2010wolf CURSED panda blw.tf
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- Jun 23, 2016
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Here are some other weapons that i found out to be as OP as shit, or generally just annoying.
1. The Nessie's Nine Iron
As shown in the video below, it has a very high knockback effect when hitting the hale.
However, even tho this is a reskin for the eyelander, it's got this effect while the eyelander doesn't.
This is very frustrating since you already get knockbacked from every direction.
Edit: It sure has a slower swinging speed, but i do believe it's around 50%~ or less. and to be honest the fact that it's "slow" isn't that big of a deal since you can shove the hale all the way across the map.
How to fix it:
Remove the high knockback effect from it.
OR
Simply just remove the nine iron.
-----------------------------------------
2. The Vaccinator
as already shown in the video.
It has the same issue from the "OP weapons #1" but the only difference is that it takes 5 extra seconds to be able to ubercharge again.
This might not be a problem if the player was the only person alive, or generally not that many people are alive, as well as depending on the map.
since it takes a really short time to ubercharge again, it's a really annoying device to revive almost every single player with only a cooldown of 13~ seconds.
How to fix it:
just make it have the same ubercharge rate as the default medigun (just like the last nerf you did to the quickfix/Kritzkreg.
OR
I do believe that since the vaccinator is healing the player and getting an increased ubercharge charging rate, since the player is not on full HP yet, then give this medigun a ""-10%"" Ubercharge rate in total.
so it will be just as fast as the default medigun.
OR... simply just make all of it's status the same as the medigun.... or just remove it if you are too lazy. anything works.
-----------------------------------------
3. The Brass beast
It's true that you sacrifice your whole movement speed and a slower deploying speed, however the knockback effect and the damage is just too high.
as already mentioned in the video you can do around 400~ damage from a far/mid distance in 2~4 seconds. which is just too much considering that the hale's HP is too small in a 10x server.
and yes i know this is with crits on, normally heavies like these have medic with them or engineers.
This won't be a problem if you were the only heavy doing this in your team, but when there is like 3~5 other heavies with the same weapon in the same spot attacking from far away while an engineer OR a medic is with them.
it's come to an impossible game, a one-sided game.
Even tho if the hale DID rage, he will at least kill one or two heavies, and lose around 1/3 of his health.
How to fix it:
To be honest the first think came in mind of how to fix this is by doubling or generally increasing the hale's base HP.
OR
generally just lower the attack damage by a little bit.
the brass beast does 20% extra damage, so it's 200%.
Maybe make it do 10% extra damage, and so it's 100% extra damage.
-----------------------------------------
4. The Powerjack
The power jack's increased movement speed buff is applied WITHOUT having to switch to the powerjack, which is just bullcrap since when you try and attack a running pyro with it, he will simply airblast you with his five airblasts per-second from his flamethrower, and then keep on hitting you with his shotgun or whatever.
How to fix it:
Apply the movement speed buff only when holding the powerjack.
OR
apply the movement speed buff while holding any weapon, but make it 50% lower.
(for example: the movement speed from the weapon is 15%, in a 10x it's 150%. so make it a 75% movement speed buff instead of 150%.
Or just take away 50% from whatever the movement speed buff is)
-----------------------------------------
-----------------------------------------
Thanks for reading, and i hope to see your feedback.
This is everything i found out to be ""OP/Annoying"" so far, there might be more in the future.
1. The Nessie's Nine Iron
As shown in the video below, it has a very high knockback effect when hitting the hale.
However, even tho this is a reskin for the eyelander, it's got this effect while the eyelander doesn't.
This is very frustrating since you already get knockbacked from every direction.
Edit: It sure has a slower swinging speed, but i do believe it's around 50%~ or less. and to be honest the fact that it's "slow" isn't that big of a deal since you can shove the hale all the way across the map.
How to fix it:
Remove the high knockback effect from it.
OR
Simply just remove the nine iron.
-----------------------------------------
2. The Vaccinator
as already shown in the video.
It has the same issue from the "OP weapons #1" but the only difference is that it takes 5 extra seconds to be able to ubercharge again.
This might not be a problem if the player was the only person alive, or generally not that many people are alive, as well as depending on the map.
since it takes a really short time to ubercharge again, it's a really annoying device to revive almost every single player with only a cooldown of 13~ seconds.
How to fix it:
just make it have the same ubercharge rate as the default medigun (just like the last nerf you did to the quickfix/Kritzkreg.
OR
I do believe that since the vaccinator is healing the player and getting an increased ubercharge charging rate, since the player is not on full HP yet, then give this medigun a ""-10%"" Ubercharge rate in total.
so it will be just as fast as the default medigun.
OR... simply just make all of it's status the same as the medigun.... or just remove it if you are too lazy. anything works.
-----------------------------------------
3. The Brass beast
It's true that you sacrifice your whole movement speed and a slower deploying speed, however the knockback effect and the damage is just too high.
as already mentioned in the video you can do around 400~ damage from a far/mid distance in 2~4 seconds. which is just too much considering that the hale's HP is too small in a 10x server.
and yes i know this is with crits on, normally heavies like these have medic with them or engineers.
This won't be a problem if you were the only heavy doing this in your team, but when there is like 3~5 other heavies with the same weapon in the same spot attacking from far away while an engineer OR a medic is with them.
it's come to an impossible game, a one-sided game.
Even tho if the hale DID rage, he will at least kill one or two heavies, and lose around 1/3 of his health.
How to fix it:
To be honest the first think came in mind of how to fix this is by doubling or generally increasing the hale's base HP.
OR
generally just lower the attack damage by a little bit.
the brass beast does 20% extra damage, so it's 200%.
Maybe make it do 10% extra damage, and so it's 100% extra damage.
-----------------------------------------
4. The Powerjack
The power jack's increased movement speed buff is applied WITHOUT having to switch to the powerjack, which is just bullcrap since when you try and attack a running pyro with it, he will simply airblast you with his five airblasts per-second from his flamethrower, and then keep on hitting you with his shotgun or whatever.
How to fix it:
Apply the movement speed buff only when holding the powerjack.
OR
apply the movement speed buff while holding any weapon, but make it 50% lower.
(for example: the movement speed from the weapon is 15%, in a 10x it's 150%. so make it a 75% movement speed buff instead of 150%.
Or just take away 50% from whatever the movement speed buff is)
-----------------------------------------
Thanks for reading, and i hope to see your feedback.
This is everything i found out to be ""OP/Annoying"" so far, there might be more in the future.
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