Saxton Hell Forums

Server Discussion => Saxton Hell => Topic started by: 9mmpainpill on July 08, 2012, 10:15:46 pm

Title: Weapon/Item Suggestions
Post by: 9mmpainpill on July 08, 2012, 10:15:46 pm
Just figured I'd make a thread on this.  Some of the weapons never get used, some are considered OP or UP..etc  I'm talking about the older weapons, not the newer ones though.


Booties/Bootlegger - Up the shield charge rate a bit.
Half Zatoichi - Up the damage a bit otherwise it is basically useless.
Caber - Add a recharge capability but lower the damage of the blast to hale.  (fun for charge goombas and the self damage would balance it i think.)
Three Rune/Boston Basher - Lower self damage a bit.
Hitman's Heatmaker - Remove the knockback to hale and all damage indicators on hale's screen when he is hit.  (I dont know if thats even possible)
Short Circuit - Removes a very small % of hales rage per hit.
Eternal Reward/Wanga Prick - Outlines hale like the sniper rifle (at the cost of no disguises)


I dunno, just thought I would throw it out there.  Things like the Half Zatoichi just never get used really cause they are so UP, it's probably my favorite weapon in the game though.  Oh and the thing with the Heatmaker is so hale never knows where you're shooting from or know he is taking damage until he actually sees the sniper.  Just thought that would fit the weapon.

Title: Re: Weapon/Item Suggestions
Post by: Miaumon on July 08, 2012, 11:00:59 pm
>Booties/Bootlegger - Demoknight is already op, people will use it for HP regardless.
>Half Zatoichi -  that would just be a direct upgrade from default.
>Caber -  Already upgraded the damage to make it use full.
>Three Rune/Boston Basher - It inflicts bleed, we cant change how much it does.
>Hitman's Heatmaker -  Its not.
>Short Circuit - still wont make it worth using, were trying to make it on the same level.
>Eternal Reward/Wanga Prick - Already disguises on backstab.
Title: Re: Weapon/Item Suggestions
Post by: 9mmpainpill on July 08, 2012, 11:17:29 pm
Pure Demoknight isn't OP though really.  Barely anyone even uses a pure demoknight setup, it's just that the booties compared to the grenade launcher is really no choice.  As for the caber though, i'm not really suggesting anything to make it useful so much as fun.  A recharging caber is more fun than free cocaine.  I'd actually prefer a caber that does 0 damage and recharges than one that does 2000 damage per hit.

About the Wanga Prick and YER, I don't mind using them as they are...but the disguise annoys the hell out of me.  Most of the time it disguises as engie and hale thinks you're stranded and need killing.  It's pretty much useless in that department but I don't think anyone really minds that to be honest.

Only of those changes I would really even want are the Caber, the Zatoichi, and the Short Circuit.  Just because those all are fun weapons that barely get used.
Title: Re: Weapon/Item Suggestions
Post by: Miaumon on July 08, 2012, 11:37:32 pm
>Making the caber a useless weapons
>Zatoichi maybe more HP
>Short circuit only one i would really consider
Title: Re: Weapon/Item Suggestions
Post by: 9mmpainpill on July 09, 2012, 12:14:33 am
Just to fight for the caber a bit.  It is already useless.  A 1 time high damage hit on hale at the cost of your own health and no subsequent benefits.  Once the tip is detonated it leaves you a slow moving/small damage demo. 

But on servers with a caber recharge demos can charge goomba, wall goomba, and avoid hale a lot better by jumping onto higher platforms.  And since there is no health regen it would stay balanced assuming you didn't have 5 medics on you at a time.

Even if the damage on it is left pretty low, the mobility benefits would more than make up for it.  But like I said, the main reason for wanting this is that it seriously is fun.
Title: Re: Weapon/Item Suggestions
Post by: VoiDeD on July 09, 2012, 12:50:16 am
It's an interesting idea, but caber recharging has a habit of crashing servers, or at least it crashed our jump server a few times when it was in.

The demo already has a lot in terms of mobility, and I think having it be similar to a spy backstab is okay for now. There sort of needs to be some risk in using the caber, otherwise a whole steam could go demo and do a considerable amount of damage.
Title: Re: Weapon/Item Suggestions
Post by: 9mmpainpill on July 09, 2012, 01:17:03 am
Wouldn't it be a lot more stable if the recharge rate was about as long as the shield charge rate and not instant like on the jump servers?  Dunno, but as for the mobility for a demoknight the only thing he has is a charge, and a speed boost when using an eyelander.  But the sticky is the only real mobile weapon, and if you have a sticky the caber is useless anyway.  It would give the demoknight a vertical mobility bonus instead of the horizontal bonus it gives an eyelander user.  And the damage could be kept low to balance it out.

Dunno just think it might be worth trying out down the line.  Mostly because doing this type of thing with the Bushwacka added a lot to the game and gave it a whole new way to play.  But I'm not the one that has to code this shit so I should probably shut up. 


