About Knockback...

  1. Re: About Knockback...

    #7403
    Pan-Kaike wrote View original post
    The -only- knockback issue I have with is the spy's enforcer (I play spy quite a bit when not battle medic) and when one shot can stop full forward momentum like a sniper rifle, that's kind of bs. There are ways around that though, so no, I don't really think a nerf is necessary.
    that's how (mini)crits work. they get boosted knockback.

    all revolvers get minicrits right
  2. Re: About Knockback...

    #7481
    I've given all the bosses 30% knockback force reduction. I think this is a good amount where it's not reducing knockback significantly, but still helps.
  3. Re: About Knockback...

    #7657
    VoiDeD wrote View original post
    I've given all the bosses 30% knockback force reduction. I think this is a good amount where it's not reducing knockback significantly, but still helps.


    I feel like this is the reason why the Loose Cannon doesn't work as effectively as it used to. Before the reduction, it would push Hale in the air just a bit to actually let the player escape if they could keep landing clear shots. Now, hale barely flinches, which kinda makes the weapon use seem a bit redundant.

    Guess it's back to using stickies. OTL
  4. Re: About Knockback...

    #8194
    It'd be better if the weapon got some extra knockback for the change. I didn't like the idea of Hale getting less knockback as it defeats the purpose of knocking Hale away to live.
  5. Re: About Knockback...

    #8627
    I mean sure it's not fun seeing the boss flying across the map purely on crit knockback but sometimes if you can't knock them back like that then they start to feel overpowered because you can't get away from them with the usual tactics with certain loadouts... (the only reason i always use Brass Beast on heavy)
  6. Re: About Knockback...

    #8628
    thats why imnloose cannon demoknight its fun n can save ur life

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