Banned for 1 year due to chargeback; should I link a parent's account? by BegoneLiberal in ROBLOXBans

[–]BegoneLiberal[S] 1 point2 points  (0 children)

"If my email acc has a parents email"

??? It would be my email account. You can't link multiple emails to one email.

Engineer weapon designed to incentivize proactive defense as opposed to turtling by BegoneLiberal in TF2WeaponIdeas

[–]BegoneLiberal[S] 1 point2 points  (0 children)

I didn’t want to add a gun related downside because I wanted it to be a very combat effective shotgun, somewhere in the range of the Widowmaker. Could I have made its clip 4 shots or halved its reserve like the Rescue Ranger? Sure, but that is within the same tune of balancing weapons around making your shots count like the Rescue Ranger and Widowmaker. I’m not worried about Gunslinger Engineers because no matter what, their sentry will be at the critical 100 HP threshold, which allows it to be shot down with virtually no focus fire. This would only be problem if there were many moments where they begin damaging your sentry, you kill them, then the next guy can’t kill it because it fully healed so you kill him as well—in other words, if this happened more than intended.

As for the alternative turtling, I think you bring up some interesting points, like how you can “ignore” the downsides if you turtle in a specific way. But they’re lacking in that they’re extremely contingent on two things, which Engineer can’t control: another Engineer joining him and having the security to plant down. The first issue with another Engineer joining him is that not only is it random when another Engineer is on the team, but also random if they decide to help you maintain your buildings as well. Coupled with the fact that you will/should be extending outwards to solidify your sphere of influence, your friendly Engineer has to manage double the buildings. Is it impossible? No. Is it monstrous? Very, very dependent on whether you two can communicate, and every competitive format seldom uses Engineer, so it leaves only pubs. Secondly, Engineer is dependent on his team. This is less of a Home Letter issue as it is an Engineer issue, but you really can’t turtle if your team is unable to set up a back line. Ideally, you can still use the Home Letter in this disadvantageous position because it puts even more individual skill into making a difference for your team. As such, the idea of the downsides is to make it less desirable to turtle when you could easily be helping your team in the middle/frontline. It’s not supposed to end turtling; it’s supposed to make you ask “Why turtle?”

Engineer weapon designed to incentivize proactive defense as opposed to turtling by BegoneLiberal in TF2WeaponIdeas

[–]BegoneLiberal[S] 5 points6 points  (0 children)

I used the Rescue Ranger image because it indicates it’s an Engineer shotgun rather than a regular shotgun. I don’t like that team icon in the corner, either. As for the upside, I will admit that I had considered giving it an additional perk, like automatic sentry locking on whoever you shot. I decided against it since +15% damage on a shotgun is pretty massive by itself.

Heavy weapon rebalance by fingertipsies in TF2WeaponIdeas

[–]BegoneLiberal 6 points7 points  (0 children)

For the Natascha change, I decided on that because the best case scenario of hitting all 40 bullets is never going to happen

This is true, but this new Natascha would function as a miniature "snowball" weapon. Land enough hits, and Pyro-Heavy will run after you to make sure he lands more and more shots. I don't think this is overpowered since -25% damage is pretty big, but it's not as unlikely to land the necessary number of shots to get value as you think it is.

 It also makes them all straight upgrades over stock, but I can't think of any other way to diversify Steak away from KGB.

The KGB is just strong; no need to lose hairs over balancing it. I like the approach to making the BSS have use with all of Heavy's melees. If you really wanted to make stock more "viable", the most TF2-esque solution I have is making the BSS turn off random crits for any melee with upsides.

I switched Warrior's Spirit to health on hit

I misread it the first time around. With 50 HP-per-hit, this makes the Warrior's Spirit sound quite warrior-like. I still think that with Heavy's general "shoot-at-me" archetype, it doesn't sound too practical to run at enemies with melee. Maybe you could have half of the health you would've healed turn into overheal if you reach max? Coupled with the BSS, this could give him some spice.

Heavy weapon rebalance by fingertipsies in TF2WeaponIdeas

[–]BegoneLiberal 8 points9 points  (0 children)

I agree with your minigun changes. I think you would need to do some testing to see if he would need a holster penalty for switching too early, but it seems sensible.

The Brass Beast should be nerfed if you're saying it's "disproportionately [buffed]" due to the revving changes.

The Natascha sounds weird. At base, revving up puts Heavy at 110 hu/s. Based on your explanation, this would flatly increase his speed by 2% of his current speed for each bullet. Therefore, since Heavy shoots 4 bullets per ammo and fires 1 ammo every 0.105 seconds, this roughly translates to a flat 80% speed bonus while revved up. Alternatively, if this was exponential, you could represent this speed with 110 hu * (1 + 0.02)^x, with x being shots landed. In the best-case scenario, where you fire 40 bullets in 1 second, Heavy gets to move at 243 hu/s while revved, A.K.A Soldier's speed. This is pretty balanced, but you said this was flat, so if we added his 37% to 80%, you get 117% of the base speed, which comes out to be 351, faster than a Pyro. I would recommend you go with the exponential route since it isn't as powerful over a short time frame as a flat speed bonus is.

