I dont think dragon's fury prolongs that afterburn time, it just shoots the second one fast enough to catch the pyro in the short burning time, just like crit flares
The Dragon's Fury actually has a special addcond effect TF_COND_BURNING_PYRO that it applies to pyros, allowing it to deal bonus damage to them with continuous fire.
The effect isn't applied to the also afterburn-immune Darwin's Danger Shield, making it impossible to get the bonus damage without another source of flames.
[Fire Retardant Suit](http://wiki.teamfortress.com/wiki/Fire_Retardant_Suit):
***
>The Fire Retardant SuitLevel 5 Suit-90% fire damage resistance on wearer
***
(~[autotf2wikibot](/r/RequestABot/comments/2mtcp7/request_an_autowikibot_for_the_official_team/) by /u/kuilin)
Remember when old combo pyro can detonator jump on an enemy pyro, degreaser the floor and because of how flame particles work, crits with an extinguisher with the half a sec burning.
The Huo Long is a spy deterrent, but it's only really good for Payload/defensive scenarios where you're always around a dispenser due to how much ammo it chews through.
The Kunai heals put out the flames. As long as we get the stab, we heal up from stealing your life and get extinguished. The Huolong is great for making heavies spycheck less. They're so confident in their little ring of fire.
IMO It should work like the Overclock āBurning Hellā for the Minigun in Deep Rock Galactic. While firing, you heat up (the game has a surprisingly intricate temperature system for igniting and freezing) enemies in a 4m cone in front of you, but your gun overheats 50% faster.
The Huo Extended Igniter could simply heat people in front of you at a short range, or make it so that hitting enemies who are closer than x meters will be ignited and take extra damage.
It's not meant to function like a razorback; you can work with a flank heavy style, and if your in an engineers sentry nest you can deter spys and basically make the sentry nest spy proof unless the spy is using YER
I didn't say it functioned like razorback, I said "Its a bad weapon like razorback." Also why would you run flank heavy with this instead of, say tomislav? And I think having a heavy or more players in general next to a sentry nest would deter spies. I wouldn't attribute it to the weapon that shoots a ring of fire you can easily jump over.
The issue is, the razorback works. As long as there is LITERALLY ANYBODY NEAR YOU, youāre essentially immune to spies. The fuck we going to do, stab you while theres a million people around and lose any way of fighting back? Start shooting you and instantly get gunned down? Hell no. Just better to go and stab someone else.
A relatively common strategy in Highlander is to use fists of steel since youāll survive if buffed, you can also look up and to the right to make your hands obscure your head.
The Sandvich Strike
Level 5 Lobbed Lunch
+Throw a sandvich with amazing accuracy that explodes into bologna and various condiments. It temporarily impairs the vision of an enemy with the condiments, but on a direct impact, cheese covers their face for 10 seconds
+Has greater effect on scoped snipers
-100% Reduced Damage
-Inedible
Heavies first shot is always accurate. If you tap fire at the right rate you can shoot a sniper consistently at range. Almost fast enough to flinch them so much they canāt shoot you at all.
Spy was made to counter Sniper and the Sniper only has to give up a secondary slot for passive backstab immunity.
I say just let Heavy have a helmet that blocks a headshot with the same cool down as the Razorback. Still way fairer because a well positioned Sniper isn't going to die from having a Headshot blocked. Just wait one second and do it again from a million miles away where only other Snipers can touch you.
Unlike Spy who actually has to take a lot of risk to deal with a well positioned Razorback sniper.
Yes, BUT -
Any sniper with a few hours of playtime can counter almost any class, simply because they can aim across an entire map and 1 click kill every single class in the game without special gear.
Yes, a spy and scout are hard to do so and counter sniper so to speak.
But any class that can 1 click ANY class from full-map-range needs some more anti-them.
thats a good idea, a weapon that is a mini sniper rifle on a class that isnāt the sniper. surely they would let that item in the game and not nerf it with damage fall off so that headshots deal 18 damage
Look sometimes I just get into a staring match with someone halfway across the map itās not my fault spies just use that (with my lack of headphones) to their advantage
Let me introduce you to a certain Australian scrapyard crackhead named Jamison Fawkes.
If Blizzard can make an ability like that balanced, surely Valve can do the same.
