what are the nerfs/buffs planned for the new weapons on VSH/FF2

  1. what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #551
    since on the topic for a "pro mode" we got derailed onto nerfing the new scattergun, i was thinking, what are the buffs and nerfs planned out for the new weapons?
  2. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #552
    Just recently (today), I introduced some changes so that the new scout pistol and sniper rifle are given constant crits comparable to the other weapons.

    Also with Mia's help I reduced the new scout shotgun to remove the boost entirely so it behaves simply as a shotgun that is more accurate at the expense of doing less damage.

    As for future changes, I really want to buff some of the underused weapons like the soldier shotguns and related things. Pretty much if it's underused, I'd want to buff it to make it worth using.
  3. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #557
    Scout is fine.
    Solly should get a shotgun buff and maybe a buff banner that does full crits.
    Pyro shotgun as-well, the flare is really hard to beat with the jump.
    Demo could get possible mini-crits on sticky's when wearing boots of some sort.
    Heavy secondary's could use a boost, as well as the tomislav getting a buff.
    Engie is fine.
    medic's X-Bow update needs no change.
    Sniper needs the new sniper to be replaced by the Sydney sleeper, or it be given outline because its pointless to use
    Spy nothing.
  4. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #562
    Miaumon wrote View original post
    Scout is fine.
    Solly should get a shotgun buff and maybe a buff banner that does full crits.
    Pyro shotgun as-well, the flare is really hard to beat with the jump.
    Demo could get possible mini-crits on sticky's when wearing boots of some sort.
    Heavy secondary's could use a boost, as well as the tomislav getting a buff.
    Engie is fine.
    medic's X-Bow update needs no change.
    Sniper needs the new sniper to be replaced by the Sydney sleeper, or it be given outline because its pointless to use
    Spy nothing.


    Extra knockback on the sydney sleeper? (doesn't it do that anyway?)
    Faster firing tomislav? Or minicrits for 5-15 seconds of being switched in?

    I really miss gotta go fast scoot with the babby face blaster. ;_;
    It should at least stay on FF2 since we have all those overpowered hales anyway. I easily get taken down by serious sam's shotty or the insane summoning these hales do.
  5. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #564
    snipers already knock back like mad.
    Just buffing it back to 40% should be fine, maybe even the original 60%
  6. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #565
    also just made the new sniper changes, might remove the overload on the new RL.
    new SMG will also lose its debuffs and just be used as a reskin or add maybe a small damage buff.
    These are all just ideas in my head nothing is for sure yet.
  7. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #572
    Miaumon wrote View original post
    new SMG will also lose its debuffs and just be used as a reskin or add maybe a small damage buff.


    small damage buff on new sniper smg would be nice
  8. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #574
    Miaumon wrote View original post
    also just made the new sniper changes, might remove the overload on the new RL.
    new SMG will also lose its debuffs and just be used as a reskin or add maybe a small damage buff.
    These are all just ideas in my head nothing is for sure yet.


    then there is the new launcher's M2 function, which allows the soldier to hold the rockets for a while
  9. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #707
    What the hell is up with the grus dealing 7 damage. Why? I understand you want the old GRU debuff but you didn't have to make it deal more damage.

    Kind of OP.
  10. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #727
    If you're talking about the self damage, that was valve's doing.
  11. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #745
    Tomislav got buffed back to 50% faster spin up
    Heavy shotguns look like are gonna get faster weapon switch to the player
    New sniper smg -Throw some ideas at me-
    New Sniper Faster firing rate -Maybe-
    new RL -Fuck if i know-
    GRU always did 7
  12. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #746
    Miaumon wrote View original post
    Tomislav got buffed back to 50% faster spin up
    Heavy shotguns look like are gonna get faster weapon switch to the player
    New sniper smg -Throw some ideas at me-
    New Sniper Faster firing rate -Maybe-
    new RL -Fuck if i know-
    GRU always did 7


    Give the carbine the babby face basher's boost meter. Just set it up so that he'll run at scout speed as long as he keeps firing at hale. The boost meter should drop constantly if he's not landing hits. The snipers always seemed so helpless.
    (this should've been done to the babby face basher to keep the scouts focused on attacking.)

    New RL? Doesn't need shit really. :/ (Although if you really want to do something about it, give the player wielding it a speed boost or something, I dunno)

    I always thought the GRU did 6 or 5. Besides, valve took away the whole health drain thing and gave it the Fan of War "Cursed" effect. Why hasn't it changed?
  13. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #750
    Shae wrote View original post
    New RL? Doesn't need shit really. :/ (Although if you really want to do something about it, give the player wielding it a speed boost or something, I dunno)


    speed boost is a good thing since rocket jumping is klutzy with it.
  14. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #754
    Miaumon wrote View original post
    New sniper smg -Throw some ideas at me-
    New Sniper Faster firing rate -Maybe-


    I think the new smg should get a small damage boost like around + 2 - 3 (26-27). Even with the add damage, it will still do less total damage per clip than stock (do the math). Maybe add the Natashca's stopping ability, but has a low chance of stopping hale (5%-25% maybe)

    Maybe have a perk for the new snip'r rifle when you get a headshot on hale, he is mark 2x longer than a full charged shot from stock snip'r rifle  :-\
  15. Re: what are the nerfs/buffs planned for the new weapons on VSH/FF2

    #756
    Shae wrote View original post
    Give the carbine the babby face basher's boost meter. Just set it up so that he'll run at scout speed as long as he keeps firing at hale. The boost meter should drop constantly if he's not landing hits. The snipers always seemed so helpless.
    (this should've been done to the babby face basher to keep the scouts focused on attacking.)

    New RL? Doesn't need shit really. :/ (Although if you really want to do something about it, give the player wielding it a speed boost or something, I dunno)

    I always thought the GRU did 6 or 5. Besides, valve took away the whole health drain thing and gave it the Fan of War "Cursed" effect. Why hasn't it changed?

    Mia GET IN HERE. I want you to hear my ideas on this.

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