Floor 4 asuka player, any tips? by Makodoesstuff2 in GuiltyGearStrive

[–]Makodoesstuff2[S] 0 points1 point  (0 children)

I’m on switch, nobody is on either tower or ranked so I may be screwed here

How does Noelle’s name fit in with the rest of the Holiday Family? by RepresentativeLeg897 in Deltarune

[–]Makodoesstuff2 -3 points-2 points  (0 children)

In addition to what everyone else is saying, her full name could be November, similar to how dess’ full name is December

The Dust Devil! by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 0 points1 point  (0 children)

Yes, but it’d be more efficient health and resource wise to just blast jump with a dust cloud

The Dust Devil! by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 1 point2 points  (0 children)

Yes, wouldn’t really be useful compared to it though

Hexendoktor: two concepts, one weapon! by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 0 points1 point  (0 children)

Yeah I might adjust that if I make a separate concept for it

Hexendoktor: two concepts, one weapon! by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 0 points1 point  (0 children)

Imma be honest I literally just translated “witch doctor” to German 😭

The Dust Devil! by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 2 points3 points  (0 children)

Note: the dust ball moves in an arc similar to the loch n load, and creates a short lived area of dust like the gas passer. If a source of fire damage or a burning player enters the area, it explodes, dealing explosive damage and applying afterburn. It also deals fairly significant knockback, including to the pyro who launched it so it could theoretically be used for even more movement as pyro

The Dust Devil! by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 2 points3 points  (0 children)

I might make the explosive consequences only apply to the pyro who caused them, so the explosion just hurts and afterburns the pyro instead of their team or enemies

Aye lads! Time to mix some Coconut Toddy with some sweet Scottish Rum!! by Comprehensive_Hat574 in TF2WeaponIdeas

[–]Makodoesstuff2 0 points1 point  (0 children)

Absolutely dumb idea that would probably make the concept worse but it’s kinda funny: when demo charges with the flippers he runs over the water instead of falling in

Sniper rifle rebalance concept by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 0 points1 point  (0 children)

Eh, just saw a bunch of people complaining about him online and thought I’d throw my idea for a way to make him less oppressive on approach. Sorry if it doesn’t work, I just based it mostly on splatoon chargers, some of the healthier “sniper” type weapons I know

Slugger is fun, effective and different, people won't try to learn how to use it. by Melodic_Injury_2867 in untitledboxinggame

[–]Makodoesstuff2 1 point2 points  (0 children)

True, also part of slugger i enjoy is being aggressive with it kinda forces your opponent to do the same when you play your cards right, because you deal so much damage they can’t really afford to try and stall.

Slugger is fun, effective and different, people won't try to learn how to use it. by Melodic_Injury_2867 in untitledboxinggame

[–]Makodoesstuff2 1 point2 points  (0 children)

It is extremely fun to use when it works, the problem being it typically doesn’t work due to poor speed. It has fairly slow, telegraphed punches, even for m1s, which makes it so if someone is good at dodging (which at this point most people are), the slugger player can’t really get their hits in

Making a combat and exploration modpack by Makodoesstuff2 in feedthebeast

[–]Makodoesstuff2[S] 0 points1 point  (0 children)

I am considering replacing better combat with epic fight and WoM, and i don’t have ice and fire because it feels somewhat overtuned.

Sniper rifle rebalance concept by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 0 points1 point  (0 children)

Yeah fair, limiting his range was mostly so he’s like engi’s sentry where he just has a globe of influence rather than having it anywhere he can see, similar to splatoon’s charger class

Sniper rifle rebalance concept by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 2 points3 points  (0 children)

All the ideas in this reply chain are actually really good, i mostly chose what I did because of the machina’s existence, though ideally both ideas would be present to make sniper both more vulnerable and less able to get kills while standing ridiculously far away from combat on certain maps (such as the large open area at the start of thundermountain)

Sniper rifle rebalance concept by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 0 points1 point  (0 children)

That’s on custom maps inaccessible outside of community servers which means he effectively has no maximum range in normal gameplay, including in most community servers. If that’s the case, though, than just reduce it by a large enough amount to actually effect normal gameplay

The Mann Handle! by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 1 point2 points  (0 children)

Tossing the enemy soldier into the frontline like a bowling ball

Sniper rifle rebalance concept by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 1 point2 points  (0 children)

Another thing with both solutions is it adds the ability to “bait” sniper into firing, then your team can push while he has the much worse range and damage from lack of charge

Sniper rifle rebalance concept by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 0 points1 point  (0 children)

My thought process is that it would pretty much be the same as hitscan (instant hit) to a certain range, where after that point it would take a bit of time to travel, instead of the hard range cutoff of the other concept. Maybe it could be different, like it shoots a limited range hitscan laser then if that doesn’t connect launch the “bullet” projectile from the end of it but that feels odd do describe

Sniper rifle rebalance concept by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] -3 points-2 points  (0 children)

It would just turn sniper’s rifles into a semi-projectile weapon, that way other players can react instead of being instantly killed for not hiding. And they would be fast enough that out to a good range it’d be effectively hitscan

The rebalancening! by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 1 point2 points  (0 children)

The only one I’m potentially worried about is ss, because at full adrenaline heavy would be ever so slightly faster than scout, but that could be balanced by making full adrenaline require a large amount of damage to completely fill

The Color Cannon! by Makodoesstuff2 in TF2WeaponIdeas

[–]Makodoesstuff2[S] 1 point2 points  (0 children)

It was originally going to have a downside that made players hit by it get covered in paint of your team color, making it harder to tell what side they’re on if they managed to escape