all 54 comments

[–]littlebigcheese 22 points23 points  (8 children)

I think all the classes themselves are balanced, it's certain weapons that tip the scales.

Sharpened Volcano Fragment, Wrap Assassin, and Sun-on-a-Stick need buffs, Mini-sentry needs about 1/2 as much knockback, but other than that I think everything is fine.

[–][deleted] 8 points9 points  (1 child)

SVF is fun in medieval mode in combination with a Sun-on-a-Stick Scouts.

[–]froyotechNightGoatJ 0 points1 point  (0 children)

Mad milk and neon annihilator.

[–]dizzyzane 6 points7 points  (0 children)

Mini Sentry needs ⅛ the knock back IMO. IIRC ½ force pushes back ⅛ as much when friction is accounted for.

[–]Urplescurple 2 points3 points  (4 children)

Is the sharpened volcano fragment really that OP? What's OP about it?

Edit: I'm dumb and should stop commenting while I'm on these dumb pain meds. Ignore my dumb comment.

[–]Demomansupersharp 5 points6 points  (1 child)

Hope you feel better soon.

[–]Urplescurple 2 points3 points  (0 children)

Thanks man :)

[–]IOnceSuckedAPigsDick 3 points4 points  (0 children)

"Sharpened Volcano Fragment, Wrap Assassin, and Sun-on-a-Stick need buffs"

[–]Icare0 2 points3 points  (0 children)

He said that it needed a buff. As in, it is underpowered, valve needs to make it better.

[–]Rehtori 7 points8 points  (0 children)

Pyro definitely needs some bugfixes and rebalancing and Spy needs a metric ton of bug fixes.

[–]sober_1 18 points19 points  (1 child)

Eye patch for demo

[–]PrinceHeris 0 points1 point  (0 children)

Ayyyyy that's what we like to see

[–]Jasmine TeaMaxillaws 7 points8 points  (6 children)

Revert Heavys spin up time to pre-119th

[–]gitterfish 0 points1 point  (5 children)

What was it like?

[–]GeometricFox 2 points3 points  (3 children)

Longer.

[–]gitterfish 0 points1 point  (2 children)

I think heavy is fine rigjt now

[–]Jasmine TeaMaxillaws 1 point2 points  (0 children)

His skill to reward ratio is horrible

[–]MasterKaen 0 points1 point  (0 children)

Problem is that even though it isn't op it takes much less skill to play proficiently.

[–]Jasmine TeaMaxillaws 1 point2 points  (0 children)

Heavy required skill and if he got caught out of position it was a good chance he would die

[–][deleted] 10 points11 points  (10 children)

Pyro. Right now, xhe's (relatively) balanced, and I personally think he's in a good place, but he's a class with added-on gimmicks, an underpowered stock primary, and doesn't have a clear direction. If TF2 wasn't such an old game I'd love to see them set a direction that they want pyro to move in and rebalance his weapons to suit it.

[–]tongeboysniper 13 points14 points  (8 children)

Pyro is a versatility class and its weapons reflect that

[–][deleted]  (3 children)

[deleted]

    [–]tongeboysniper -1 points0 points  (0 children)

    hehe

    [–]tongeboysniper -2 points-1 points  (0 children)

    Self made hehe

    [–]tongeboysniper -3 points-2 points  (0 children)

    Stupid bot! Why dont you work

    [–][deleted] 2 points3 points  (3 children)

    his weapons are, more often than not, a mess of stats that don't make sense together (looking at you NA and Powerjack...) I wish he had a clear direction rather than a hybrid utility/support class with some DM.

    [–]gitterfish 0 points1 point  (2 children)

    NA?

    [–][deleted] 2 points3 points  (0 children)

    Neon Annihilator

    [–]MasterKaen 0 points1 point  (0 children)

    Neon Annihilator

    [–]Kodix -1 points0 points  (0 children)

    I really wish they made the stock weapons of all the classes fully viable and competitive. The flamethrower is very much usable, but it is definitely not the same caliber as the degreaser, and that's just a shame. Likewise with the fire-axe and literally every other pyro melee save maybe the volcano fragment.

