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번역 관련 문제 보고
It's a mechanic that should be avoided, but I believe it fits all weapons it's currently on
Except the Crit-a-Cola
Mark the scout for death whilst the effect is active and remove the damage vuln, like it used to be, the only thing wrong with it back then was the short duration
Edit: I figured it would be implied at time of posting from my other posts in this thread, but I also oppose the Quickiebomb being able to, just figured I should clarify
I dunno if I'd go that far honestly. The 4 clip is actually a little detrimental to an extent. I definitely don't like it if we actually have a good medic on our team and he wants to uber me for pushes. I'd much rather use the stock sticky launcher for that over the quickie.
I do wish they'd revert it though, as I liked how the Quickie Launcher worked before they just.... for whatever reason decided to change it from what it was though. It felt unique enough to stand out well on it's own, but situational enough to not be a direct upgrade over stock.
And if you are saying you shouldnt be using a sticky launcher at close range, why would someone use a different sticky bomb launcher that requires a longer time to do more damage?
As I said I can do the research find out which weapons can one hit a scout. Such as the stock sticky launcher
One hit him with full ramp up,
Hell you can one hit him without a rampup if he had the sandman. The quickie cant do that.
1. Be used at a closer range, due to shorter detonation times,
2. Can one-shot at medium range, given time to charge your shot.
Stock, as I said before, can only onehit a light class with rampup that will only occour if the scout dodges embarrassingly poorly, or in literal one in a million scenarios. I've been onehit by a sticky all of once in my TF2 career, and have never done it to anyone else.
That is the downside of the Sandman. Rockets can do the same, that's because you're below the lowest health pool in the base game, and accept that risk by equipping it.
Or B) charge it, but then you're just giving who ever is shooting you more of a reason to get closer and shoot you more.
Fair enough, but that's random crits. There's the KGB that can get crits. Are they overpowered? No obviously.
Kritzkrieg can make several things one hit scout. Overpowered? Still no.
Quicky bomb launcher can one hit a scout due to the 144 ramp up damage. Or if you don't like charging, just plant 2 spams. Itll still do more damage in less time then Quickie.
Quickie debuff that wasnt mentioned in the OP was the damage nerf. Which makes it fairly balanced
Sure you can spam it easier but youll be doing some meh damage. You can charge but now you're stunting your firerate.
Again, you can still one hit a sandman scout with alot of weapons. Does that mean those weapons are OP? No.
(the quickie cant even do that when spamming)
So I still don't see how it's an completely overpowered sticky launcher because it can one hit an unsespecting scout, a class that has low health for high damage. Which again, alot of things already can
b) should obviously be a mid-to long range option.
KGB isn't overpowered because it's melee; that should be obvious. Kritzkrieg isn't overpowered because the crits are from an Übercharge. So why are you mentioning crits at all?
You can only one-hit Sandman Scouts with the various Stickybomb Launchers, Rocket Launchers, and the Sniper Rifle and Knife. The Sandman, in and of itself, doesn't have anything to do with how thw Quickie is balanced, anyway.
Next paragraph is in need of rephrasing, I can't work out what the ♥♥♥♥ it's trying to say.
I don't agree that a damage penalty makes it balanced, particularly taking into consideration the fact that in almost all scenarios it still takes the exact same amount of stickies, and has the potential to cripple things with the damage bonus, being much more efficient at fighting things in close quarters (Particularly scouts) due to the fast arm time, and being able to charge much more damaging shots for mid/long range far quicker. It's not strictly speaking better or worse at any range.
The Sandman argument at this point is you either being extremely stupid, trying to strawman or simply not having read. And claiming that it being able to oneshot is the only argument towards it being OP is also a strawman. This is one of quite a few.
Feitle brought up close range, so I expand on it- then he says it doesnt matter.
Ponpoko says i'm being extremely stupid or trying to straw man, then does his own strawman.
I wasn't saying any of the weapons I listed were OP. I directly said no they are. I was just saying- hey. These can all one hit a scout.
It has nothing to do with close range? Whyd you bring it up then?
How are you fighting a scout at long range? Mid range? He's not attacking you with a Shotty then, which means it doesnt matter what sticky you use.
2 regular stickies will kill him
2 quickie stickies will kill him
You can one hit them with more than that. As I said before. Crits can one hit a scout.
See my earlier point.
Damage makes it a sidegrade to the sticky.
You can spam it due to arm time. But it wont do good damage. You can charge them but that will lower your firerate significantly
I'm repeating myself.
And it does help setting up traps "far quicker". That's the point of the gun. Hence the "Quickie"
See earlier point. Saying i'm trying to use straw man is redundant/unneeded.
Final Thoughts:
It's pretty much a lower-side grade.
Does less damage when spammed, but you can arm them faster.
You can do more damage than that if you charge it, but you arent firing as fast (i.e. Not spamming)
You can barely spam with it due to the 4 stickies in one clip.
And even if you did set up a trap, the only benefit is the time to take to set up the trap, but it be better just to spam the regular sticky launcher
Specificly, a regular sticky does 120 damage.
A charged Quickie does 122 damage.
Now would you just want to spam a payload or point with 5+ (120 damage eavh) stickies , each in quick session? Or would you want to wait 3.6 seconds for 3 (122 damage each) stickies?
It's obvious.
TL:DR
Regular sticky spam is pretty much better than Quickie spam. Only upside is being the arm time, which doesnt really matter on traps
But the weapons that can one-hit Scouts besides the Rifle and the Knife can only do so with rampup. The Quickiebomb Launcher not only performs better at close range, allowing you to get rampup that way, it also ramps up damage based on charged time, giving it two separate ways it can do more damage than it should.
You were the one who brought up the irrelevant point of spam, not me.
The Scout's going to be at mid- to close-range, where Scout normally does better at killing Demomen, except the Quickie allows you to fight better at close range.
Stop bringing up crits. They one-shot heavier classes too, so the point is irrelevant.
Fully charged Quickie will do 138 flat, 165 at max ramp-up, and 69 at max falloff.
How can it do more damage than stock if it has -15%
Even at that, you're ramp up numbers are wrong too;
35% of 138 is 48.3
48.3 + 138 would be 186.3, not 165
Unless it means base stock damage which would be
42 +138 = 180
You're post doesnt make any sense.
Use the TF wiki: https://wiki.teamfortress.com/wiki/Quickiebomb_Launcher
Arm time is relavant with sticky spam. Which is why you cant spam well with the SR.
Please refer to my other points
I don't complain a lot about Meet Your Match, but after that update changed this weapon, I just started deleting it or scrapping it for metal any time I got it.
I feel like the Quickiebomb Launcher's sizzling mechanic made it unique amongst the other stickybomb launchers, as it kind of force the user to stop making sticky traps and spawncamping, but rather use it how most people use the default launcher: Stickyspamming. Now it's just the ultimate near-straight-of-an-upgrade stickyspamming launcher.