Weapons that need a buff/nerf
What are your thoughts on some weapons that need a buff/nerf/change? dont say something like "oh gunslinger cuz minisentries are gaaaaaaaaay" i want this to be a serious discussion. i have a few of my own personal thoughts on some weapons that need a buff/nerf. again this is my OPINION.

Weapons that need a Buff/Change
1. Frontier Justice: just add 1 shot so it has 4 shots like all the other shotguns, currently the Frontier Justice is the ONLY shotgun ( that i can think of ) that has 3 shots in it's clip, yea once you get the crits it becomes demonic but you have to stay alive to get the crits and your sentry has to get kills in the first place and if you die you lose them so an engi at 125 health (150 with gunslinger) he isnt very meaty and cant take many hits.
2. Mantreads: take no fall damage, cmon vavle nobody ever uses these unless its part of the rocket jumper market garnder loadout, make me want to use these as part of a serious loadout not just when i want to jump around and Market Garnder people.
3. Rescue Ranger: i have two thoughts for this one, 1. user takes minicrits for 8 seconds, plenty of time for the team to kill the engi carying his building. OR 2. use takes minicrits ONLY if he uses the rescue rangers ability to pick up buildings from a distance, picking up with a wrench or other weapon will not enable minicrits.
4. Gloves of Running Urgently: user takes 20% more damage while active and 3 seconds after switiching weapons. Minicrits are a bit much for making the heavy run faster.
5.Escape Plan: user takes 20% more damage while active and for 3 seconds after switching weapons. when you pull this weapon out you are trying to escape you shoudl at least have a CHANCE to get away instead of dying instantly maybe adding like a 15% damage penalty to it would even it out.

Weapons that need a Nerf/Change
1. Black Box: restores 10 health instead of 15 OR keep the 15 restored but add a 10 % damage penalty, the rockets already do a large amount of damage and the health restoration only makes the soldier harder to kill, yea the three rockets can make a difference instead of that 4th in the clip but if you are not dead after 3 rockets you will be soon unless you grab a medium health kit or are a heavy or soldier.
2. Spycicle: no longer a silent killer. you are already immune to pyros and can go invisble while immune and it regenerates moderately quickly, at the very least your team should be notified when you get stabed by a spycicle.
3.Holiday Punch: Cannot randomly crit. I'm sure we've all been there, meleeing a heavy with those mittens and you're going to win then BAM he randomly crits you and gets the taunt kill. if you are going to be left vulnerable then the heavy should have to outsmart you to get that reward of the holiday punch stun.

Again this is my OPINION you can agree or dissagree, what do you think should be changed/buffed/nerfed?
Showing 1-15 of 199 comments
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[_↓] Joke Tra↓n (Banned) Mar 31 @ 9:31am 
The Bootlegger
level 10 Boots

+25 Max Health

+100% increase in turning control while charging

(New)+7% Movement speed


To make Demomanknight move at the same speed as a Sniper/Engineer/whatever

It doesn't make sence for a melee oriented class to have lower movement speed than most other classes.