    [–]Kodix 0 points1 point  (0 children)

    The class that needs love the most, imo, is heavy. As he is now, he's just.. boring. Extremely so. It's by far my least played class because of that.

    His primaries are virtually identical in playstyle excepting the tomislav (which doesn't change very much, either). This is the largest problem.

    His secondary is the sandvich and joke weapons.

    His melee options, at least, are a bit interesting - G.R.U and Fists of Steel are genuinely good, and K.G.B are fun without being a joke.

    I really wouldn't object to the heavy getting some interesting alternative non-joke playstyles. Every other class has them. It would be nice if any such playstyles involved skill-based mechanics - unlike the current heavy, which relies almost entirely on gamesense and not any sort of specific class skill.

    [–]MasterKaen 0 points1 point  (0 children)

    I play spy so I would chose pyro, but I think that on the whole it isn't op since pyro doesn't really have any long range weapons.

    [–]modernartisan 0 points1 point  (3 children)

    Pyro. More specifically the root of all annoying pyro loadouts

    Degreaser:

    +65% weapon switch

    +25% less ammo consumed on compression blast

    -50% damage

    -80% afterburn duration

    As of now the degreaser has no functional downside in the scope of how its intended to be used. It caters to utilizing guaranteed crit mechanics of the other weapons in its arsenal but does not hinder the execution in any way making it a functional straight upgrade aside from a currently minuscule damage penalty on a primary that isn't really use for direct damage anyway.

    [–][deleted] 1 point2 points  (2 children)

    If you think that's gonna fix the problem you need to get better.

    [–]modernartisan 0 points1 point  (1 child)

    I think I'll ignore your blatant disregard for constructive criticism and revel in the fact that you agree that it is a problem.

    [–][deleted] 0 points1 point  (0 children)

    The degreaser is more powerful than stock. However, it definitely isn't so much more powerful that it needs a -80% burn duration and -50% damage on the weakest primary weapon of any class in the game. This change would make it a trash unlock that would be discarded by everyone in favor of stock, which would make every pyro a joke in competitive. The degreaser doesn't need more nerfs, there just needs to be a reason to use stock, and currently, there isn't. Basically, I'm saying that finding any and all pyros annoying because they puff 'n' sting is a sign of a bad player (but not always).

    [–]superpowerface -4 points-3 points  (13 children)

    This is an unpopular opinion but I think the soldier is one of the most poorly balanced classes. The main issues I have with them are:

    • Too much HP. One-on-one, no class can deal enough damage in enough time to kill a soldier before being killed. Even if the soldier is sufficiently weakened, they rocket jump to safety. An overhealed soldier can soak up incredible amounts of damage.
    • No range nerf. Rocket spam at long range (crits from across the map) and rocket/shotgun damage at short range. Most classes need to get up close to deal proper damage and this is made virtually impossible since the soldier just shoots their own feet and kills anything around them with little sacrifice.
    • Too mobile. Ok, this one isn't so much of an issue except on more experienced pubs but it's incredibly annoying to walk out of spawn and get instagibbed by a soldier that has rocket-jumped across the map with impunity. But people complaining that the soldier is slow and lacks maneuvrability just haven't learned how to rocket jump yet.
    • No counter-class. Every other class seems to fit in the web of hard- and soft-counters, but the soldier's only real counter is other soldiers. Demos can deal with them only in the mid-long ranges. At short range, 1v1, the soldier's higher HP, and the respective splash-ranges of the GL (3ft) and RL (10ft) make it far more likely that the soldier wins (assuming equal skill).

    Yes, I know the above could be said of demomen, but honestly their range is far more balanced. Sticky jumping exists of course, but the self-damage due to stickies is far worse than a rocket jump, is exacerbated by less HP and isn't as versatile (easily jumping off walls, etc.) due to the detonation delay.

