Post
by Zork Nemesis » Fri Apr 15, 2011 1:20 am
I do acctually disagree with some of the melee weapon changes, in particular
The Powerjack's damage is now equal to that of the fire axe. This in place of the 'no random crits' defeats the purpose of using the vanilla axe, similar to how the Amputator practically nullifies the vanilla bonesaw. As many people won't melee a pyro to begin with, it's added melee vunerability doesn't do much good to counter that.
The Eyelander, Headtaker, and Claidheameh Mor's ability to random crit now somewhat defeats the purpose of the targe. While the targe still guarentee's a critical, the synergy between the two weapons was what made them so great. While it's still rather pointless to use the Claidheameh Mor without it, The Eyelander and Headtaker are now much more of potential options with the sticky launcher, as a 140 random crit can still cleave through a lightweight class and collect heads.
The Caber goes both ways for me, while I do agree with reducing the damage, I only think the explosion should've taken the hit, as a critical explosion plus critical hit before would do over 400 damage. When exploded before this patch, the remains of the caber were as powerful as the bat, now they're even weaker. Random crits or not, this fact alone ruins the caber's use post explosion as a crit only does 80 damage now. The explosion does 225 on a critical, combined with a charge it can still kill a heavy who isn't being healed, but it can't just wreck overhealed heavies anymore, and i'm fine with that. It's after the fact that bugs me.
The Gunslinger didn't need this to happen, I feel they could've had this one if they had just looked at the combo attack again and made it more responsive (i've chased people and landed 5 consecuitive blows without a critical before). While I usually don't melee with the gunslinger, cutting it's damage somewhat ruins close up survivability when the shotgun is out. I'd like to see this one reverted, and if you must do something, go ahead and remove the combo kills if you really have to.
As for the Southern Hospitality, this can be compared to the Tribalman's Shiv now. Keep in mind when the shiv was first released, it could still random crit, it's penalty was 35% less damage though. Despite this change, the SH still puts out more damage than the wrench or jag in one swing. As opposed to the shiv, the extra 25% damage in this case is offset by the fire vunerability. Not a bad tradeoff, and I do agree with this one. It's the ONLY one I agree with.
My other thoughts
Vita-Saw: Wasn't entirely nessicary, but a neat perk. Allows a medic to select targets for his paitent. But the 10 health penalty is too little for that kind of perk in my opinion
Fists of Steel: I agree with both factors. Yes, it helps a heavy get through a sniper-heavy area, but many people did use it to troll, I can think of several people who packed it with the shotgun and were able to demolish groups because when the group pulled melee, the heavy pulled his shotgun.
Loch-n-Load: Yes
Equalizer: We should've all seen this coming, crits from less than 50 health were still capable of dealing well over 300 damage, a fact that should remain on explosives and backstabs. But still no real offset to the vanilla shovel.
Backburner: I know what the backburner was good for, it was meant for Pyros who knew how to ambush. It doesn't exactly need the airblast, but if it will make more people consider it, let it be so. The four airblast limit isn't so bad though, it means you have to think before you burst, as it chews up ammo super fast.
Sydney Sleeper: About the comment about bad sniper encouragement, no. Look past the whole bodyshot factor and see that this is a support weapon, it is not meant to encourage anything. It's for snipers who want to help their team. Yes, it can't kill as fast as the standard rifle, but it allows a skillful sniper to 'paint' targets for his team, especially if said sniper has bad aim to begin with (see myself for example). Boosting it's charge allows it to get to the required 50% faster so that the sniper can paint more often. Plus, if you're only concerned about headshots, keep in mind that over half of the classes have 150 health or less, meaning they'll die anyway if you hit them in the shoulder or groien. Plus, when you miss a headshot on the rifle, there's nothing stopping the person from continuing if they survive except a profusely bleeding wound. If they get covered in yellow stuff along with said wound, they may think before proceeding forward, and instead fall back allowing your team to move up in his stead.
There, I said it.
This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.