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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. rswallen

    rswallen Wizzard

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    That animation glitch is likely due to the fact that the FaN in our version of VSH takes longer to reload than vanilla TF2

    EDIT: or not (as you say it happens on all servers. [note to self: READ post before replying :s])
     
  2. TheRagingPolishMan

    TheRagingPolishMan Registered

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  3. rswallen

    rswallen Wizzard

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    Things to update:
    Razorback/danger shield - 1hit protection from boss players
    Ali Baba Wee Booties - secondary modifier
    Liberty Lawnchair - Reduce clip to 3, remove damage nerf, buff reload speed
    Cleaner's Carbine - Convert to SMG reskin (temp fix)
    Overdose - Speed boost (while active), depending on amount ubercharged
    Vita-Saw - Keep some energy/uber if revived (obviously reset on round restart)

    Anything else?
     
    #43 rswallen, Apr 16, 2015
    Last edited: Apr 18, 2015
  4. TheRagingPolishMan

    TheRagingPolishMan Registered

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    Do not make the clip of the Liberty Launcher 3, might as well remove it. I was thinking if you had the booties, a shield, and a melee your shield could not be broken as you only have one melee weapon. There would have to be a damage nerf to the demo knight however, so not full damage would be taken, but be killed in atleast 2 hits.
     
  5. lefab

    lefab Registered

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    Okay, gotta admit, the last update didn't completely broke VSH but there is one thing that make spy a little bit broken : You know that with the update, turning invisible with the dead ringer give a 3 sec speed boost? Well it appear that the speed boost is also applied to every watch in VSH.
    This mean that you can outrun hale while being invisible, decloak and still have time to stab him before the speed boost vanish. This is deadly for HHH.
     
  6. rswallen

    rswallen Wizzard

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    Potenial fixes:
    • Remove speed boost on all watches except dead ringer
    • Remove speed boost on all watches and add different buff to dead ringer (such as increased damage resistance)
    • Make it such that you cannot attack for 'x' seconds after decloak (all watches)
    • Change speed boost such that it is activated via a button while cloaked, at the cost of increased cloak drain
    EDIT: Might add that sprint ability to cloak n dagger
     
    #46 rswallen, Jul 14, 2015
    Last edited: Jul 14, 2015
  7. lefab

    lefab Registered

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    IMO, the best fix might be the first one : With that, it'll help a little the DR which was the least usefull watch (every other watches has the damage reduction but could be activated when needed while you need to get hit with the DR to activate it and it drain faster than the other watches).
    Another buff might change nothing (A DR spy will always goes to the first health/ammo pack aviable when cloacked, even when close to full health so they can re-activate it ASAP)
    Putting a delay before you can attack will negate cloacking as a valid approach option and the only way you could stab is Hale being unaware.
    The last potential fix is not bad at all but I'm not sure if player will be aware of the existence of such option (there is still many solly who have no idea on how to uses homing rockets).

    So far, I haven't seen any spy who abuse that mechanic but it can quickly make spies more rage worthy.
     
  8. rswallen

    rswallen Wizzard

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    Fair enough. Will finish this evening.

    Will also add some extra instructions for homing rockets then (along with something super-secret that zeyon suggested to me a while back)
     
  9. Marco30XXX

    Marco30XXX Registered

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    SCOUT:
    • Back Scatter:
      • Crits whenever it should minicrit.
    • Stock Pistol / Lugermorph:
      • +50% of secondary ammo.
      • OR
      • +100% minicrits.
    • Stock Bat / Holy Mackerel / Unarmed Combat:
      • +5~10% damage bonus.
    • Sun-on-a-stick:
      • On hit: target is engulfed in flames.
    SOLDIER:
    • Stock Shovel / Pain Train:
      • +5~10% damage bonus.
    • Market Gardener:
      • +100% damage bonus when rocket jumping.
      • Permanet crits disabled.
    • Mantreads:
      • +50% damage bonus on stomping hale (goomba)
    PYRO:
    • Backburner:
      • +15% damage bonus when shooting in the back
      • +25% airblast push force
      • Instead of +150% airblast cost, +175% airblast cost.
    • Manmelter:
      • Stocks 1 crit each 300 damage dealt with primary or melee.
    • Stock Axe / Lollichop:
      • +5~10% damage bonus.
    • Homewrecker / Maul:
      • When hitting a building stunned by rage, it re-enables it.
    • Neon annhilator:
      • +25% damage bonus on wet players
    DEMOMAN:
    • Stock Botte / Scottish Handshake / Pain Train:
      • +5~10% damage bonus.
    • Ullapool Caber:
      • Infinite explosive stat.
      • Permanent crits disabled, only enabled when using a shield.
    • Half-Zatoichi:
      • Instead of +35 health on hit, +40 health on hit.
    HEAVY:
    • Fists of steel:
      • All penalties removed.
    ENGINEER:
    • Pomson 6000:
      • Permanent minicrits.
      • OR
      • On hit: -5% Hale's rage
    MEDIC:
    • All Bonesaw:
      • +5~10% uber on hit.
    • Vita-saw:
      • Starts with 30% uber instead of 25%.
    SNIPER:
    • Bazaar Bargain:
      • Stores 1 head each 450 damage.
    • Classic:
      • +50% charging speed.
    • Cleaner's carbine:
      • Replaced by stock SMG.
    • Darwin's danger shield:
      • No longer blocks 1 Hale's hit.
      • Again +25 max health.
    SPY:
    • Diamondback:
      • Stores 1~2 crit(s) per backstab.
    • Big earner:
      • Gets speed boost on backstab.
    • Sappers:
      • Throwable as smoke bombs only when pressing 'Special Attack' key (default MOUSE3).
      • Re-collectable when pressing 'Special Attack' key again.
     