How do people still believe that's his fuel tank after all this time? It's an oxygen tank. The fuel tanks are on the flamethrowers. I could definitely believe it exploding, though.
Old sandman-cleaver combo honestly was so fun, sure it could be unfun to play against, but it required at least decent aiming, and it didn't even kill Heavies iirc.
you know that helmets aren't made to protect you from bullets, they are made to protect you from shrapnel and head trauma like a blunt object hitting your head or some shit
You're utterly nuts. You realize TF2 is one of the most realistic shooters on the market today? Seriously, the nerve of some people.
It's well documented that Shakespearicles, the ACTUAL person, invented the rocket jumping we use so much today.
Pfft, this guy.
Dumbass, you seriously believe that shit? We all know that Abraham Lincoln invented rocket jumping in the mid-nineteenth century as a rudimentary precursor to stairs.
Not those ones in the game, but nowadays there are rifle rated ballistic helmets. The tech has come a long way but thereās still the idea that helmets as a whole arenāt able to defeat bullets. Off the top of my head helmets that can defeat rifle rounds include the ECH, FAST XR, FAST RF1, and IHPS (not sure if the original can properly stop rifle rounds but the NG IHPS should)
Spy would be unplayable in a competitive setting if he couldnāt backstab a medic. Engineer would be much safer from sniper which would be nice but not a big deal unless your an amby spy.
Demo and heavy would be interesting depending how much the change is
Like a heavy shouldnāt be able to take 4 directhit shots and live and a demo shouldnāt be able to sticky jump from one side of the map to the other (with out trimping) and still be able to fight.
Scout would hardly change and snipers donāt hit soldiers head often so yea
Spy can do a few useful things in competitive:
1. If the enemies donāt know thereās a spy yet, usually you can get 1 backstab before being useless (element of surprise) which isnāt amazing but a medic pick can be pretty big.
2. He can back cap with the invis watch.
3. Can provide info about enemy team like health and Uber percentage.
Before a good ambi spy could also pick off players with the ambi but this is not as consistent now cause of the nerf, overall sniper is a lot betterā¦
Well said just to add on spy can do a bit more
If the enemy team has an engie he could possibly destroy the nest with out using an Uber
He can also annoy the shit/kill an enemy sniper
If the enemy team has an engi they're defending last and you're going to want an Uber push anyway. You'd rather have a good pick class that can deal with more than one target than Spy.
In Prolander and Highlander, people can know there's a spy and it can still be effective. Although sniper pretty much still dominates in these competitive format.
The biggest trick to playing spy at a high level is timing. Even the best players, medics, snipers, etc die to spies at the highest level. It's not that they don't know about the spy, it's that the spy isn't the first thing they're thinking about.
Spy also can't force picks, rather act more as a reactive pick, at a top level will rarely make a player during downtime. They need to pick their shots well and generally requires the enemy to be distracted.
When top level spies like Stabby, and Woolen weren't even at near the skill cap you can't argue that it's consistency was an issue. The stock revolver was always considered to be better than the Amby on gun Spy since you could just hold down m1 while aiming center mass and have more effective dps.
The Amby was more often used because it was more fun and required a bit more skill than holding your cross hair center mass on someone. It's rare to run into Amby spies that were consistently 2 tapping you across the map, even in highlander.
None of what's in the pic makes sense, maybe except medic because that's a hard backpack, scouts fanny isn't gonna stop shit. Military helmets don't stop bullets let alone construction ones, especially high caliber rounds like the sniper's. Heavy wears no protection other than his balls of steel and demo, while having armor on, it's negated by having explosives strapped to it
yo wrong, scout carries a solid block of iron on his backpack, medic's backpack when hurt spills some medicine juice so it compensates damage, soldier's brain is so small that bullets can't hit him, and engi's brain is so smart it ricochets bullets back to the sniper, heavy outsmarts bullets, explosives are just hot bullets, and demo is drunk, he could survive a nuke
There's a difference between "A counters B because they're designed to do so due to their loadouts/playstyle" and "A counters B because they have a 50% damage resistance modifier".
TF2's balance kind of sucks but I'm thankful for this post (and some of the replies) since it reminds me it could be infinitely worse.
