OP Weapons/ suggested weapon changes.

  1. Re: OP Weapons/ suggested weapon changes.

    #2130
    I've decided to bite the bullet and reduce the reserve shooter's damage down to 50%, from 75%.

    This will be a step away from the direction of GM, but I'm going to favor how enjoyable the game is over ranked consistency in this case.
  2. Re: OP Weapons/ suggested weapon changes.

    #2133
    VoiDeD wrote View original post
    I've decided to bite the bullet and reduce the reserve shooter's damage down to 50%, from 75%.

    This will be a step away from the direction of GM, but I'm going to favor how enjoyable the game is over ranked consistency in this case.


    #1
  3. Re: OP Weapons/ suggested weapon changes.

    #2135
    VoiDeD wrote View original post
    I've decided to bite the bullet and reduce the reserve shooter's damage down to 50%, from 75%.

    This will be a step away from the direction of GM, but I'm going to favor how enjoyable the game is over ranked consistency in this case.


    Forum post image
  4. Re: OP Weapons/ suggested weapon changes.

    #2180
    healing bullets plox
  5. Re: OP Weapons/ suggested weapon changes.

    #2285
    A minigun spawn camping heavy is also pretty op.
  6. Re: OP Weapons/ suggested weapon changes.

    #2288
    Spawn camping is pretty lame in general, dunno if I'd say that's OP though because the same gun can be used away from the CP. Adjust your strategy as to when you run for the CP and how: don't just barrel through the middle of the CP to and from.
  7. Re: OP Weapons/ suggested weapon changes.

    #2371
    I'd love it if Heavies were all forced to use Shotgun and Fists.  It'd make for a much fairer game.
  8. Re: OP Weapons/ suggested weapon changes.

    #2537
    I've updated the prophunt config to add the proper removals/balancing changes for the new rust, blood, carbonado, and diamond botkiller weapons.

    Additionally, I've merged in some changes from unlucky ducky's prophunt config (seeing how GM most likely uses it given Dark's enthusiasm about him updating it).

    The relevant change that affects us: Self damage when using the heavy minigun has been increased to 2 from 1.75.

    Hopefully that will make heavies a little more fair.

    Also, if I missed out on some weapon and it's being allowed when it shouldn't be: please let me know!
  9. Re: OP Weapons/ suggested weapon changes.

    #2546
    Thanks Void.  That oughta teach em.
    If not, I just dunno what to do.
  10. Re: OP Weapons/ suggested weapon changes.

    #2558
    Weeaboo wrote View original post
    Thanks Void.  That oughta teach em.
    If not, I just dunno what to do.


    The grown up thing: figure out better strategies and become better at the mod. Adapt to the surroundings, as its often called.
  11. Re: OP Weapons/ suggested weapon changes.

    #2564
    box wrote View original post
    The grown up thing: figure out better strategies and become better at the mod. Adapt to the surroundings, as its often called.

    Oh, daaaaaaaaaaaaamn.
  12. Re: OP Weapons/ suggested weapon changes.

    #2581
    box wrote View original post
    The grown up thing: figure out better strategies and become better at the mod. Adapt to the surroundings, as its often called.

    Can't help it when you do have a good spot but then a pyro finds you out and you're trying to run away to get some health and hide again.  Have you not played this mode before?  Obviously not.
  13. Re: OP Weapons/ suggested weapon changes.

    #2584
    Troll response or do you really think I don't know/haven't played the mod before? I wouldnt be talking at all if I didn't play PH. Maybe when you leave your spot, you look ahead to see what lies there. Go into 3rd person if you need to in order to get a larger FOV. Maybe you don't head straight for the CP and instead try to grab some health packs.

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