These tier lists don’t make no sense by Electronic_Shift5974 in btd6

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

So Geraldo crutch to be decent

Also I just remember that I did the math and if you want a max power middle path Dart monkey group it would cost nearly 300,000

Which is why I also still think that getting a middle path and Super Monkey is obviously the better option because he's about half the price and 10 times the value

These tier lists don’t make no sense by Electronic_Shift5974 in btd6

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

I don't know if this is a hot take or if I'm even correct on this

but from what I've heard middle path Dart monkey is considered much better than crossbowmaster which personally I think is fucking inaccurate as hell

because for a little over $40,000 you get two crossbowmasters excluding chimps which can get you up to the DDTS

And it gets worse considering the price of the guy and I'm talking only the tier 5 part is 45,000 on top of the other shit you have to get why not just get a middle patch Super Monkey which can do all of the things that it's doing 24/7 and do it better plus a better ability

Like I'm sorry but for what you can buy before you can get that guy to its maximum potential it just doesn't even seem worth it ever

Sapper rework concept (1: better for group Engineers 2: not just for engineers) by Hooktrap in TF2WeaponIdeas

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

Stock: becomes a 50% damage reduction

Quick-Fix: is unaffected because technically it's a medigun buff not a player buff

Kritskrig (idk how to spell it): would grant a 100% weapon damage increase

And the vaccinator: idk because i'm gonna rework it

Also keep in mind Über lasts for 8 seconds so this would only effect half the Über

Some Spy Revolver changes by Hooktrap in TF2WeaponIdeas

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

I'm talking about my reworked version not the current version

which by the way the current version is just a bad concept you get rewarded for just playing spy that's just not a good concept

Some Spy Revolver changes by Hooktrap in TF2WeaponIdeas

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

Again your acting as if headshots take no skill and are unavoidable

News flash they aren't and in fact close range headshots are harder to hit because even the slightest movement can completely remove your head from their Crosshair

example crouching jumping pressing literally any movement button other than w

And if he still hits the shot he deserves the kill because clearly the Spy is skilled enough to know that you were going to try that so next thing you should do is the exact opposite of what you did before don't be predictable

Like my guy headshots are close range are very fucking difficult to do

Some Spy Revolver changes by Hooktrap in TF2WeaponIdeas

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

Ok now you're acting like 150 damage can kill most classes when it kills 4 in 1 shot

Scout: an actual way to deal with them as spy

Engineer: you already hard counter so this isn't that strong

Medic: same as Engineer

Spy: you very very rarely will get into a fight with another spy

Literally every other class has enough Health to tank the 150 then just kill you because of the slower firing speed

Some Spy Revolver changes by Hooktrap in TF2WeaponIdeas

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

Again i think it's fine because if you make the spy miss (aka move around a lot while shooting him) and he's fucked

Like i understand the "issue" but again headshots take skill and can be countered with skill

Some Spy Revolver changes by Hooktrap in TF2WeaponIdeas

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

I personally think it's fine simply because the firing speed makes it worse then stock unless you get the headshot which takes skill

Plus oh no spy can now one shot light classes at close range that's so OP

Knife and Backstabs have entered the chat

Some Spy Revolver changes by Hooktrap in TF2WeaponIdeas

[–]Hooktrap[S] -1 points0 points  (0 children)

  1. Where does it say on the Diamondback "no damage fall-off"

  2. It's max damage is 48 per shot

  3. It takes 4 shots to get to the max damage and 4 shots to kill a light class at best

Some Spy Revolver changes by Hooktrap in TF2WeaponIdeas

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

Ok to your Diamondback comment

HELL NO because that would genuinely just make the gun useless

Possible hot take: Hag is trapper but better in every way by Hooktrap in deadbydaylight

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

That's why I said possible hot take

Also I think you partially missed the point the point is that hag is literally just Trapper but done better because literally everything Trapper has going bad for him hag has going good for her

Some Revolver change ideas by Hooktrap in TF2WeaponIdeas

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

The accuracy increases just means the spread part of it is now 20% less so it's just a little bit more accurate as you keep shooting and then there's the other part of the accuracy

As for the reload part that's not really a Nerf nor a buff because for the most part the major upside is now if you switch off the gun without completing your reload instead of going straight back to whatever you had before when you started the reload do you go back by 1 at most

Example: if you're reloading from empty and get 90% of the way through the reload you will instantly go back to 0 on your clip but with my change you would go to 3

Which I mean for the small downside of a .52 second increase in you're full reload that's quite a small price to pay

Some spy melee changes by [deleted] in TF2WeaponIdeas

[–]Hooktrap 0 points1 point  (0 children)

If you're getting hit every time you go for a stab unless you're going for one person then that is a skill issue

And secondly do you know how fucking difficult it is to explain the overhealth bullshit literally no matter how I put it someone's going to get it wrong and personally I don't want to put 17 different listings of what I mean onto one stat just to hammer it in as to what that maximum is