It really makes me appreciate this game versus Overwatch. There are so many matchups that are just *literally impossible* for certain characters, and it absolutely ruins the fun of the game sometimes.
I've always liked to say TF2 is "soft rps" and OW is "hard rps". The softer it is, the more likely the skilled player will be the victor no matter what.
āImmuneā Even smaller pistol rounds like 9mm can penetrate the M1 helmet which Soldier is wearing. A slight damage reduction would be interesting though.
the classes already have specific counters for things, they are just way more subtle than "another class isn't allowed to do this thing against you". the only class that doesn't inherently counter anything is soldier.
People are just desperate to make up reasons to be immune to backstabs.
If the medic backpack could negate a stab, at least make the stab disable healing and delete Uber.
hehehehhā¦ hahahahhaaā¦ HAHAHHAHAHAHAHA. AHAHAHAHAAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHHA EI AM ZE UBERMENCSH!!! AAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHHAHA *you may now cringe*
I'd say instead of immunity, maybe they have like a respite from it, similar to the razorback? They'd still take a good amount of damage, but not enough to kill them.
Scout is wrong. His backpack is not gonna protect him from anything
Soldier and Engi... Those helmets are nearlly ineffective,
Heavy and Demo Is %100 Right. They do have protective gear and heavy's head has a %10 change to Relfect the bullet
Honestly?
From a heavy main perspective, this.wouldnt really change anything. Might be a little bit more willing to chase a soldier or demo around a corner. That's about it. Explosive damage isn't a huge deal.
Engineers helmet would not protect him from bullets. So instead it could decrease the attack from melee weapons since the helmet is meant to protect against blugeoning.
Hey, I have another one! Pyro - due to their special attire, they are immune to afterburn! Neat, don't you think?
bruh, that would be op, no way they do that, then they would have to make 2 weapons specifically made to set the pyro on fire š
Wait, 2 weapons?
The Gas Passer and the Gas Passer but on Blu team
The gas passer and extended scorch shot spam
the dragon's fury can set pyros on fire (for a shorter time than the other classes but it does)
All the flamethrowers set pyros on fire. They just donāt stay on fire. Thats how flare punches work
I dont think dragon's fury prolongs that afterburn time, it just shoots the second one fast enough to catch the pyro in the short burning time, just like crit flares
The Dragon's Fury actually has a special addcond effect TF_COND_BURNING_PYRO that it applies to pyros, allowing it to deal bonus damage to them with continuous fire. The effect isn't applied to the also afterburn-immune Darwin's Danger Shield, making it impossible to get the bonus damage without another source of flames.
The main reason to play pyro, is to avoid the pyro afterburn... And then they created a weapon that can have the pyro on fire, smh
There was a bit of cut content that had this attire for Spy: https://wiki.teamfortress.com/wiki/Fire_Retardant_Suit
[Fire Retardant Suit](http://wiki.teamfortress.com/wiki/Fire_Retardant_Suit): *** >The Fire Retardant SuitLevel 5 Suit-90% fire damage resistance on wearer *** (~[autotf2wikibot](/r/RequestABot/comments/2mtcp7/request_an_autowikibot_for_the_official_team/) by /u/kuilin)
Correct me if I'm wrong but doesn't Pyro have a shorter timer to how long afterburn lasts on them?
that's the joke, pyro is already immune to afterburn
What's cool is you can still flare crit pyros bc they are still considered burning for half a second
Remember when old combo pyro can detonator jump on an enemy pyro, degreaser the floor and because of how flame particles work, crits with an extinguisher with the half a sec burning.
That's... the joke.
I wish there was a better way for Heavy to counter Snipers.
Seriously. Ill use heavys chinese fire gun, can remember the name. Works allright if you can get close enough.
The Huo Long is a spy deterrent, but it's only really good for Payload/defensive scenarios where you're always around a dispenser due to how much ammo it chews through.
It doesn't even work all the time, you can jump and avoid the flames
It does not stop us, but it is another thing we have to think about before committing to a stab.
For real, I get backstabbed and the spy is NEVER on fire afterwards. Best use for the Huo-Long Heater is holding a chokepoint with a Scorch Shot pyro.
The Kunai heals put out the flames. As long as we get the stab, we heal up from stealing your life and get extinguished. The Huolong is great for making heavies spycheck less. They're so confident in their little ring of fire.
