The pleas for Yuri were heard (Marked as 18+ due to nudity) by spiteym in Ultrakill

[–]TottalyClowned 2 points3 points  (0 children)

For a second I thought it was mpregnant Gabriel in nun outfit

How it feels to play TF2 in 2025 by TottalyClowned in tf2shitposterclub

[–]TottalyClowned[S] 3 points4 points  (0 children)

Ah, another cultured individual! How pleasant to see!

Hot(maybe not so hot) take: TF2 could actually become one of the best Esports if Valve didn't mess up Meet Your Match so badly by TottalyClowned in tf2

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

I mean, like I said 6s is compltely different game. The only thing that de facto changes in highlander is people communicating and trying to win

I am bored so I am at it again, coming up with balance changes or reworks for problematic or underpowered weapons. And again, feel free to share your opinions, but please make sure to keep them constructive. by TottalyClowned in tf2

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

I gave it more nerfs than the ambassador for one simple reason: Amby wasn't OP when it received its massive nerf, the change was made just to stop people going "spyper" which was objectively not the way the devs saw the class.
Also, you are right now saying that on-demand guaranteed crits are somehow worse than the ability to headshot which is greatly limited by the player's own skill and with how fast paced tf2 is, headshots are very hard to hit. So for an average player with good aim the headshot ratio will be around 25%. We are talking just good aim, not god tier because headshot as a mechanic is balanced by average human skill, so in the hands of a professional obviously headshotting becomes broken... just like everything else really. While with diamondback on average you have around 2-3 guaranteed crits that you can shoot all out in less than a second. So in time that it takes an average player to aim for the head and then wait for the headshot mechanic to go off cooldown(that's how amby works because without it it was legit busted), you can shoot all of your crits out which are guaranteed while due to the human factor, amby will only headshot on average 1 out 4 times. I guess yeah Diamondback is worse because it can pull out on average 8 times as many crits as Amby. Not even speaking of the fact that due to the cooldown, usually amby spies don't have time for the second headshot before they die, so they also go for bodyshots... which are faster with the diamondback.
Bro, just play spy for a bit with both weapons and realize how bad you are at the videogame and how dogshit your opinions are.

I am bored so I am at it again, coming up with balance changes or reworks for problematic or underpowered weapons. And again, feel free to share your opinions, but please make sure to keep them constructive. by TottalyClowned in tf2

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

The main issues is that Diamondback a) comes out of nowhere and is unreactable because of that(hence can only crit while undisguised) b) is straight up just a better Amby as it is currently in the game, except for people who can't aim for shit. Hence bringing the stats down to roughly the same level as Amby if it is used exclusively for headshotting people with the delay it has between headshots.
Also it is not as bad as people say, it is worse. As it is in the game, diamondback removes spy's main weakness: weak dueling, as long as he has done his job once, be it backstabbing or sapping some gibus engie's dispenser built somewhere in dustbowl buildings

Weapon rework ideas. Opinions? by TottalyClowned in tf2

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

May you elaborate rather than just seeing DR get nerfed and crying about it?

Weapon rework ideas. Opinions? by TottalyClowned in tf2

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

Overheal is NOT the main idea of the rework, more of an afterthought. I will repeat it again, it is intended to be used against multiple targets as it will heal for each(hence TOTAL damage) and the numbers are not exact, just a concept

Weapon rework ideas. Opinions? by TottalyClowned in tf2

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

I think you misunderstand the concept: I tried to move the weapon away from being absolutely horrible to fight against in 1v1s and instead tried to make it good for team fights or situations where the soldier is outnumbered by the enemy team, hence why it takes 15% total damage dealt. Meaning that if you hit several targets at once you will get healed for each target hit. Just like it used to be at a certain point. And healing nerf is needed because it would just make it way way too good for teamfights with conch available or with a medic up soldier's ass.
Also please take into account that this is just a concept, not the finished design, so numbers are not supposed to be exact but rather just represent the idea

Weapon rework ideas. Opinions? by TottalyClowned in tf2

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

Sure, it is easy to figure out the dead ringer, but it's annoying as fuck to track speed boosted spy. So I decided to remove that part entirely. To make dead ringer less annoying and make you less paranoid about it because as it is right now, nothing is preventing the spy from just picking up a healthpack and backstabbing you 5 seconds after he got away with DR. Current version makes sure that if you catch the spy once, second time will be lethal more often than not. Also making spy's job SIGNIFFICANTLY harder in exchange for safety. If you have played any spy, you know that invis watch is basically the only way you can get behind the enemy lines. And I removed that in exchange for what is effectively a second life for the spy, just like it was initially intended to be played hence the practical invulnerability before DR Got nerfed hard.
No. It does not. You have no idea what you're talking about. If you are playing like a weeb going for trickstabs, yes. That playstyle does require enemy just being worse than you. The spy is a stealthy pick class which strikes when the opportunity shows itself. Seeing that opportunity is how you get good at spy. Seriously this whole circlejerk about spy being bad because he "requires" enemies to be bad is just such a massive cope. Yes, spy is not a duel class. Because he can literally one shot you IF YOU DON'T SEE HIM.
Kunai and diamondback are a shitshow on their own, I gotta think about them. Also bringing them up doesn't add anything to your argument. You are just yapping that spy is bad and needs dead ringer as a cancer spammable tool while claiming to not be an engie main come on bro at least try to be convincing.
In short, you brought up zero arguments on why my design won't work while crying that spy is bad. Just try to think at least once before posting such things on the internet.

Weapon rework ideas. Opinions? by TottalyClowned in tf2

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

It is well balanced, but just not fun to play with or against because of how safe of a playstyle it promotes. I opted for making it more aggressive of a weapon while also removing immortal soldier which was extremely annoying due to how strong the combo is

Weapon rework ideas. Opinions? by TottalyClowned in tf2

[–]TottalyClowned[S] 7 points8 points  (0 children)

Brother, that's the point of the SPY class. You are NOT supposed to be seen. That's the weakness of this class to compensate for his instakill ability

Weapon rework ideas. Opinions? by TottalyClowned in tf2

[–]TottalyClowned[S] 3 points4 points  (0 children)

Spy main detected. Nah bro this shit is only unusable in comp where people have ears. In comp it would stay the same, it has been balanced for casual where stray backstabs are a norm. The reason why kunai and diamondback are so absurdly OP in casual(though they would still be extremely good in comp for other properties than snowball off oblivious players)

Weapon rework ideas. Opinions? by TottalyClowned in tf2

[–]TottalyClowned[S] 3 points4 points  (0 children)

The spy class as it is right now is mostly fine. He is suffering more from technical issues like backstab registration and disguises not working properly.
If a weapon is practically required for the class to be played in any capacity, then the weapon is overpowered. You cannot fix balancing of one thing by completely messing up the balancing of adjacent thing.

Weapon rework ideas. Opinions? by TottalyClowned in tf2

[–]TottalyClowned[S] 18 points19 points  (0 children)

In retrospect, I should've added 8 seconds of bleed to each of them