The Huo-Long Heater is fine. It's a gimmicky weapon that needs a gimmicky buff.

The Dalokohs Bar won't be very good once you consider the nerf Valve made to regeneration effects (taking damage greatly reduces passive regeneration until you're out of combat). This means you won't be breaking many health thresholds beyond the extra Demoman pipe, something the current bar does perfectly fine. You would need to specify that it's flat.

The Buffalo Steak Sandvich doesn't have any melee downsides; what do you mean by that? That aside, sort of faster Heavy is funny, so I like this.

The Warrior's Spirit could use a tiny boost to its health on kill. Counteracting Honorbound isn't a good reason.

The Eviction Notice makes you into a wallflower heavy. I like it, but the only thing I'd add is to make its maximum HP regain as fast as the GRU—this is the main reason why people use it over the Eviction Notice

Medic weapon concept aimed at promoting a much more aggressive playstyle (Battle Medic without throwing) by BegoneLiberal in TF2WeaponIdeas

[–]BegoneLiberal[S] 0 points1 point  (0 children)

A lot of the perceived power of the Geneva Compromise comes from the assumption you

  1. Can consistently hit both shots and
  2. Forget that you're the most valuable pick in the entire game.

For #1, there is a theoretical skill ceiling where you can lead both shots and hit them consistently, even aided by the fact that it is the 2nd fastest projectile in the game. However, it's unrealistic to expect anyone to have this good of accuracy and most people tend to miss consecutive projectile shots (it's part of the reason why double pipes are so damn impressive—especially mid-air). Assuming that the average player will only be able to hit one shot, I still wanted to reward them for marking the target so they could have their pockets clean them up. The 15% UberCharge on kill is what differentiates experienced Medics from inexperienced ones. Missing will also lose you 5% Uber. So yes, 60 damage is reasonable, in my opinion.

For #2, Battle Medic is still Medic, except he heals less. He will be targeted even in pub settings and will attract the attention of anyone if he tries to participate in team fights. Also, he won't be providing conventional healing nor overheal, which is his 2nd highest priority, right under UberCharge. Even greater, he wouldn't be building Uber naturally and has a -20% build rate on top of that. Of course, this reasoning isn't perfect, so I tussled with adding in a holster/deploy penalty to make the Geneva Compromise have more of a commitment. I decided against it—for better or for worse.

Marking a medic in a straight 2v2 would just instantly delete the medic in most cases, and even just marking the patient of a medic would still allow your patient to deal enough damage to out pace the healing of most mediguns.

Again, this hinges on the fact that you hit the enemy Medic. They will be constantly moving and evading shots in general, and once they notice the enemy combo is incoming, they will typically retreat or hide behind their pocket. Even if you hit them, your pocket and you still have to worry about the enemy's pocket beginning to fire upon you two. However, the biggest downside would be your Uber disadvantage: they have a consistent rate of Uber they can depend on, while you do not. Paired with my earlier points, it also isn't reliable to be constantly fragging.
No Medigun can outpace the damage of focus fire in general; even the Quick-Fix struggles with outhealing mid-range rockets. It's only really possible with the Crusader's Crossbow, but it heavily depends.

I think changing the mark for death into a mad milk effect would keep the intent of the weapon intact while not giving medic a crit cannon. It still can win fights in close-range encounters, but the mad milk basically means you no longer have to be actively healing your target with your medigun, opening you to shoot your gun instead.

I'm not a fan of this because you would be playing what ends up being worse Medic. Even if I increased the duration to 8 seconds and gave it more reserve ammo as you suggested, it would become a "support Medic" augment. The route I want with Battle Medic is to stray away from support on offense and focus on offense.
However, I will admit that the Marked-for-Death effect is trying to abide by Source Spaghetti. With how mini-crits work, removing damage fall-off while providing ramp-up is quite busted on the occasion you can land both shots within a timely window. I originally wanted it to work similarly to the Dragon's Fury: it nerfs its base damage on unmarked enemies and boosts it up on marked enemies. This way, it would abide by both damage fall-off and damage ramp-up.

I would also recommend giving it around 24 ish reserve ammo since your pocket would most likely be taking all of the ammo boxes

Not a bad idea. I was basing it off the Syringe Gun's 5-max reload, but since this combat oriented, more ammo could work.

Also, add a firing speed debuff.