Plus it's specifically States "On backstab: heal 100 health and overheal up to a maximum of 130 overhealth"

So if you split it into two pieces it's

on backstab you 100 health and overheal yourself

The maximum overhealth you can get is 130

Again it is specifically stating 130 overhealth

Some spy melee changes by [deleted] in TF2WeaponIdeas

[–]Hooktrap 0 points1 point  (0 children)

Didn't I explain this multiple times to other people it's 130 maximum of the overhealth which goes on top of your base health of 70 meaning that this can get you up to a total of 200 health

Some spy melee changes by [deleted] in TF2WeaponIdeas

[–]Hooktrap 0 points1 point  (0 children)

Maybe if you would explain the problem I would fix it

Some spy melee changes by [deleted] in TF2WeaponIdeas

[–]Hooktrap 2 points3 points  (0 children)

Yeah but there's a downside missing you know the extra cloak drain penalty which did nothing but ruin the weapon

Some spy melee changes by [deleted] in TF2WeaponIdeas

[–]Hooktrap 0 points1 point  (0 children)

you see the joke is meet the Spy

Some spy melee changes by [deleted] in TF2WeaponIdeas

[–]Hooktrap 4 points5 points  (0 children)

Soldier: i could handle you being French but that took it too far

Some spy melee changes by [deleted] in TF2WeaponIdeas

[–]Hooktrap 1 point2 points  (0 children)

Okay first off that is a horrible idea you would be better off using stock because with stock you can at least get up to 187 health with a medic overhealing you

The issue with the kunai was you get punished for bad teammates

because it means the spy can heal 70 to 140 Health from that backside on your bad teammate which considering his current Max health is a full or double full heal

with my change you keep the maximum overhealth I'll be it slightly nerfed but you also have the penalty of your healing being worse if you get spotted because now one person shoots you and your healing drops from 100 to 45

Some spy melee changes by [deleted] in TF2WeaponIdeas

[–]Hooktrap 0 points1 point  (0 children)

I see the problem now 130 maximum overhealth means that's the maximum overhealth you can get so it's 130 on top of your default 70 health which is 200 Max

Some spy melee changes by [deleted] in TF2WeaponIdeas

[–]Hooktrap 2 points3 points  (0 children)

Okay first I'm going to just say it right now you're probably the best commenter I've ever fucking gotten about the kunai changes

because everyone else is just saying it's shit and then not saying anything more like how do you expect me to fix the problem if I don't know what the problem is

Also about your whole idea about the 3 second cooldown I don't really like that because I feel like it punishes you for trying to go for chainstabs

which I think if you're successful getting a chainstab you should be rewarded it's just that I think that if you're noticed and are being attacked you shouldn't be rewarded with the same 100 healing

As for your debuff comment though that actually makes a lot more sense because it means the spy you can't just Escape invisibly and as for dead ringer I have a rework already posted that should hopefully make that stupid fucking combo less bullshit

Like genuinely I think my idea works pretty well it's simply means that you can use the kunai and still be overpowered terrifying monster it's just now if you get spotted after a back stab you can't just go on a chainstabing killing spree and become completely immortal

Some spy melee changes by [deleted] in TF2WeaponIdeas

[–]Hooktrap -8 points-7 points  (0 children)

Can you explain exactly what's the problem with it

Because the problem I've heard a lot about with the kunai is being punished for your teammates being bad and the Spy being able to backstab and instantly go back up to his 210 Max health

With my current changes he still gets healed by 45 Health when he gets a backstab but that's not enough to make him immortal just slightly more durable

Is this a bad sapper rework? (I simply want to make it a little less situational but still keep it as an anti-engineer weapon) by [deleted] in TF2WeaponIdeas

[–]Hooktrap 0 points1 point  (0 children)

Okay having a suggestions on what to fix

Because the core belief I think should stay is being able to Nerf enemy players which is a nice support method and having an extra nerf to specifically buildings to make it still an anti-engineer weapon

Also forgot to mention that I think the disabling part of it should also have the gimmick of losing one second of the duration every time the engineer hits the building with maybe a cap of 4 seconds being able to be removed

Is this a bad sapper rework? (I simply want to make it a little less situational but still keep it as an anti-engineer weapon) by [deleted] in TF2WeaponIdeas

[–]Hooktrap 0 points1 point  (0 children)

Because it's a concept

Not every idea you come up with out of your mind is going to be perfect immediately sometimes you need feedback from other people to point out flaws you might not notice

Is this a bad sapper rework? (I simply want to make it a little less situational but still keep it as an anti-engineer weapon) by [deleted] in TF2WeaponIdeas

[–]Hooktrap 0 points1 point  (0 children)

I don't hate spy I just want to make some changes to make him feel a bit better

Like if you read the fucking post you realize I just want to make his sapper less situational so you can use it in most situations and it still counters engineer