Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Scout has double jump and the fastest default move speed in the game.
Don't give idea for new instakill combo.
That would allow deleting medics from long range.
Also “to those who say it’s unfair”
Pyros flare gun crit does 90 damage. The guillotine does 150 crit damage. One also travels 3000 hu and the other is at 2000
The guillotine does 50 damage. 50 x 3 = 150
2 flares = 120, not enough to kill a scout
Ball + Guillotine = 165, kills all 150 HP classes and lower
Also the function times of a ball + knife combo are way quicker than 2 flares so it's still easy AF and instakills most classes
So yeah no
Anyway, the cleaver as a whole would need a hefty nerf if it got the combo back, it's already a strong unlock on its own. And no, it's not comparable to the flare gun considering flares replace a shotgun and cleaver replaces pistol, secondary slots on pyro and scout play different roles and don't need to be equally viable.
In my opinion...
Demoman
Scout
Spy
Sniper
Engineer
Medic
could not survive the double shot of flare gun...
Meanwhile
The Sandman + The Flying Guillotine could able to kill a bit most 150 health...
Except for
Soldier
Heavy
wrong and bad