Does not stack with Eyelander's speed boost.
Last edited by [_↓] Joke Tra↓n; Mar 31 @ 9:59am
maybe make it so that the bootleger has to have a shield with it so that he cant run at the increased speed if he has the bootlegger he HAS to have a shield to get the increased speed so he cant move at normal speed of other classes and have the stickybomb launcher
[_↓] Joke Tra↓n (Banned) Mar 31 @ 9:58am 
Originally posted by Rin Tezuka hugs for everyone:
maybe make it so that the bootleger has to have a shield with it so that he cant run at the increased speed if he has the bootlegger he HAS to have a shield to get the increased speed so he cant move at normal speed of other classes and have the stickybomb launcher
A Demoman with a Nade Launcher is much more useful than a slightly faster 200 hp Sticky spam Demo.
I see no reason to implement something like that.
Rin Tezuka Hugs for Everyone Mar 31 @ 10:00am 
i would have to disagree with you there sticky spam is much worse than nades because the stickies can be detonated at any time and can be charged to launch pretty far distances if needed
[_↓] Joke Tra↓n (Banned) Mar 31 @ 10:17am 
Originally posted by Rin Tezuka hugs for everyone:
i would have to disagree with you there sticky spam is much worse than nades because the stickies can be detonated at any time and can be charged to launch pretty far distances if needed
Grenade Launcher is still a very useful weapon.
No Demo worth taking seriously ever relies exclusively on Sticky spam
[_↓] Joke Tra↓n (Banned) Mar 31 @ 10:41am 
Originally posted by Ahhlecks:
https://www.youtube.com/watch?v=t348e24vDyA
Cut it off with the ♥♥♥♥ing spam
Seriously.
[_↓] Joke Tra↓n (Banned) Mar 31 @ 10:42am 
Originally posted by iron will:
ahahahahahaahahahahahahahahahahahahaha
Go back under your bridge.
noname Mar 31 @ 10:49am 
I think the Frontier Justice is more than fine. I'd even call it slightly OP.
Apple Plum Banana Face Mar 31 @ 11:06am 
I think the Frontier Justice is fine the way it is.
Anyway, the Battalion's Backup could use a slight buff, maybe reduce the damage you need to deal to charge it so it's on par with the Concheror.
K. Appa Mar 31 @ 11:27am 
I don't feel the Frontier Justice or Rescue Ranger need buffs, nor does the Black Box need a nerf.
The Frontier Justice's crits enable aggressive play, but the Engineer needs to survive and be conservative with how he uses said crits. Four shots sort of breaks this, in my eyes.
The Rescue Ranger is perfectly fine as-is, in my honest opinion. The first option presented is also a nerf, not a buff.
The Black Box is, again, fine as it is. Having only 3 rockets gimps the soldier in a multitude of ways, and whether regenerating 15 health per target is worth losing that rocket or not depends highly on the situation.
The Spy-Cicle and Holiday Punch could potentially use nerfs, but both of them are really obvious weapons. The Spy-Cicle's backstab noise is easily the most loud and distinct one in the game, and even if it's not broadcasted in the kill feed, hearing that noise or seeing ice statues indicate's the spy's presence rather obviously. Removing the Silent Killer would be pointless.
Marshal Mar 31 @ 11:30am 
Originally posted by Joke Train New-ish Mouse:
The Bootlegger
level 10 Boots

+25 Max Health

+100% increase in turning control while charging

(New)+7% Movement speed


To make Demomanknight move at the same speed as a Sniper/Engineer/whatever

It doesn't make sence for a melee oriented class to have lower movement speed than most other classes.

Does not stack with Eyelander's speed boost.

My idea for a new Bootlegger:

+25% max health
Wearer takes -50% fall damage

That way it's more useful with the Stickybomb Launcher.
Rin Tezuka Hugs for Everyone Mar 31 @ 12:59pm 
Originally posted by noname:
I think the Frontier Justice is more than fine. I'd even call it slightly OP.
id have to disagree with you when not crit boosted it becomes a 3 shot shotgun which is a real hinderance adding a 4th shot i feel would allow it to be at least almost like the reserve shooter in where it becomes a decent form of protection because remember you need to survive when your building goes down and be able to hit your shots with the crits.
Sentient_Toaster Mar 31 @ 1:02pm 
...it's supposed to be that way. High risk, high reward -- not pathetically low risk, high reward.

And LOL at suggesting buffs to the GRU and Escape Plan, both of which are pretty damn near objectively *best* items for their slot if you consider only self-interest and not team synergy (in the case of the latter, DA or PT may contest on grounds of the latter).
[_↓] Joke Tra↓n (Banned) Mar 31 @ 1:04pm 
Originally posted by Sentient_Toaster:
...PT...
Sorry 4 ♥♥♥♥♥, but what does PT stand for?
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Date Posted: Mar 31 @ 9:23am
Posts: 200