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翻訳の問題を報告
One is instantaneous, the other is not.
I really have no complaints for the rest... Except the blutsauger... It's not stupidty. Running away from an enemy won't do anything except get you killed. At least attempting to kill the Pershing enemy and staying alive will benefit you more than running away like a coward. The syringe gun is there for this reason.
Beggar's isn't bad, it's the point of a Salvo. While coming upon one who has just loaded up is an unlucky encounter, if they're unloaded, they're easier to take out than a stock Soldier.
Huntsman is different than a Rifle. I won't say that it takes more skill or less to be proficient. Often, people with piss poor aim will miss constantly, but get the occasional lucky headshot that makes people rage.
Pomson is a mid-range alternative to the Shotgun. It's easy as hell to dodge at range, though, and doesn't do as much meatshot damage as any Shotgun.
The others...meh.
Say your fighting a soldier or demo, a good medic will try and serf the explosions and get away, you can shoot needles at the enemy while doing this as a distraction or to add some additional damage but your goal is to get to another power class that can defend you, if there are none you probably overextended without either a quickfix, or real ubercharge to save yourself in case of an emergency in which case you deserve to die.
Like I said im not arguing they are overpowered, I find all these weapons except pomson mini sentries and enforcer to be balanced, I just dont get why so many weapons teach noobs to play badly instead of well if these weapons, and theyd be easy to change to
enforcer- cant see enemy health, 60 damage per shot and the spy can tell if you have enough health? too much this makes you sacrifice something actually important for that damage.
pomson- add penetration remove uber drain lower cloak drain to 5% and only on close range, making it better for harrasing your long range counters and add some extra damage to your team from behind but remove the free bonuses, you have to be close to a spy and the spy can move to the side to avoid more than 10% of his cloak being drained.
phlog- change crits to mini crits, make it give you full overheal and add an airblast that deletes projectiles instead of reflecting them "short circuit but with fire rate and hitbox of normal airblast" and make it not charge on fire but on deleted projectiles. 12 deleted projectiles will charge your mppph and let you heal and mini crit making it teach you how be helpful instead of stupid
Mini Sentries- give a small 30% damage vulnerability to fire and bullets, making it so a heavy doesnt have to have a stalemate with a sentry for 6 seconds at midrange and scouts can more reliably 2 shot them, making them as easy to destroy as they are to kill, I would even be willing to make the gunslinger add 50 health instead of 25 if this change was implemented.
- mini sentries are offensive NO ♥♥♥♥, you need to know good placement, no clearly youve never played koth as any non explosive class, its not how easily destroyed that matters its that the second you drop a mini another ones up the second its taken down, and if you want anything you have to say to be taken seriously insulting a players knowledge of a game your own argument is a crutch, try using actual examples and facts besides the obvious
Poptart a mini sentry is lethal at close quarters but easily taken out at a distance. Your post here really shows a lack of understanding to the capabilities, the strengths and the weaknesses of weapons used in TF2. By the way I don't have a problem with any of the weapons stated as I deal with them. If you don't like being called out then don't post in an open forum.
I dont care about being called out, its just a general rule of debating and disscussion that when you stoop down to insulting the other person it means you have either ran out of valid points or had none to begin with, and its true minies are easily killed at close range, but in the time it takes you to get up to a mini in close range it takes you about a minimum of 60 health and an average of about 115 health to get up to one placed in an intelligent spot, so as a pyro or scout you have to sacrifice a large portion of your health and potentially be killed by the engineer after doing so, especially if the engie has a frontier justice full of crits, then when your killed or gone, it only takes the engie to clicks to place another one, its not a matter of how easily destroyed they are because even if you destroy one an engineer with common sense will have another one up in 2 seconds,
fixed it btw some of us dont only play soldier and demo fyi