Team Fortress 2
Team Fortress 2 > Discussioni generali > Dettagli della discussione
Slight Changes to the Diamondback
Alright, since I guess all of us agree that the Diamondback is a bit oversituational to make for a decent sidegrade to stand alongside the Revolver and the Ambassador as it stands here are 2 tiny things that, in my opinion, could be done to fix this:

Turn the damage penalty into a rate-of-fire penalty.

This would
  • increase burst damage to stock level
  • make the crits 15% stronger
  • and make tracking your target easier
all without changing the current damage/time output.

Give it Enforcer-like accuracy.

And by that I mean the Enforcer's
  • ~25% faster spread recovery.

Not only is it frustrating to see your hard-earned crits randomspread into nothingness, additional accuracy would also make for a nice stand-alone perk for when sap-able buildings are scarce, especially in combination with the reduced rate of fire giving you more time to aim between 2 shots.


Just a cerebral hiccup of mine..
What's your opinion? Would these changes be a step in the right direction?
Ultima modifica da Chair; 27 gen 2013, ore 14:51
< >
Visualizzazione di 1-14 commenti su 14
I kind of agree, I'd use it more often if it was a little stronger.
I only use it for showing off in trade servers atm.
This would be great, the Diamondback has needed a buff since it was first released, practically the only reason to use it over the other revolvers is it's badass look and sound.
I wouldn't mind if this happened, theres really no big reason to use it, but if this happened I would use it.
It would basically be an Ambassador with situational crits instead of headshots
Ultima modifica da System 32; 27 gen 2013, ore 13:00
Yeah, it's been a long time that i gave up on this revolver, the concept is also bad designed. Could use a change of it
You do know that all revolvers share the Ambassador's accuracy attribute, right? The only difference being the Ambassador actually shows when it'll hit spot on by use of the crosshair. I believe you need to wait approximately 1.5 seconds between shots.
just give me 2 crits for each destroyed building and im happy
My only problem with it is that it's crap in MvM unless there's Robot Engineers. If they made it so that it got crits when you destroyed a Robot via Sapper, I would be fine with it.
Note: Yes, I understand this is completely irrelevant to the topic of the main game.
Ultima modifica da ADyingPerson; 27 gen 2013, ore 13:53
Yeah the only time i used it was when engineers spam mini sentries, really only used it to combat Frontier Crits. Other than that i didnt use it, soo i scrapped it :P Been working hard at trying to get better with my Ambassador.
Ultima modifica da Tin Foil Hat (Music); 27 gen 2013, ore 14:02
Messaggio originale di ThisLD FirePyro192:
My only problem with it is that it's crap in MvM unless there's Robot Engineers. If they made it so that it got crits when you destroyed a Robot via Sapper, I would be fine with it.
Note: Yes, I understand this is completely irrelevant to the topic of the main game.
It's a good point to show how this weapon completely makes it way too underpowered in every aspect.
Messaggio originale di The Crit-Magnet Brony:
You do know that all revolvers share the Ambassador's accuracy attribute, right? The only difference being the Ambassador actually shows when it'll hit spot on by use of the crosshair. I believe you need to wait approximately 1.5 seconds between shots.
Ah my bad, I picked the wrong gun.
Fixed.
I love the first option. The Diamondback was supposed to be able to one-shot an engineer with a crit in the first place.
I agree with this, the Diamondback would be a nice and viable weapon if the reward of it wasn't so meager and situational.
I see spies attacking engies while sapping buildings rather than after its destroyed so I would suggest:
No random crits
-20% slower firing rate
-Deals minicrits while having an active sapper
Messaggio originale di thinklogic:
I see spies attacking engies while sapping buildings rather than after its destroyed so I would suggest:
No random crits
-20% slower firing rate
-Deals minicrits while having an active sapper
No, let's keep the crits like they are.
< >
Visualizzazione di 1-14 commenti su 14
Per pagina: 15 30 50

Team Fortress 2 > Discussioni generali > Dettagli della discussione
Data di pubblicazione: 27 gen 2013, ore 12:48
Messaggi: 14