New weapon stats. Restore the good old TF2 feeling or a bad move?
As you may know TF2 have changed a few of our common used weapons like the sticky bomb luancher and the minigun.
Most people around the internet are massive hitting the bell and complain about the new stats changes.
I would like to discuss whats going trough people minds if they see those changes.
-Sticky Bomb Launcher.
The sticky bomb used to make sticky traps around corners and surprice people with a full load of stickys (See: Meet the Demo)
Around the years people created new techniques for using the demo and his sticky bomb launcher.
For example, there are people who play the demo with his sticky bomb launcher full time.
Making the sticky bomb launcher play as the grenade launcher, shooting 1 sticky each detonation.
This worked before and with the new update it wont be as much as effective.
People actually need to equip
the grenade launcher to get the experience of fighting somebody in front of you at middle range.So far so good. I agreed on this so called nerf. I actually like the idea of getting my good old grenade launcher whos covered with a layer of dust.
The machette what makes a full crit wich kills low classes in one shot.
That already sounds like powerfull weapon if you place it like that isnt it?
Ofcourse your enemy needs to be covered in *uchum* ♥♥♥♥ before getting this full crits.
Good thing valve made a nice bottle to keep the snipers need in it wich he can trow at people and the seedney sleeper wich also covers people with snipers.. yes we get it. move on
In the TF2 universe weapons have a chance to random get a full crit, they removed it with this with the bushwaka making people to combinate it with the 2 items I just named above.
2 full crits kill the Heavy who has the most health of the entire game.This weapon is already a straight upgrade from the basic kukri machette, I cant see why valve actually putted this in the first place
-Sentrys gameplay/ wrangler.Sentry bullet damage has been changed so it calculates damage based on the sentry's position, not the Engineer's.
Wich is good right? unless you really like to stand next to the poor fella who is going to get the full load of bullets and fireworks on him.I think I speak for the most of engeneers out there...
I think its best to stay close behind your machines and not on the place where your turret is aimed at.Sentry bullets are now affected by damage falloff outside of sentry scan range
This is most likely added for the wrangler, making able to shoot out of the line of sight erea of your sentry turret.
The bullets will cause less damage then before, you can call this a nerve for the wrangler yes.Like this will mean that every Engineer is grapping his 12clip pistol to run into the field and shooting furiously around him leaving his sentry turrets behind, well people.
Does the Wrangler really sounds like a bad ugrade from the pistol? not to forget it could launch rockets aswell.
-Axtinguisher.The your dead within 1 second axe..
Ofcourse people like to pick the strongest option to kill a player, yes.
But is this fun for the other? does this mean youre picking up a real fight?
Yes the Extinguisher is the axe who gives full crits to players who are burning.
This weapon is most likely picked by Pyros who is wielding the Degreaser.
Making it able for pyro to switch weapons faster or in this case: quicly lit someone on fire to make the quick switch to finish the player off without he even noticing.
Thank Valve for making Team Fortress not one of those games where weapons ends players within 2 second without charging something or do a trick before doing that (See up: Bushwaka)
The axe still kills a player within 2 seconds but it only works from behind now, making pyro a sort of Spy, and the minicrits from the front are still nice to have compared to the basic axe
wich nobody likes to mention.
And now the last but not the least.
-Every Minigun there is!.All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing.
The trusted minigun of the well famous mascot of Team Fortress 2: Heavy.
Shooting with the minigun makes you on top of every player!
The whole map is aware where you stand and fire and evrybody who across you from close is dead meat.
After the spin up of the minigun ofcourse wich take something like a second.
Its a good thing that Heavy can take a few hits aswell.
But what is this now?
Even after spinning up a second you need to make it shoot for a while aswell to get the full damage and accuracy out of it?
Meaning it take 2-3 seconds to get your minigun working to the max alright...
But wait, arent there like soldiers out there who are wielding a rocket launcher on his shoulder?
In TF2 terms youre pretty much ded
within 3 seconds.
So why is Heavy getting this downside to him right now?
He is already really slow and a easy target for spies and snipers.This is even what I cant understand I like the idea of TF2 being one of the games wich take a fight before the shooting ends if you know what I mean.
But there would be no proper fight when you encounter explosive wielding players now.
Not to forget about the minigun: Tomislav.
Basicly the minigun wich means: Encounter a player-kill it-pack it up-and repeat-Minigun.
If you look into compatitive games, Heavy isnt the player who is picked alot.Please let me know how you people think about the new changes.
Can you find reason why Valve actually put this in the game or are you actually one of the players who really likes to end up fights fast and clean?
Let me know your personal opinion about the Tomislav for example, bad isnt it?
Once again thanks for reading and your time, and sorry if I made mistakes in this article im not a good writer as you may can see.