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  10. lefab

    lefab Registered

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    There is some good idea there and some that I don't find that great :

    Scout
    Back scatter : not really a fan of giving free crits to the scout.
    Pistols : I like both idea.
    Bats : Meh, you shouldn't really use melee in VSH unless gimmick/demoknight.
    Sun-on-a-stick : Why not, sure.

    Soldier
    shovel/paintrain/market gardener : See Bats.
    Mantreads: Imo, that weapon is somewhat fine as it is.

    Pyro
    Back burner : If I recall, it already has more push force during airblast. +175% airblast cost would make only 3 airblast possible (55 ammo per airblast) at any time. Not a fan overall.
    Manmelter : Pointless, since you can get crits by taunting (and if the weapon doesn't have that, well, we should fix that).
    Axe/lollichop/neon : See Bats.
    Homewrecker : I like the idea but it's ultimately pointless. If you're not raged, you'll want to airblast hale to save the eng instead of saving the sentry and making the eng (and the sentry at the same time) die.

    Demoman
    Bottles : See Bats.
    Caber : I recall a discution about refilling the caber when taking ammo, not sure how it went. Don't see any point of removing it's crits.
    Half-Zatoichi : Dunno if it'll change anything, really.

    Heavy
    Fist of Steel : That wouldn't change anything since the weapon give resistance to ranged attack.

    Engineer
    Pomson : the -5% rage is a terrible idea since it's a spammable weapon. Minicrits...meh, why not...

    Medic

    Bonesaw : You have already the ubersaw for that :/
    Vita-Saw : Not sure if it'll really change anything.

    Sniper
    Bazaar : I'd say more than 450 since it's rather easy to get that damage. 750 perhaps?
    Classic : IMO, the only thing that weapon needs is the same damage boost as the other snipers.
    Cleaner's carbine : As long as we can't thing of anything usefull for that weapon, I'm not against this idea.
    Darwin's : That would make the weapon useless again, not a fan of this idea.

    Spy
    Diamonback : As the weapon has already a dmg penalty, I'm fine with that.
    Big earner : Anything that give a speed boost to the spy is a terrible idea IMO.
    Sappers : It's fine as it is now, no?
     
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  11. Yolbe

    Yolbe Registered

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    +1

    same opinion like lefab
     
  12. Marco30XXX

    Marco30XXX Registered

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    Thanks for answering lefab! Well, I think you are right with some suggestions, so I'll re-suggest them:
    Back Scatter: Only crits when shooting in the back.
    Mantreads: As they were made for stomping, why not increase their stomping damage? Maybe they should have a round start (like engi's amp) where you can choose between Stomping mode and Rocket jump boost mode.
    Bonesaw: Yes, there's the ubersaw, but some medics prefer bonesaw because it has more attack speed, so maybe they can get uber faster than with ubersaw (maybe). It's just for making it a bit useful.
    Vita-saw: Not only that uber boost in round start, even when your uber ends, you get 30% back. That helps to build uber a bit faster (I died lots of times with 97~99%, so I know what I'm talking about xD)
    Darwin's: The razorback was intended to block backstabs, so it should block hale's hits. There's no point why Darwin's should block a hit (it's a fucking leaf xD). But I'm thinking that the health boost should be +40 instead of +25, so bushwacka snipers can live more (and with overheal you can resist one Hale's hit)
    Big earner: this weapon in a normal map gives cloak and speed boost. If you don't want speed boost, then it should refill your cloak by 100%.
     
