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TF2 weapons bugs/glitches on VSH or other TF2 servers.

Discussion in 'Team Fortress 2' started by TheRagingPolishMan, Jan 31, 2015.

  1. TheRagingPolishMan

    TheRagingPolishMan Registered

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    I am creating this thread as I can't seem to find a thread like this on these forums.
    If you have encountered any problems/defects with any TF2 weapon, or have an idea on how to improve/tweak a weapon; post a reply here!

    I'll start it off.
    VSH#1(2):
    BUGS:
    • AWPer Hand: Does less damage than a normal sniper rifle, aim is slightly off, duration of outline on hale is shorter than regular sniper rifle
    • The Self-Aware Beauty Mark: Seemingly does absolutely nothing whatsoever.
    • Fix the Short Circuit... please...
    TWEAKS/IMPROVEMENTS/IDEAS:
    • Make the Liberty launcher have more ammo/1 extra rocket in clip, to counter the -25% damage penalty per rocket
    • When Soldier uses shotgun 10% of Damage dealt returned as health (similar to heavy, but gives less health.) or when Soldier uses shotgun they get 250 health, instead of 200
    • When Demoman gets 15 heads shield is restored (if broken.)
    • Detonator for Pyro deals a crit when Hale is hit while on fire
    • Ali Baba's Wee Booties increase Demoman speed slightly.
     
  2. lefab

    lefab Registered

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    There was already a topic for VSH balance issue but since it has been buried by all those update topic, it's a good idea talk a little more about it :D

    For the Liberty Launcher, the -25% damage killed that weapon for VSH. A little buff isn't a bad idea.
    For the Shotty, I remember it was a hot topic. I recall the idea of refilling some ammo when you do a certain amount of damage was mentionned. But the +50 hp might be a better idea instead.
    For the Demoknight, it's a bad idea IMO. Once a demoknight has already 4 heads, he's as fast as hale with pretty much the same range. Also, Hale need to hit the demoknight 3 times to kill him at 4 heads (assuming the demoknight doesn't die form fall damage). If the demoknight can get up to 15 heads, that's mean he pretty much outplay Hale at melee fight so giving him even more survivability isn't the best idea :/
    For the Booties, incrasing speed will mean that you'll be faster than Hale at 4 heads, not sure if it's good :/
    No strong opinion for the Detonator.

    I might add that's it's maybe time to think about doing something about the Classic (last sniper rifle). As it has no damage boost and deal -10% on bodyshot (pretty much every shot you do in vsh), it's complete trash now
     
  3. TheRagingPolishMan

    TheRagingPolishMan Registered

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    Glad you like my ideas, and now that I think about it you're right about the Demoknight :). Also am glad to see that you like the fact a thread like this is back up, and not hidden away some where :D
     
  4. rswallen

    rswallen Wizzard

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    BUGS
    • AWPer Hand: Can't find anything within the plugin that would alter the aim. However, the damage difference might be due to attributes (AWPer doesn't get a damage buff). This might also be the cause of the boss outline decaying faster if triggered by the awper (as damage plays a small part). Will try to fix this evening.
    • The Self-Aware Beauty Mark: Its always reduced rage. It just wasn't aflame. Now it is.
    • Short Circuit: [work-in-progress]
    TWEAKS
    • Liberty launcher: How about just removing the damage penalty?
    • Soldier Shotty: We've actually got something planned for this. Still finalising the details though
    • Demo Shield: No. Demoknights already have enough power (if you are truely desperate for a shield, suicide and pray for a medic to revive you :D)
    • Detonator: Seems reasonable.
    • Wee Booties: Could set head count to 4 when players spawn if they have headtaker OR add some self-damage resistance if they have a caber OR increase the healing power of whiskey if a bottle is equipped
     
    #4 rswallen, Feb 5, 2015
    Last edited: Feb 5, 2015
  5. Yolbe

    Yolbe Registered

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    How about getting back the reduced fall dmg when equipping the rocket boots?
     
  6. rswallen

    rswallen Wizzard

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    Which boots used to have reduced fall damage?
     
  7. Shadow

    Shadow Registered

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  8. TheRagingPolishMan

    TheRagingPolishMan Registered

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    All sounds good Jelly! Glad to hear you're working on these :)
    Also your 'counter' ideas sound good for the LL and the Wee Booties
     
  9. lefab

    lefab Registered

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    The only problem with removing the damage penality of the Liberty Launcher is that it'll become a straight upgrade of the vanilla rocket launcher (since it'll only have the rocket speed boost).
    Maybe simply put back the old stats of it ? (no damage reduction but max clip of 3 rockets)
     
  10. TheRagingPolishMan

    TheRagingPolishMan Registered

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    That's why I don't use the black box, it has only 3 rockets. The Stock would probably get a damage buff, or have more of the secret ability.
     
