STEAM-GRUPP
Custom TF2 Weapons cTF2w
STEAM-GRUPP
Custom TF2 Weapons cTF2w
698
SPELAR
4,505
ONLINE
Grundades
19 juni 2015
Språk
Engelska
Plats
United States 
Visar 61–70 av 230 poster
555
Bug Reporting
2,121
Ideas for Changes/Balancing (Custom Weapons)
Ursprungligen skrivet av sqwid:
Ursprungligen skrivet av AwesomeGuyDj:
if each rocket does 80, a normal engineer would die too 2 rockets. Fair nough, this would allow him (WITHOUT GUNSLINGER) to survive 2 rockets with 15 hp left, pretty easy to shoot 1 extra rocket. Demo man direct pipes are unaffected, he still dies from 2 shots either way. The difference really more comes in with weapons like the minigun and shotgun.
Things 175 health Engi can survive:

Two shots from the Scattergun or Shotgun from close-ish range

Three Rockets from medium distance

A lot of flames from the flamethrower

A flare and then critical flare combo

Demoman sticky spamming in many more cases

A noticeable amount of Minigun bullets

Two Crusader's Crossbow shots from the longest range possible

A non charged and somewhat charged headshot from the Stock (and most other rifles)

An Ambassador headshot followed by close body shot

3 Revolver shots from close range

Two melee stock hits

+50 health is a big fucking deal

Needs to be lowered to +25 health.

Also a building rate penalty doesn't make the Engineer totally fucking useless. Eureka Effect is good on Engineer even with -50% wrench boost rate.

Just make it +25 max health and slower build speed and it'll become pretty fair and also useful.

Goddamn please don't make this OP abomination exist any longer in its current state.
Did you look at the removal poll? I dont even see it on the poll and everyone knows people are voting based on op and not the actual reasons they posted...
Visar 61–70 av 230 poster