat on by valve in their updates does not give your class a blind eye in future updates. P.P.S.- And talk about getting shit on, does the medic not get any love with the community unlocks? we havent gotten anything new since the medic update, which was the first major update (waaaaaay back with goldrush). I think medics should start acting more like scouts and cry on every unlock related thread that they dont get new toys to play with and that they are getting shat on by the unlocks. P.P.P.S.- No hate bro just love <3 n.n Last edited by shdw.puppet; 05-17-2010 at 09:39 AM. |
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#48 | ||||||||||||||
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Post deleter :-)
Join Date: Oct 2009
Posts: 699
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As of right now, I don't really see a need to limit the crit-a-cola to one scout. That way it is setup, your basically forcing the scout to suicide in for all intents and purposes. and stopping to drink it in combat is suicide to begin with if anything see you.
It's a solid risk reward, High risk to send a scout that can get one shooted by any class, to try to get a solid pick, or hold off. Two scouts using the Crit-a-cola in rapid succession seems like an awfully high risk I don't see team taking a chance unless unless they are already up 3-4 rounds anyways. It seems people are looking at the maximum damage output without much thinking to the risks involved with doing it which are rather high. |
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#49 | ||||||||||||||
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Member
Join Date: Apr 2010
Posts: 47
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Crit-a-Cola is very situational and definitely not OPed. The best I can do with it is suicide into the combo to force uber. I'm going to go ahead and coin the term "SODA POPPED" for this tactic.
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#50 | |||||||||||||||
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Senior Member
Join Date: Jan 2010
Posts: 248
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#51 | ||||||||||||||
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Senior Member
Join Date: Feb 2010
Posts: 508
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hablah just owned all of you
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#52 | ||||||||||||||
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Senior Member
Join Date: Feb 2010
Posts: 508
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keep the sandman banned, the rest shouldn't even be considered, unless it is because nobody is getting the drop
Crit-a-Cola isn't that amazing. Simple focus fire will destroy it, it certainly isn't game changing at all. Maybe you guys have totally forgotten how a scout plays, last time i checked there aren't going to be any scouts sniping people from bats or something. The only way a scout can be useful is getting up close, what also hurts up close? Rockets. What hurts even more up close when you are taking mini-crits, rockets. I think it is a good trade off, you get mini crits, but people get mini crits on you. As for the "oh god oh god scouts are going to be ubered." Ever heard of a counter uber? IDK about you bikini, but I'm pretty sure if the other team has an uber, and your team doesn't, you don't play close. So it wouldn't really matter, because if a medic ubered a scout with mini crits your action would be simple. A) Counter Uber. B) You are already backed off a little, wait for the scout to get out of medigun range and then get free mini crits on an alone scout. As far as both scouts running it, I could only see an advantage with this in a scout v scout area. If both scouts ran crit-a-cola they would basically always be 1 scout down because they are suiciding. So there is your advantage to take the flanks. No reason for it to be banned, one of the few unlocks that actually has a good negative side. |
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#53 | ||||||||||||||
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Post deleter :-)
Join Date: Oct 2009
Posts: 699
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Why should the sandman remained banned, the weapons has changed a LOT since the initial ban and is due for a re-evaluation, so I need to see somethign a bit more tangible in the objection to the weapon.
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#54 | |||||||||||||||
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Senior Member
Join Date: Jan 2010
Posts: 248
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Quote:
It's hard to keep track of the changes? What are the current attributes? |
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#55 | ||||||||||||||||
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Post deleter :-)
Join Date: Oct 2009
Posts: 699
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#56 | ||||||||||||||
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Senior Member
Join Date: Aug 2009
Location: Ontario
Posts: 229
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It's not that the Sandman is overpowered in any sense, though it used to be (when it negated Ubers). It's just annoying as hell and brings down the quality of the game. So if you're only banning overpowered weapons, and you don't want to make an exception, unban the Sandman. But I think most people would prefer not to play with it.
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hitscan prefire |
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#57 | ||||||||||||||
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Member
Join Date: Oct 2009
Posts: 74
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Some people just aren't that lucky; my scout plays quite often, he just hasn't gotten a bonk drop yet. I crafted my spare bonks and kk's before the change to crafting and have hit the cap on drops every week since then and still haven't gotten a kk or bonk. The drop system is a matter of luck when getting specific items, all you can do to improve the probability of getting a specific item is increase the time line to allow for more drops, which is all I think we should consider.
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#58 | ||||||||||||||
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Member
Join Date: Mar 2010
Posts: 53
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Uber crit-a-cola scout is so fun when you are either the scout or the medic :D.
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#59 | |||||||||||||||
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Post deleter :-)
Join Date: Oct 2009
Posts: 699
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Quote:
The bans on the other weapons was about not everyone having them, that is the main complaint, which does not apply to the Sandman, with all the changes to the sandman all the original arguements are nearly moot, the purpose here is to drop the sandman back in for Preseason and see what the issues really are in reality after all the changes. If it is still a game breaking issue for 6v6 I want to be able to give Valve something tangible, right now from a glance it appears more bias of players then a hard fact, so hopefully preseason gives us something tangible or changes some minds. |
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#60 | |||||||||||||||
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Senior Member
Join Date: Feb 2010
Posts: 273
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Quote:
fyi towards the people who thinks a double uber solly or demo can do more damage output. Scouts can also do that same damage output just that they have 125 hp while every other class have more. Soldier: 4 rockets 2 shotgun point blank range 600 damage mid range 400 damage(80 dmg rockets with 40 damage shotgun) U can actually dodge rockets and airstrafe if u get juggled Demoman: indirect meant for group splash damage of course his damage output will be ridiculously high however if the enemies is extremely spread around the demoman might not do as much damage as desired. Same thing as soldier, you can dodge projectiles. Scout: 6 scatter gun shots 600 damage if all point blank and medium range 360 damage(60 damage scattergun shots im being more than reasonable here) Now go ask any decent medics: when you get picked was it the scattergun who killed you or the rocket which you failed to ride or sidestep. the point of soldiers and demos is that they can splash damage enemies enough so that the scouts can do work and finished them up or scouts lit everyone up in the group and soldiers and demo jump in and go for the kill. Now the scout received a damage output advantage over the soldiers and demos with the crit-a-cola. once ubered the scout's heath disadvantage goes away and begins two shotting soldiers and demos with ease and one shotting other scouts. Scouts = 1 person killing machine Soldiers + Demos = Splash damage team killer lets rack up the shots of scattergun shall we? and lets be reasonable that these two scouts are bad at aiming We got 12 shots guys we make the best of them! 60-60-60 3 shots the demo with mini crits 50-50-50-50 4 shots the roamer 60-60-60 3 shots one of the scout 60-65 2 shots the other scout you are left with the combo and the medic... taking the situation another step... can two scouts without ammo reload and run away then double flank this combo and manage to kill either that soldier while only both have little buff after the uber? seriously like I will run 3 scouts in order to abuse the uber+ critacola effects |
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