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[VSH] TF2 update and weapon changes

Discussion in 'Team Fortress 2' started by Echo, Dec 20, 2013.

  1. Echo

    Echo Registered

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    So it's that time when TF2 gets updated and I just assume VSH is broken as 90% of the time. Point of this topic is to discuss if the weapon updates will get implemented in the mod seeing how some may prove to be quite a buff for the team if not all. I know we're not the ones modding the game but we do have added mods which do in fact get affected by the weapon changes.

    Battalion's Backup
    Added +20 max HP passive for the wearer
    (In VSH it's already +10HP on wearer.)

    Concheror
    Added +2 health per second passive for the wearer
    (Improves the soldier's survive ability.)

    Crit-a-Cola
    Reduced consumption penalty from +25% extra damage to +10%
    (Nothing to be said here really, scouts die 1 hit either way.)

    Diamondback
    Now also gains a critical attack on successful backstab kills
    (Nothing here either.)

    Flying Guillotine
    Alt-Attack now also throws the Guillotine when active
    (I find this an improvement.)

    Short Circuit
    Attack sped up greatly
    Ammunition cost has been lowered to 5 metal per attack
    Players and Buildings are only targeted if in range and in front of attacking player
    Improved visual effects
    (Now this one will be debated A LOT. SC is most commonly used by 90% of experienced engineers and is spammed alot (I should know) which stuns the boss for 2 seconds. Decreased metal cost means more spam and with a higher rate of fire too.)

    Soda Popper
    Hype no longer grants mini-crits
    Added Hypemode which grants up to 5 extra air jumps when active
    Hypemode is triggered by Alt-Attack when hype is full
    (More useless Scunts.)

    So these are the weapon stat changes and the greatest challenge here will be what we'll do with the Short Circuit. It is a great mean of defense for the engineer to prevent death (unless being raged like 90% of the time).

    PS: Happy Holidays
     
  2. rswallen

    rswallen Wizzard

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    Regarding the short circuit, its probably best to just increase the metal cost a bit. I see no reason to decrease the fire rate at this time as [1] it teaches inexperienced players that spamming is pointless (you just run out of ammo quicker) and [2] it could be useful against the arrow spam that is CBS
    However, if it isn't reduced, some form of protection should be added to dispensers to stop them being drained by SC spammers
     
  3. Echo

    Echo Registered

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    I would say it's easier to leave the dispenser alone and just go with the metal cost.