(http://img3.visualizeus.com/thumbs/09/05/03/geeks,internet,nerd,south,park-d402ed05b757f32a0128b29d6c294898_h.jpg)
Title: Re: Weapon/Item Suggestions
Post by: MrEskimoMan on July 24, 2012, 02:13:18 pm
http://www.youtube.com/watch?v=j6N4vQ6m360# (http://www.youtube.com/watch?v=j6N4vQ6m360#)
Title: Re: Weapon/Item Suggestions
Post by: Miaumon on August 13, 2012, 03:12:29 pm
New Triad weapon changes

- The Red-Tape Recorder: Nothing to do, sappers are removed anyways

-The Huo Long Heatmaker: Knock the consumption down to 3 instead of 6, Ring of fire can be used while you are raged. Might buff fire a bit

-The Flying Guillotine: Constant crits and a possible damage buff. so it can be on the same lvl as the pistol

-The Neon Annihilator: Given same stats as the default, just to look nice
Title: Re: Weapon/Item Suggestions
Post by: 9mmpainpill on August 23, 2012, 04:03:59 pm
Any way we can get more ammo for the Huntsman?


It doesn't make sense that a Huntsman sniper has 12 arrows and a bushwacka and nothing else (if you use the cozy camper) when the medic has essentially a huntsman that a.) heals teammates b.) fires just as fast; as well as class abilities like c.) bungee ability d.) has an uber e.) has a stun taunt (ubersaw) f.) the ability to self-heal without an item..etc  Also the huntsman and crusaders have similar dmg.

Add on top of that every single one of the sniper rifles a.) have good dmg b.) have a FAR larger range c.) have way more ammo d.) fire faster e.) can outline hale..etc

Can we maybe bump it up to like 18-25 arrows? 
Title: Re: Weapon/Item Suggestions
Post by: Miaumon on August 23, 2012, 04:11:41 pm
your giving up all of that to have a better close range weapon than a sniper.
Simple as that.
Title: Re: Weapon/Item Suggestions
Post by: 9mmpainpill on August 23, 2012, 04:46:04 pm
And the medic is better at close range than a Huntsman sniper lol, by far.
Title: Re: Weapon/Item Suggestions
Post by: DrJack Posts Ponies C: on August 23, 2012, 05:48:28 pm
Better remove sniper class or replace snipers with medics
Title: Re: Weapon/Item Suggestions
Post by: iR| Doctor Scootaloo on August 23, 2012, 05:50:14 pm
Huntsman: 18 arrows.

Please.
Title: Re: Weapon/Item Suggestions
Post by: 9mmpainpill on August 23, 2012, 06:03:40 pm
Better remove sniper class or replace snipers with medics


Huntsman sniper is my favorite class.   Which is why I play medic so much.























































(http://i0.kym-cdn.com/photos/images/original/000/167/129/tumblr_ljkahzoZ671qanb21o1_500.gif)
Title: Re: Weapon/Item Suggestions
Post by: VoiDeD on August 23, 2012, 06:20:05 pm
How many crossbow bolts does the medic get?
Title: Re: Weapon/Item Suggestions
Post by: 9mmpainpill on August 23, 2012, 06:23:29 pm
How many crossbow bolts does the medic get?

30+ I think.
Title: Re: Weapon/Item Suggestions
Post by: DrJack Posts Ponies C: on August 23, 2012, 06:26:44 pm
1 arrow in on spawn and 38 in reserve
Title: Re: Weapon/Item Suggestions
Post by: jay50jay on August 24, 2012, 08:51:14 pm
I've been thinking, the High Five taunt is pretty much the best taunt in the game for acquiring crits on command. Maybe making all taunts push to hold somehow would be the way to balance it so all players have the same advantage. Just a thought.
Title: Re: Weapon/Item Suggestions
Post by: Antie97 on August 24, 2012, 08:58:34 pm
I've been thinking, the High Five taunt is pretty much the best taunt in the game for acquiring crits on command. Maybe making all taunts push to hold somehow would be the way to balance it so all players have the same advantage. Just a thought.

Crits would be everywhere. Rockets, stickies, grenades, bad hales would be destroyed.
It wouldn't be much of a game, it would be a more of a slaughtering.
The natural balance would be upset, hales would become extinct, and cease to exist.
Title: Re: Weapon/Item Suggestions
Post by: jay50jay on August 25, 2012, 12:56:36 pm
Crits would be everywhere. Rockets, stickies, grenades, bad hales would be destroyed.
It wouldn't be much of a game, it would be a more of a slaughtering.
The natural balance would be upset, hales would become extinct, and cease to exist.
So either its a mild for of pay2win for the people who do have the items/money to afford a high-five taunt, or grossly unbalanced if the mechanic is available to everyone. Seems like taunt for crits is rather broken. Of course, this isn't like FINALDESTINATIONNOITEMSFOXONLY.  If its fun it shouldn't matter. I'd just to see a way so its fun for everyone, not just a certain percentage of the player base.
Title: Re: Weapon/Item Suggestions
Post by: Rukrio on August 25, 2012, 01:45:56 pm
for some reason i want to see heavies gain a small buff of thier own based on MvM

Remember the Rage effect heavies can get and use on taunt?
apply that to them, but only if you can apply the 'airblast gives rage' to hales on the recieving end of this as well...
come to think of it, we could also let FaN scouts have thier knockback back in full swing if we do this to them as well.
Title: Re: Weapon/Item Suggestions
Post by: VoiDeD on August 25, 2012, 08:14:24 pm
I don't think it's possible to modify existing taunts so you can hold them down.