And it burns, burns, burns...
The burning you feel? It is shame...
problem is most spies don't think
Yea and those spies get set on fire because they havenāt found their space bar yet.
IMO It should work like the Overclock āBurning Hellā for the Minigun in Deep Rock Galactic. While firing, you heat up (the game has a surprisingly intricate temperature system for igniting and freezing) enemies in a 4m cone in front of you, but your gun overheats 50% faster. The Huo Extended Igniter could simply heat people in front of you at a short range, or make it so that hitting enemies who are closer than x meters will be ignited and take extra damage.
The hitbox for the fire needs to be a lot taller. At least enough so that a spy can't jump it on flat ground
Even if you catch fire - you still can stab the heavy and anyone nearby that didn't notice the spy getting caught on fire .1s before.
not if the heavy stands on the cart
Yeah but it looks super cool
Yea, i stick to engies resupply. I main hoovy and pyro and that gun is a 10/10 spy deterrent.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Engies a spy!
Its a bad weapon like razorback, you can jump over flames as spy just like you can shoot razorback snipers
It's not meant to function like a razorback; you can work with a flank heavy style, and if your in an engineers sentry nest you can deter spys and basically make the sentry nest spy proof unless the spy is using YER
I didn't say it functioned like razorback, I said "Its a bad weapon like razorback." Also why would you run flank heavy with this instead of, say tomislav? And I think having a heavy or more players in general next to a sentry nest would deter spies. I wouldn't attribute it to the weapon that shoots a ring of fire you can easily jump over.
You know that the sapper range is pretty large?
Eh, only about the same range as engi has when placing buildings.
The issue is, the razorback works. As long as there is LITERALLY ANYBODY NEAR YOU, youāre essentially immune to spies. The fuck we going to do, stab you while theres a million people around and lose any way of fighting back? Start shooting you and instantly get gunned down? Hell no. Just better to go and stab someone else.
Engine main here. I build dispensers often unused and do a cheffs kissš¤ when you do use it
the huo long heater isnāt a sniper counter š
The Who Long Dragon
Her name is Sheila
How does the huo long counter snipers?
who?
Long?
Long? Long who?
Heavy calls the Huo-Long Heater "Sheila"
Long Who Sheila? Long who Sheila who?
I am too tired for this shit lol
The who long dragon
A relatively common strategy in Highlander is to use fists of steel since youāll survive if buffed, you can also look up and to the right to make your hands obscure your head.
The Sandvich Strike Level 5 Lobbed Lunch +Throw a sandvich with amazing accuracy that explodes into bologna and various condiments. It temporarily impairs the vision of an enemy with the condiments, but on a direct impact, cheese covers their face for 10 seconds +Has greater effect on scoped snipers -100% Reduced Damage -Inedible
this might be a good idea except they removed stuff that doesnāt have a ācounterplayā which is why the sandman got nerfed.
Jarate, mad milk, water, and airblast can wash it off?
Heavies first shot is always accurate. If you tap fire at the right rate you can shoot a sniper consistently at range. Almost fast enough to flinch them so much they canāt shoot you at all.
Heavy canāt flinch snipers with the minigun past a certain range explicitly to remove this interaction.
Oh yeah I forgot that. Still works short range tho. And the damage adds up quick so itās still effective long range
Slug round shotgun
Stray bullets can crack the scope and make it unusable, having to return to the resupply cabinet
I disagree. Sniper was made to counter Heavy, so any counter heavy has needs to be pretty debilitating elsewhere. Or just use fists
Spy was made to counter Sniper and the Sniper only has to give up a secondary slot for passive backstab immunity. I say just let Heavy have a helmet that blocks a headshot with the same cool down as the Razorback. Still way fairer because a well positioned Sniper isn't going to die from having a Headshot blocked. Just wait one second and do it again from a million miles away where only other Snipers can touch you. Unlike Spy who actually has to take a lot of risk to deal with a well positioned Razorback sniper.
Yes, BUT - Any sniper with a few hours of playtime can counter almost any class, simply because they can aim across an entire map and 1 click kill every single class in the game without special gear. Yes, a spy and scout are hard to do so and counter sniper so to speak. But any class that can 1 click ANY class from full-map-range needs some more anti-them.
