old st heffe is actively hostile to gameplay and is effectively wheelchair unless you abuse his flight thingy, even with this its just not any less boring and annoying to fight
scoobs heffe is marginally better but rage seems a bit too redundant considering most players will just dodge it most...
i think after seeing krian fail to pick anyone out of that nest after 5+ attempts due to denied ubers is complete bullshit, nobody is going to wait the ubers out to sink damage to get a small window to kill one medic, not to mention how it can effectively deny early picks incredibly effortlessly...
im all for medic nerfs but im not sure about the whole rate being affected by amount of players
edit: nvm, sounds fine
for engie, no changes like this. potentially nerfing jump pads by decreasing their velocity or increasing delay, or build cost idk (alongside a pistol nerf PLEASE!). nerfing...
these changes alongside maybe giving him the player reshuffle ability like previous version of cuddy heavy could play really well into the niche along with disguises, i think a damage nerf evens it out just fine in the end
i really like the boss, it doesnt feel unfair to fight and if you can reposition often and properly. heavies might have issue with the boss if they are revved but outside of that most classes shouldnt have much issues. it effectively countering specific camping playstyles is also great so people...
i think the stuck spot is far more problematic for the map then this even tough it rarely gets used. im still for removal of spots like these, especially when they effectively make everyone in the box AFK until the boss starts fighting them
if the MG demo shows anything, its that fall damage is absolutely brutal and suverely guts the jumping playstyle, the blast resistance could be lowered to 35-40% tough. gunboats fall damage reduction should still provide enough incentive to use it instead of the shotgun when it comes to MGing
I would like more direct community input on ideas and changes. we could go about changing shotguns in generic boring ways such as just giving them minor stat buffs and minicrits. but personally i would like more distinct and unique weapon changes that meaningfully change the playstyle of the...
just replicated it on main server
im not sure if you need the gun to be out when done, but the idea is
have any revolver, change to diamondback before the start of round and as it starts you are given the diamondback with 6 rockets
also, edit. it seems the jumper weapons keep the increased...
when changing current weapons to certain weapons before the start of the round, you can inherit its original ammo/clip stats to what they arent supposed to be
for example, when changing from any soldier rocket launcher to the rocket jumper before the start of the round, you will get the rocket...
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