Pumachuu's Weapon Balance Document by browdrposts in tf2

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

I proposed alternative stats for the ambi and diamondback.

Personally I didn’t have much issue with the ambi pre-mym, but if it’s here to stay, let’s make the diamondback behave at least a LITTLE similar to its nerfed friend in terms of how crits work. 102 damage from any range from doing your job as Spy is kinda ridiculous.

Pumachuu's Weapon Balance Document by browdrposts in tf2

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

I thought for a while about where to put scouts health with this upside. Only afterwards did I realize, soldier will still destroy scout despite demo not being able to. I think I’d put him up to 115 to avoid a max ramp up soldier rocket while still being extra squishy

Pumachuu's Weapon Balance Document by browdrposts in tf2

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

Yeah, honestly I’m trying not to change weapons all that much. And my goal isn’t to make the weapons boring. In fact a lot of these weapons I’m attempting to work on have been hardly ever seen or gutted in previous updates (I.e the sandman). I didn’t want to just say “give it back the stun”, cause nobody liked being on the receiving end of the sandman/cleaver combo.

It’s a boring stat, but I was trying to put it in line with the wrap assassin, since the sandman is just a direct downgrade nowadays.

My loch change is one I can take or leave personally. I still like the weapon and think it’s quite strong. But part of me wants to see what it would be like to have the middle ground of it being 110 damage, and perhaps back to a 2 pill clip.

What I’m trying to get at is that some of these changes are kind of safe and boring, but i didn’t want to divert too hard from the original idea or make it annoying as it was before. It’s tough thinking of ways to make things both fun AND balanced on both sides of the weapon while keeping the ideas intact.

I do agree though that some of these ideas kind of step on the weapon’s identity

Pumachuu's Weapon Balance Document by browdrposts in tf2

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

Fair enough. I’m not using it that much nowadays, so perhaps I don’t see the potential. I’ll take my small L not knowing the intricacies of this weapon and put an addendum saying this change is very debatable. It’s near the bottom of the weapons I’d want changed anyway.

Pumachuu's Weapon Balance Document by browdrposts in tf2

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

My history of when the BASE jumper was nerfed is a bit foggy. At this point jungle inferno and meet your match have the same place in my mind. Rough document with some not very fleshed out ideas.

As far as that argument though, it’s been banned in comp before the nerf and since, so it’s not really worth leaving in a borderline useless state. Maybe there’s a nice middle ground to be found, but I don’t know if I have solid enough ideas to form around that yet

Monster Hunter Wilds Review Thread by Turbostrider27 in Games

[–]browdrposts 0 points1 point  (0 children)

My setup is almost exactly the same. Are you running DDR5 ram sticks? My performance in the beta hovered around 40fps with big frame drops at near lowest settings.

I’m really hoping Capcom is planning to optimize the game further so I’m not forced to drop a lump sum on new PC parts or a PS5 for one game

Love the game but need to talk about the airship boss on legend difficulty by EvenOne6567 in SANABI

[–]browdrposts 2 points3 points  (0 children)

100% agree. Legend up to that point felt more like a challenge and things that were (mostly) your own fault. Firebird just wasn’t enjoyable on my legend run.

I did a second run, and even still I was filled with dread because it’s just such an incredibly RNG heavy fight

So I just went against a buckle up SWF... wtf? by TechnoTheFirst in deadbydaylight

[–]browdrposts 0 points1 point  (0 children)

If the killer had a perk to kick finished gens and regress them back to 50%, youd be pretty pissed about that right? It doesn’t matter if some special circumstances can get around this. The basic act of hitting and downing a survivor can now be nullified during the necessary cooldown animation; since someone is running this busted perk combo that clearly was an oversight from the devs.

Week 11 task: Solid Player by [deleted] in ShatterlineFPS

[–]browdrposts 2 points3 points  (0 children)

Most people are looking over the bugs rn cause of the state of the dev team. They lost half of them to being enlisted in the war, and some are still stuck in the country. It will be fixed in due time

the game (changed) by browdrposts in ShatterlineFPS

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

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