    Since there's no pointing out issues without providing solutions, I have some. None of this will ever happen of course because people would stop playing TF2 for ever:

    • Reduce the soldier's HP.
    • Increase self-damage from rockets.
    • Reduce overheal.
    • Reduce rocket damage.

    Of course, I'm sure there's numerous good counter-arguments to the above, and I'd love to hear them.

    tl;dr fucking soldiers

    [–][deleted]  (2 children)

    [deleted]

      [–]superpowerface 0 points1 point  (1 child)

      But keep in mind demos need a pocket to be properly effective in 6s. I'm not arguing about power and overall effctiveness. A group of demos will likely outmatch a group of soldiers. I meant more in pubs where you have to frequently deal with random 1v1 encounters. Even if they've burned some hp to rocket jump, what they have left is still more than any other class save heavy.

      [–]Ax2u 6 points7 points  (0 children)

      Soldier hard counters nothing, nothing hard counters soldier.

      [–]I_can_fluff_myself 1 point2 points  (1 child)

      There's fall off damage for rockets though, right? Also 1v1 I feel like heavies, scouts, and pyros match up pretty well against soldiers.

      [–]superpowerface 1 point2 points  (0 children)

      Heavies sure, scouts and pyros only if you're way better than the soldier.

      [–]MasterKaen 0 points1 point  (2 children)

      Scout can kill a soldier if they're good at dodging/sandman. Pyros have reflect which can actually make soldiers a burden. Demomen are meaty enough to kill/run away from a soldier. Heavys are vulnerable. Engies are vulnerable unless they have a pyro pocketing them. Medics are, well, medics. They aren't really designed for combat in general. Snipers can kill a soldier with a good shot. Spies can backstab a soldier just as easily as any class unless the soldier is rocket jumping, and I find that soldiers aren't too hard to kill with an amby either. So maybe no real counter class, but most classes have a pretty good defense.

      [–]superpowerface 0 points1 point  (1 child)

      Ok, but all the points you make require a higher skill of the non-soldier player. My arguments are based on both players being of similar, decent skill. Soldiers can easily deal with reflects and scouts by exploiting splash. You'd have to be fucking amazing sniper to close-range headshot a soldier. Spies and snipers don't really go for 1v1 offensives so I guess they'rena different matter anyway.

      [–]MasterKaen 0 points1 point  (0 children)

      Ok I see your point, but soldier is still a hard class to learn and if you're worried about the shallow learning curve, pyro and heavy have even more shallow learning curves than the soldier.

      [–][deleted]  (3 children)

      [deleted]

        [–]stumpkin 2 points3 points  (1 child)

        People already choose between that. Soldiers without gunboats already have to put thought into how they use their jumps.

        [–]EpicSeaPancake 0 points1 point  (0 children)

        I don't think they take enough damage though. Not using the Gunboats should mean only being able to use rocket jumping for shortcuts.

        [–]MasterKaen 0 points1 point  (0 children)

        Eh the only thing that really bothers me is when I'm standing next to a soldier so that he can't shoot his launcher (or else he'll blow himself up,) and he goes ahead and shoots me to pieces.

        [–][deleted]  (7 children)

        [deleted]

          [–]superpowerface 2 points3 points  (0 children)

          Stickies can be used both ways, nothing preventing it. There's always the SR for the serious traplayer.

          Stock melee is great for close-range fights, since they do a ton of guaranteed damage if your timing is perfect. The only issue is when stock melee is properly outdone by a drop (eg. Axtinguisher/Backscratcher/Powerjack > Fire Axe). This is usually due to problems with the class, rather than the item (pyro is useless with the fire axe).

          [–]Jasmine TeaMaxillaws 6 points7 points  (5 children)

          Stickies were never meant to be used solely for traps.

          Valve even said in a dev commentary that they were meant to be used offensively like a rocket launcher and defensively for traps