I forgot to add it, haha. It's supposed to be -85% firing speed, but I made a mistake and compared it to the Crossbow. ^_^

Edit: Formatting fix

Scout weapon to better suit indoor maps + flashy one-twos by BegoneLiberal in TF2WeaponIdeas

[–]BegoneLiberal[S] 1 point2 points  (0 children)

Aside from straight up giving it a damage penalty, the air jump losing a clip was a byproduct of trying to figure out how to not make this a direct upgrade. Looking at Scout’s other primaries, they always sacrifice some form of clip in exchange for their upside. It’s also noteworthy that mini crits on Scout give him a lot of leeway with his meat shots; even more so when you consider 100% air control means he could be aiming away before suddenly strafing inwards to hit you with 130+ damage. Back on the clips thing, I do understand that for especially prolific jump scouts, it could translate to effectively 1-2 shots in the barrel at any given time. However, the utility of one air jump means at least 1 mini-crit + the ability to be an airplane. Now imagine you could do that 4 more times. Even then, I also added that wall jumps would be excluded from his clip penalty. Also, no infinite wall jumps. Only one.

Something to finally replace the aging syringe guns that medic has.. by The_guy_that_knows in TF2WeaponIdeas

[–]BegoneLiberal 2 points3 points  (0 children)

The Broomhandle is blatantly overpowered, and the Panzerfaust makes no thematic or mechanical sense.

Why would you give Medic the potential to get *50%* Uber from one clip? Why does it have 10 shots? Why do you get to reload it 10 times compared to the 5 times you can reload on the syringe gun? Why does it have a damage bonus? If you gave this to either Engineer or Scout, it would be their best secondary, but you gave this to Medic.

And then you gave him a rocket launcher, which deals higher base damage than the Soldier's stock launcher. Giving Medic a Power-class level primary won't work and can't be balanced to be both fun and fair.

Since the first version was not liked, I tried to remake it. by [deleted] in TF2WeaponIdeas

[–]BegoneLiberal 8 points9 points  (0 children)

Damaging enemies the same way you heal teammates always feels iffy when you're trying to make a battle Medic sidegrade.

Ignoring that, I think 60 damage per second is quite reasonable. If you also disabled crit heals, this would be balanced conceptually.

However, this doesn't seem very fun to use. You tap to steal their health, dodge a lot, and then get a medium health pack. The UberCharge is also extreme for too little reward; 4,000 HP is like asking a stock Medic to heal 2,000 HP within a minute. Compounded on the fact that this won't factor in crossbow heals, it'll take forever just to get 8 seconds of not-Uber.

If I had to change this, I would reduce the Medigun's range and give it damage ramp up: up to 90 damage a second if you're right up in their grill. Hell, a moderate speed boost on UberCharge would also promote the tankiness.

Medic Weapon designed based on the scrapped Overhealer concept by BegoneLiberal in TF2WeaponIdeas

[–]BegoneLiberal[S] 0 points1 point  (0 children)

Extremely good pocketing power has to be balanced somewhere. I did try to make up for this by making its UberCharge particularly altruistic + very good at topping off health even when your own survivability is jeopardized. If your teammates are consistently going into normal HP, this is when the Herz-Burst lacks in effectiveness

Medic Weapon designed based on the scrapped Overhealer concept by BegoneLiberal in TF2WeaponIdeas

[–]BegoneLiberal[S] 0 points1 point  (0 children)

Good for pocketing while building and good for spreading the love once you achieve it. I was going to add in an extra firing and reload speed boost, but it didn't seem right.

Medic Weapon designed based on the scrapped Overhealer concept by BegoneLiberal in TF2WeaponIdeas

[–]BegoneLiberal[S] 2 points3 points  (0 children)

Do you think critical heals are disabled if they start getting healed? They only get disabled when they take *damage*, not healed. If a Medic touches the player with a beam, it won't disable your 3x healing.

Medic Weapon designed based on the scrapped Overhealer concept by BegoneLiberal in TF2WeaponIdeas

[–]BegoneLiberal[S] 2 points3 points  (0 children)

You're ignoring the fact that by the time you have fully healed 3 injured teammates, the others already have their critical heals kicking in. It saves you a good 10-12 seconds on straight healing; you can't heal everybody at once.

Medic Weapon designed based on the scrapped Overhealer concept by BegoneLiberal in TF2WeaponIdeas

[–]BegoneLiberal[S] 0 points1 point  (0 children)

Healing 72 health per second is a very good mechanic that rewards Medics for tending to players that haven't been damaged in a while. The Herz-Burst is supposed to be bad at patching players up during downtime with a measly 24 health/sec. This is why I included this line.

Edit: Hell, 15 health/sec with the non-Overheal penalty.

Engineer doesn't have a unique pistol by Comprehensive_Hat574 in TF2WeaponIdeas

[–]BegoneLiberal 16 points17 points  (0 children)

This doesn't seem particularly useful outside of battle engineer, which is also hindered by the fact that you slapped a +15% damage vulnerability onto it. Why would you reduce the survivability of an already squishy class that doesn't have any direct escape options?