  11. rswallen

    rswallen Wizzard

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    Ah. When I said "remove the damage penalty" that was assuming it had a clip of 3 rockets (just shows how much I don't play Soldier). This way you get a bit of variety: faster rockets (thus better accuracy [?]) but 1 less rocket. The direct hit is then the choice of the professional - superspeed, crit airshots, but reduced clip and reduced damage if you miss

    But as indicated, I don't play soldier. If this logic is wrong, please enlighten me :D
     
  12. lefab

    lefab Registered

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    Pretty much. Except the Direct Hit deals mini-crits on target in the air, don't have a reduced clip and you get almost no damage at all if you miss :p
     
  13. Shadow

    Shadow Registered

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    Buff direct hit a bit, add full crits to airshot targets and maybe constant minicrits otherwise (while holding direct hit, kind of like with pistols) because it only counts on direct shots.

    Might be overkill but an idea still.
     
  14. Zeyon

    Zeyon Registered

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    I have a few ideas regarding the Scotman's Skullcutter.

    ----------------------------------------------------------------------------------------

    Scotsman's Skullcutter

    -20% Movement Speed

    -20% Attack Speed
    +25% Damage
    +40 Health
    (This is so the Demoknight can survive atleast 1 hit from hale)

    Special Ability: Each successive hit increases attack and movement speed (like a berserker rage) and is capped at +45%. (It would end up at +25% due to the initial penalty.)
    (Decays over time. Berserker lasts for 2.5 seconds. Max Stacks of berserker: 4x)

    Also I have another idea

    Special Ability: Fill a rage meter. Once full, taunt to gain the following buffs for 5 seconds. Would take 6-8 hits to get full.

    (Only affects you)
    Fully Healed
    Battalion's Backup Resistance
    Bonus Movement Speed +40% (would end up being +20%)
    Life Leech
    Bonus Attack Speed ( +40% (would end up being +20%)

    ---------------------------------------------------------------------------------------

    Just a few ideas I had for a weapon that there's basically no reason to use.

    Also these are just suggestions, all numbers & variables could be changed to fit balance needs.
     
    #14 Zeyon, Feb 8, 2015
    Last edited: Feb 8, 2015
  15. Nekronion

    Nekronion Registered

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    Hi

    A few ideas for some never used Items:

    Razorback: A Shield similar to the Demoknight.

    Cleaner's Carbine: This weapon does almost zero damage right now (and has no Crits for some reason), but even if it did it would basically be a SMG reskin.
    Instead one could add a rage reduction effect (1-2% per hit).

    Darwin's Danger Danger Shield/Cozy Camper: Protection against 1(or more if it's still weak) rages.

    Those would give the Snipers more variety for different playstyles.
     
    #15 Nekronion, Feb 12, 2015
    Last edited: Feb 12, 2015
  16. Yolbe

    Yolbe Registered

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    A rage protection would be awesome!
     
  17. lefab

    lefab Registered

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    No strong opinion for the Razorback : if hale is going to hit the sniper, he'll be able to hit him again pretty fast.
    A rage reduction for the Cleaner's Carbine might be a terrible idea since you could be able to drain hale's rage very fast from afar.
    The cozy camper is fine already IMO : you get health regen (couple very well with the bushwacka then) and also a smg that make hale bleed for a sec as a secondary weapon.
    A rage protection for the Darwin's Danger Danger Shield however sounds like a great idea (It's not like a sniper can outrun hale).
     
  18. Nekronion

    Nekronion Registered

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    My idea with the Razorback was basically a second chance if a player gets surprised by a Ninja Hale or gets picked out in a group. It gives the player the alternative to be less of a Glasscannon.
    Of course the shield doesn't save always the Sniper, but the same is true for Demoknights.

    The Cleaner and the standard Smg aren't very accurate and a Player usually has to go close up to use them effectively, meaning Hale can easily finish him off. For balancing the damage from the Carbine could be removed in exchange. Also the fire rate is already lower than the one from the Standard Smg.

    Ok on the Camper.

    Is a rage protection mechanism possible to implement? That might be a problem for the Danger Shield
     
  19. Yoshey

    Yoshey Registered

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    It should be. Djeli experimented with a shield to as of MvM medic shield, and if you stood behind it, rage wouldnt apply to you (it was buggy and all)

    And, hale himself has a rage immunity as well. So it should be. (As of how it appears)
     
  20. TheRagingPolishMan

    TheRagingPolishMan Registered

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    Yes, these are nice ideas. Very nice indeed.