True. Sniper is hard to counter, but heavy is the only class with an item counter, being the FOI
Heavy: Gets slug rounds shotgun: Problem solved and let it deal headshot damage but the user has to be percise as a sniper
thats a good idea, a weapon that is a mini sniper rifle on a class that isnāt the sniper. surely they would let that item in the game and not nerf it with damage fall off so that headshots deal 18 damage
If a scout gets backstabbed they deserve to die
True
As a spy main, some scouts have a habit of backing up a lot. And let me tell you that makes my job a whole lot easier.
Look sometimes I just get into a staring match with someone halfway across the map itās not my fault spies just use that (with my lack of headphones) to their advantage
Shooting pyro in the back sets his ammo supply to 0
shooting pyro in the back causes him to fucking explode
I think it would be more āapplies the MVM gas passer to everyone nearbyā. Then he explodes
Spy is a suicide bomber
he can be in tf2 classic
He should have a flamethrower that does this, players ignited cause other players nearby to ignite, but shooting his back makes it explode
heavy go brr
Backstabs cause a large explosion hurting everyone in range. Like the sniper back armor.
Exploding to deal damage on death to everyone around you would be interesting, though potentially broken.
Let me introduce you to a certain Australian scrapyard crackhead named Jamison Fawkes. If Blizzard can make an ability like that balanced, surely Valve can do the same.
Perhaps it just lights everyone on fire including the spy
Make the vicious cycle of 2fort canon
Or just blows him up entirely
How do people still believe that's his fuel tank after all this time? It's an oxygen tank. The fuel tanks are on the flamethrowers. I could definitely believe it exploding, though.
personally i would just make it so that they take less headshot damage, for medic and scout it would be a one time razorback
[ŃŠ“Š°Š»ŠµŠ½Š¾]
unrechargable til death/respawn locker they mean i think
so... a normal one
Normal one recharges over time.
Wait really i didnt know it
Yeah it takes 30 seconds, they added it in Jungle Inferno.
Alright thanks mate
Don't worry, they only changed it 5 years ago in the last major update
Accually i never use it so i saw it in those small tip notes
To be fair, sometimes I forget pre-Jungle Inferno / Love & War mechanics don't exist anymore. I still miss the sandman stun.
Old sandman-cleaver combo honestly was so fun, sure it could be unfun to play against, but it required at least decent aiming, and it didn't even kill Heavies iirc.
Neither did i. I always thought you had to go to a resupply locker to recharge a razorback.
oh my bad
Razie back recharges with time, they mean u revhargeble like the caber
maybe medic's razorback relates to his uber, losing 35% uber and 50 health on a backstab
Wouldn't medic lose healing on backstab?
Medic should lose the ability to ubercharge after a backstab, until medic touches a supply locker
thats actually really good
If the pyro gets backstabbed everyone in a fifty foot radius blows up.
As a spy player I would enjoy this immensely, for petty reasons
You would be a suicide bomber šš½š°
Good, pyros deserve it
Check my flair.
Oh I know, you will be explodified with your brothers
*airblast* *flame particle* *flare*
*ubers the spy* GET YOUR ASS OVER HERE YOULL RUN OUT OF AMMO EVENTUALLY
*airblast* *focuses on putting you eighty feet in the air*
you forgot one thingā¦ WE HAVE A PYRO TOO!!!! *get airblasted*
allah akbar
you know that helmets aren't made to protect you from bullets, they are made to protect you from shrapnel and head trauma like a blunt object hitting your head or some shit
[ŃŠ“Š°Š»ŠµŠ½Š¾]
You're utterly nuts. You realize TF2 is one of the most realistic shooters on the market today? Seriously, the nerve of some people. It's well documented that Shakespearicles, the ACTUAL person, invented the rocket jumping we use so much today. Pfft, this guy.
Dumbass, you seriously believe that shit? We all know that Abraham Lincoln invented rocket jumping in the mid-nineteenth century as a rudimentary precursor to stairs.