  13. PixelBacon

    PixelBacon Registered

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    Scout's pistol already has 100% minicrits. And since he can run away all the time he has less ammo than the Engi. I see no problem with the pistol as it is.

    See bats. (I mean, come on, it would do 60 damage. Woop dee friggin doo, you can do that much damage with 1 critted Scattergun shot.

    Bottles and reskins also have the drink taunt which restores 25 health and has unlimited uses. No need for further buffs.

    The sole reason why the Fists of Steel aren't usable with the regular stats are CBS' arrows. He wouldn't be able to do shit against a Heavy with those out (also, I'm fairly sure rocketme would do less damage too, since it counts as a rocket projectile).

    You do realize taunt crits are a thing and the Pomson does recieve them?

    Jelly already made a suggestion for the Vita-Saw a few posts above, it doesn't need more buffs.

    Terrible idea. Snipers can already rape hale without the insane charge speed. And remember, the more damage the shot does, the more knockback it does.

    Taunt. Crits. Why would you endanger yourself by getting close enough to hale to get a backstab to get 2 (or even more) crits, when you could just use the regular revolver, stand across the map and shoot on clip of crit bullets?

    Other than that, I agree with you :3
     
  14. Marco30XXX

    Marco30XXX Registered

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    Well, i didn't know Scout's pistol had minicrits.

    Yeah, but still, why not?

    WAHT!?

    Spy's taunt crits just are 2 seconds. Storing the crits will allow you to have it forever until you shoot them. I think Diamondback should have the buff, because it hasn't got any.
     
  15. rswallen

    rswallen Wizzard

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    Diamondback idea is not bad. I see alot of people complaining about spies using the Diamondback, as every other revolver is an upgrade. This would deffo help fix that.

    As Pixel indicated, the Vita-Saw actually has a buff already; if you have it equipped when you die, you will keep some energy if you get revived (currently set to a max of 50%)

    Big Earner received a buff a couple of days ago (+30% cloak and 2 secs of speedboost on backstab) due to a suggestion by Live. Could do with some feedback on its effectiveness.

    As for Darwin's Danger Shield, 1 hit immunity makes more sense than health boost. A health boost is only really useful if a medic is nearby when the boss appears (not likely, unless you have a pocket medic (bad medic :<)) and Bushwaka jumpers tend to use the cozy camper for the health regen.

    Other than that, what pixel said (mostly)
     
  16. Marco30XXX

    Marco30XXX Registered

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    Hey guys! Got some interesting weapon suggestions here :)
    (Please, take in account the melee ones, because they need their own stats, VSH would be really repetitive if we use the same weapons over and over again)

    Ambassador:
    (due to its damage penalty, it needs to deal more damage)
    • On headshot: +150% damage bonus.
    • OR
    • +25% firing speed.
    Enforcer:
    (because its recent nerf, it mades more effective the damage bonus when disguised)
    • +8 seconds of taunt crits.
    • Taunt crits become mini-crits.
    Diamondback:
    (Stats based on the use of backstab and sapper to get crits in a normal match)
    • On backstab: stores 1~3 crits.
    • When Hale activates a smoke bomb: stores 1 crit.
    • Smoke bombs cool-down time +20 seconds.
    Sun-on-a-stick:
    (let's make this a bit more useful)
    • On hit: target is engulfed by flames.
    • On hit: if target is already burning, stuns him for 5 seconds and disables the weapon for 8 seconds.
    Fan-o'-war:
    (Because this weapon is shit)
    • On hit on a friendly buddy, disables stun from Hale's rage.
    • -30~40% 'firing' speed.
    Well, those are my suggestions for now, so post your opinions / questions about them and Happy Halloween :)
     
  17. Yolbe

    Yolbe Registered

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    Thats actually amazing. Remove the stun of a friend for doing special things
     
  18. Darkness899

    Darkness899 Registered

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    The 5 seconds stun on hale with the sun-on-a-stick might be a little too much. And if you disable the weapon for 8 seconds from the start of the stun, you can use it again just 3 seconds after hale gets unstunned.

    I do like the fan-o-war one. But maybe we also need a limit on how many you can "unstun"? Get some kind of unstun points for the damage you deal maybe? Just like we have on airblasts when equiped with the flaregun on pyro?
     
  19. TheFranss

    TheFranss Registered

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    Plus keeping/improving the effectiveness of fan-o-war's hit on Hale. You gotta be a madman if you want to hit Hale with fan, since the damage is low.
    BUUUT having a higher minicrit duration mark on hale/ full crits sounds cool. I'd go for with minicrit since combining the bat with milk could keep heavy alive a bit longer.....a bit...inb4 shotgun