In other news though, I buffed the huntman's arrow count to 20 total. I wanted to make it 25, but apparently the game itself limits it to 20.

for some reason i want to see heavies gain a small buff of thier own based on MvM

Remember the Rage effect heavies can get and use on taunt?
apply that to them, but only if you can apply the 'airblast gives rage' to hales on the recieving end of this as well...
come to think of it, we could also let FaN scouts have thier knockback back in full swing if we do this to them as well.

This seems like an interesting mechanic. I've never actually seen what that upgrade did in MvM, so I'll look into it.
Title: Re: Weapon/Item Suggestions
Post by: 9mmpainpill on August 26, 2012, 09:01:04 am

In other news though, I buffed the huntman's arrow count to 20 total. I wanted to make it 25, but apparently the game itself limits it to 20.




http://www.youtube.com/watch?v=lk6OgrI46NE#ws (http://www.youtube.com/watch?v=lk6OgrI46NE#ws)
Title: Re: Weapon/Item Suggestions
Post by: Miaumon on August 26, 2012, 12:38:47 pm
Tried using the attributes for the rage bar and got nowhere, might be tied to the MVM game mode.
Gonna try some more set ups for it.

Onto other business, ideas for the silenced smg or if we should make it like the default smg.
Cozy camper maybe getting 2 or 3 hp per second, might not seem like alot but it would be an offset to the bushwacka.
getting rid of the cannot collect ammo from the beggars bazooka, opinions?
Title: Re: Weapon/Item Suggestions
Post by: 9mmpainpill on August 26, 2012, 02:34:15 pm
Using this page for the item attributes:  http://optf2.com/tf2/attributes (http://optf2.com/tf2/attributes)


Amputator

361 become fireproof on hit (1 sec)  For anti-cave loadouts, since Amputator already helps heal teammates.


Flamethrower/Rainblower/Festive Flame

367 - Ext earns crits.  Anti-Cave loadouts that would reward pyros for staying close and being a team player.   Degreaser isn't used for dmg so it seems pointless to give it ext crits, dunno.

Silenced SMG

106 - (15% more accurate)

5 - (15% slower firing speed)

Dunno about that one, but can't think of anything else for it :p  The smg accuracy is kind of annoying though.

Holiday Punch

176 - Can't be killed with headshots.  Anti-CBS loadout that lets hoovies stay in the open at the cost of the running speed from GRUs.



Title: Re: Weapon/Item Suggestions
Post by: Antie97 on August 28, 2012, 11:50:45 pm
please buff silenced smg, really like it and would like to use it in saxton hale.
Title: Re: Weapon/Item Suggestions
Post by: Rukrio on August 29, 2012, 07:57:20 am
Tried using the attributes for the rage bar and got nowhere, might be tied to the MVM game mode.
Gonna try some more set ups for it.

Onto other business, ideas for the silenced smg or if we should make it like the default smg.
Cozy camper maybe getting 2 or 3 hp per second, might not seem like alot but it would be an offset to the bushwacka.
getting rid of the cannot collect ammo from the beggars bazooka, opinions?

beggars bazooka buff, do it because it encourages the kind of gameplay the weapon already encourages.
Title: Re: Weapon/Item Suggestions
Post by: jay50jay on September 22, 2012, 02:17:03 am
A little Beggars buff I was thinking about was increasing the amount of rockets that can be held, because as of right now, its rather shit in Hale.
Title: Saxton Hell weapons buff/nerfs
Post by: Graystripe on September 23, 2012, 02:39:03 pm
So I was looking back on my old topic on how you could use the Market Gardener to deal 1500 damage if you got a successful garden.

And jay_ said >Weapon suggestion thread

Well, I got bored and here it goes.

Just wondering if you think there are any weapons that could be buffed/nerfed, ex: Soda Popper dealing 10% more damage or something like that.
Post below, of course.
Title: Re: Saxton Hell weapons buff/nerfs
Post by: h_twenty on September 23, 2012, 02:41:35 pm
By adding a buff (1.5k damage dealt per garden hit) for the Market Gardener defeats the purpose of goombas

#If_you_can_get_in_close_enough_for_a_garden_hit_why_not_goomba?


But the soda popper idea, hmmmmmm, I like :D