Inevitible Nerf prediction contest

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Post by The Spanish Inquisition » Mon Dec 21, 2009 7:16 pm

[quote="shimmybot";p="215550"]Equalizer grants a small health boost with each kill effectively making it weaker with each kill :P[/quote]

That and the other comment about not gaining the speed boost until you hit meat. Currently I use it to scurry away and hide when almost dead. You can run as fast as a scout.
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Re: Inevitible Nerf prediction contest

Post by Tarrock » Tue Dec 22, 2009 12:53 am

The engineer will get a wrench that can't upgrade, but builds faster
The spy gets a fire retardant suit that replaces the gun slot.
The heavy gets a new set of gloves that improve his speed.

lol
[spoil]http://tf2wiki.net/wiki/GRU
http://tf2wiki.net/wiki/Fire_retardant_suit
http://tf2wiki.net/wiki/P.D.Q.[/spoil]

Think the Equalizer will be first, the melee bonus damage will get removed or lowered down to 110 max.
Think the shield will be next, it'll get a buff of 20-30% bullet resistance, but both range charges will become minicrits, mid range:30% long:60%
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Post by Plinko » Tue Dec 22, 2009 7:22 pm

Well, we have our first nerf:
Capped the amount of overhealing from taking heads to the player's max buffed health.
As no one predicted anything remotely like this, I'm leaving the contest open for at least another round of updates.

I also edited the OP to list what I took to be the official prediction from everyone that made a guess, so if you engaged in multiple conjectures and disagree with my choice, please let me know.
Last edited by Plinko on Tue Dec 22, 2009 7:23 pm, edited 1 time in total.
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Re: Inevitible Nerf prediction contest

Post by TheCarpe » Tue Dec 22, 2009 7:23 pm

Man, that one was so obvious, I can't believe I didn't think of it! I even watched the video of the dude getting up to 2000 HP by slaying 150 bots in rapid succession!
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Post by Plinko » Tue Dec 22, 2009 7:31 pm

To some extent, I think it's mostly a fix and not necessarily a nerf. . . the Update de.scription of the Eyelander reads:

With each new protesting head you cleave (up to four), you’ll get healthier and faster.

This reads to me like they did mean for it to cap, not sure how much it was supposed to, though. . .
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Post by Zeldark » Tue Dec 22, 2009 8:58 pm

[quote="Masakari";p="215635"]I'm sure I'll get flak for saying this, but I'm once again happy to see the Sandman reduced like that. I was always on the side that thought that an FPS has no place for stunning for the simple reason of it takes away control from the player, something that a good game shouldn't do at all. Not being able to use a weapon fixes it, and I think any scout worth his weight shouldn't have a problem adjusting to this.[/quote]
By this reasoning they should take away Pryo airblasts, Soldier rocket juggling, Force-a-Nature knockback, Natacha's slow, turret knockback, and death.
He's a decent shot. He's got some skill, but he's in too much of a hurry.
He's throwing away bullets like they were candy. He doesn't know how to take his time.
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Post by Clay Pigeon » Tue Dec 22, 2009 11:10 pm

I was suprised that the boots (aka the lamest soldier item) got a nerf.
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Post by Plinko » Wed Dec 23, 2009 12:15 am

I don't think it was a nerf, it was a boost because people who rocket jump using walls weren't getting the damage reduction, they were taking the full blast.

Unless you mean it's now harder for gunboat wearers to take their health down quickly using rockets for uber building or Equalizer shenanigans. . .
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Re: Inevitible Nerf prediction contest

Post by Flobee » Wed Dec 23, 2009 4:22 am

They will (hopefully) remove the ability to charge while carrying the intel.

Or you'll still be able to charge, but the intel will automatically be dropped when the charge commences.

They'll also make it so you cannot pick up the intel while in the middle of a charge.

I hope.

-fingers crossed-
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where MAKING THIS HAPEN.

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Post by Clay Pigeon » Wed Dec 23, 2009 10:31 am

[quote="Plinko";p="215991"]I don't think it was a nerf, it was a boost because people who rocket jump using walls weren't getting the damage reduction, they were taking the full blast.

Unless you mean it's now harder for gunboat wearers to take their health down quickly using rockets for uber building or Equalizer shenanigans. . .[/quote]

I mean I was taking full damage for conventional rocket jumps when the only ones around me were friendly units.
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Post by Plinko » Wed Dec 23, 2009 10:39 am

Hmm. . . wonder if it's still bugged, then. I haven't used them much because I can't imagine losing either the shotty or the buff banner.
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Post by Plinko » Wed Jan 13, 2010 9:06 pm

Three nerfs in this update:

Direct Hit now only minicrits those launched in the air by an explosion (I think this is a bad way to do it, if you can hit a person falling/jumping I'd say you deserve the minicrit!). Note this will still minicrit you 1" off the ground, provided a rocket/pipe/sticky/sentry missile put you there.

Targe now takes 50% damage reduction from explosives instead of 65%.

Buff Banner buff duration was reduced to 10 seconds.

I'd call this a win for Guardian as he's the only one to guess something on the Direct Hit's mini-crit detection being altered. I still think we'll see something along the lines of some of your ideas sooner or later (let's hope in a few cases!)
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Re: Inevitible Nerf prediction contest

Post by TheCarpe » Wed Jan 13, 2010 9:59 pm

Don't forget the Gunboats also no longer saving the Soldier from his Equalizer taunt.
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Post by Plinko » Wed Jan 13, 2010 10:16 pm

I took that as a fix, not a nerf, I don't think it was intended to work that way in the first place.
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Post by Guardian » Wed Jan 13, 2010 10:17 pm

Huzzah!

I won!

Now if only the auction wasn't over I could use these, o well.

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