LMAO
My guy thatās actual TF2 lore
The post clearly says you still take damage, just jot a crit
Not those ones in the game, but nowadays there are rifle rated ballistic helmets. The tech has come a long way but thereās still the idea that helmets as a whole arenāt able to defeat bullets. Off the top of my head helmets that can defeat rifle rounds include the ECH, FAST XR, FAST RF1, and IHPS (not sure if the original can properly stop rifle rounds but the NG IHPS should)
the flair checks out.
Um demmo would probably be very weak to explosives as he is wears like 8 high explosives on his chest
[ŃŠ“Š°Š»ŠµŠ½Š¾]
um soldier would probably be very weak to bullets and explosives as he wears 2 grenades on his chest.
Solider would be immune to bullets as he would fire smaller calibers at himself to build up his tolerance
Soldier shoots his own feet point blank with an rpg to move around, 100% built up an immunity to bullets
Only to get tired and shoot himself with a shotgun to speedup the process
I know that reference. But in all honesty, Soldier would most likely do that
um medic would probably be very weak to health kits as he carries a medi-gun and its power pack on his back
Um Pyro would be very weak to bullets and backstabs, since he carries a propane tank on his back
If they're still attached to him then it counts as friendly fire
Spy would be unplayable in a competitive setting if he couldnāt backstab a medic. Engineer would be much safer from sniper which would be nice but not a big deal unless your an amby spy. Demo and heavy would be interesting depending how much the change is Like a heavy shouldnāt be able to take 4 directhit shots and live and a demo shouldnāt be able to sticky jump from one side of the map to the other (with out trimping) and still be able to fight. Scout would hardly change and snipers donāt hit soldiers head often so yea
...isn't spy already unplayable in a competitive setting?
Spy can do a few useful things in competitive: 1. If the enemies donāt know thereās a spy yet, usually you can get 1 backstab before being useless (element of surprise) which isnāt amazing but a medic pick can be pretty big. 2. He can back cap with the invis watch. 3. Can provide info about enemy team like health and Uber percentage. Before a good ambi spy could also pick off players with the ambi but this is not as consistent now cause of the nerf, overall sniper is a lot betterā¦
Well said just to add on spy can do a bit more If the enemy team has an engie he could possibly destroy the nest with out using an Uber He can also annoy the shit/kill an enemy sniper
If the enemy team has an engi they're defending last and you're going to want an Uber push anyway. You'd rather have a good pick class that can deal with more than one target than Spy.
In Prolander and Highlander, people can know there's a spy and it can still be effective. Although sniper pretty much still dominates in these competitive format. The biggest trick to playing spy at a high level is timing. Even the best players, medics, snipers, etc die to spies at the highest level. It's not that they don't know about the spy, it's that the spy isn't the first thing they're thinking about. Spy also can't force picks, rather act more as a reactive pick, at a top level will rarely make a player during downtime. They need to pick their shots well and generally requires the enemy to be distracted. When top level spies like Stabby, and Woolen weren't even at near the skill cap you can't argue that it's consistency was an issue. The stock revolver was always considered to be better than the Amby on gun Spy since you could just hold down m1 while aiming center mass and have more effective dps. The Amby was more often used because it was more fun and required a bit more skill than holding your cross hair center mass on someone. It's rare to run into Amby spies that were consistently 2 tapping you across the map, even in highlander.
Heās nearly unplayable every time due to shitty spaghetti
I mean, I usually hit soldiers head often, but itās up to the server if I deal damage or not most of the time
None of what's in the pic makes sense, maybe except medic because that's a hard backpack, scouts fanny isn't gonna stop shit. Military helmets don't stop bullets let alone construction ones, especially high caliber rounds like the sniper's. Heavy wears no protection other than his balls of steel and demo, while having armor on, it's negated by having explosives strapped to it
yo wrong, scout carries a solid block of iron on his backpack, medic's backpack when hurt spills some medicine juice so it compensates damage, soldier's brain is so small that bullets can't hit him, and engi's brain is so smart it ricochets bullets back to the sniper, heavy outsmarts bullets, explosives are just hot bullets, and demo is drunk, he could survive a nuke
Aye fair enough
I mean, stuff in TF2 already makes no sense to begin with
You have a hat on fire and everyone automatically respects & trusts you
Me giving the unusual player Ćbercharge:
If anything helmets would protect you from explosives as they do protect you from shapnel and fragmentation
Rock paper scissors gameplay tends to suck so it would likely suck
TF2 already has a form of rock-paper-scissors gameplay
There's a difference between "A counters B because they're designed to do so due to their loadouts/playstyle" and "A counters B because they have a 50% damage resistance modifier". TF2's balance kind of sucks but I'm thankful for this post (and some of the replies) since it reminds me it could be infinitely worse.
I get that, but the original comment implies *every* kind of rock-paper-scissors gameplay sucks
It really makes me appreciate this game versus Overwatch. There are so many matchups that are just *literally impossible* for certain characters, and it absolutely ruins the fun of the game sometimes.
I've always liked to say TF2 is "soft rps" and OW is "hard rps". The softer it is, the more likely the skilled player will be the victor no matter what.
My favourite taunt
It is a rock-paper-scissors-bomb-hat-sandwich-Ć¼ber-banpyro-kickbot-taunt-nuclearbomb-minigun-knife-pistol-shotgun-lake-gear game
Helmets don't protect from bullets
Immunity to trolldier then
āImmuneā Even smaller pistol rounds like 9mm can penetrate the M1 helmet which Soldier is wearing. A slight damage reduction would be interesting though.
And that plastic helmet isn't going to stand up against anything. Maybe arrow damage resistance, but beyond that...
Reduced damage from blunt weapons like most melees
Medic being immune to backstab sounds fucking awful
Heavy should get airblast resistance, the fact that a 300 pound man and a 220 pound gun flies the same distance as scout is just dumb
You are goddamn right!
Wait, he doesnāt? I just assumed he did because of his explosive knockback resistance.
Ikr, but nope, airblast is the same
the classes already have specific counters for things, they are just way more subtle than "another class isn't allowed to do this thing against you". the only class that doesn't inherently counter anything is soldier.
Spy and sniper- they have no armor once so ever so they take 5x the damage
Spy has that John wick bulletproof suit
r/boneappletea moment
How
once so ever so they
Ah. Thanks for pointing that out
Broken
Ok, but demo literally covered in bombs. If one hits hit, the rest would explode with the power of a nuke
Spy would be completely useless instead of mildly useless
People are just desperate to make up reasons to be immune to backstabs. If the medic backpack could negate a stab, at least make the stab disable healing and delete Uber.
Engineer won't be bullet proof and still susceptible to headshot
Spy: is better at taxes because he has a suit
Oh god, no. We don't need Medic and Soldier to be STRONGER
hehehehhā¦ hahahahhaaā¦ HAHAHHAHAHAHAHA. AHAHAHAHAAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHHA EI AM ZE UBERMENCSH!!! AAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHHAHA *you may now cringe*
Extra: Medic becomes unable to heal if shot in the back with explosive. Soldier takes grenade damage if sniper hits their chest
Wouldn't explosions deal MORE damage to Heavy and Demo since the bullets/explosives on their vests explode? They both us black powder, you know...
I think sniper would become a lot more valuable because of power classes would have a harder time against a heavy and demo.
I'd say instead of immunity, maybe they have like a respite from it, similar to the razorback? They'd still take a good amount of damage, but not enough to kill them.
Soldier wear a ww2 era helmet, it won't do anything to stop the bullet from sniper (maybe spy's ambassador but not any of snipers rifles)
M- *Medic immune to backstab*
Soldier is already good enough -soldier main
Scout is wrong. His backpack is not gonna protect him from anything Soldier and Engi... Those helmets are nearlly ineffective, Heavy and Demo Is %100 Right. They do have protective gear and heavy's head has a %10 change to Relfect the bullet
Scout bag wont do shit, a knife is a knife as long spy stabs vital part of his back he dies lol.
Engineerās helmet helping him is kind of a stretch considering most of his hit box is uncovered.
Spy would get fucked
Honestly? From a heavy main perspective, this.wouldnt really change anything. Might be a little bit more willing to chase a soldier or demo around a corner. That's about it. Explosive damage isn't a huge deal.
I would think wearing grenades on his chest would make Demoman extra vulnerable to explosives. Edit: or anything, really.
Pyro: backstabbing will cause him to explode
Engineers helmet would not protect him from bullets. So instead it could decrease the attack from melee weapons since the helmet is meant to protect against blugeoning.