Team Fortress 2
The ambassador should get ramp up damage or should still be usable has a sniper
It would be fun if you could 1 shot 125hp class with the abbasador if you get close to them, would make it useful again
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Showing 1-10 of 10 comments
The damage done via crits could definitely be buffed slightly up close, but at the same time, the amby was nerfed due to it being a literal sniper rifle beforehand.
smat3us Jan 31 @ 5:10am 
Nah.
Spies gun should be used for last resort, not as a main tool.
Esp, when hes not sacrificing his knifes potential for it.
I dont wanna go back to the old times, when amby had a higher equip rate than stock, by leagues.
Now, if there was a melee for spy that didnt do backstabs in exchange for giving him a stronger primary (and base stat buffs)....
riZn Jan 31 @ 6:09am 
Just adjust the headshot damage falloff from its current ~520HUs to something between 1024-2048HUs and it's fine.
Titan Jan 31 @ 8:02am 
Originally posted by smat3us:
Nah.
Spies gun should be used for last resort, not as a main tool.
Esp, when hes not sacrificing his knifes potential for it.
I dont wanna go back to the old times, when amby had a higher equip rate than stock, by leagues.
Now, if there was a melee for spy that didnt do backstabs in exchange for giving him a stronger primary (and base stat buffs)....

Isn't Gun Spy an objectively stronger way to play spy?
Skolver Jan 31 @ 9:15am 
Originally posted by Titan:
Originally posted by smat3us:
Nah.
Spies gun should be used for last resort, not as a main tool.
Esp, when hes not sacrificing his knifes potential for it.
I dont wanna go back to the old times, when amby had a higher equip rate than stock, by leagues.
Now, if there was a melee for spy that didnt do backstabs in exchange for giving him a stronger primary (and base stat buffs)....

Isn't Gun Spy an objectively stronger way to play spy?
Gun spy (in the context of forgoing your knife entirely just for the sake of using the revolver) is almost always inferior due to the nature of spy wanting to be a pick class insta-killing higher priority targets. the revolver is nice for finishing off Low health targets ambassador comes up short due to it being at max 102 damage. that's a huge gamble compared to an instant-kill.
It should just be reverted. How about that?
smat3us Jan 31 @ 1:40pm 
Originally posted by Skolver:
Originally posted by Titan:

Isn't Gun Spy an objectively stronger way to play spy?
Gun spy (in the context of forgoing your knife entirely just for the sake of using the revolver) is almost always inferior due to the nature of spy wanting to be a pick class insta-killing higher priority targets. the revolver is nice for finishing off Low health targets ambassador comes up short due to it being at max 102 damage. that's a huge gamble compared to an instant-kill.

Isnt gunslinger engie almost always inferior, tho?
Or any hybrid / full demoknigth?
Or huntsman sniper?
Or banner solly? (all 3 of them)
Or jumper solly? (not just trolldier, jumper shotty, too)
Or jumper demo?
Or shortstop "mid range" scout?

Heck, most unlocks are on the slighty weaker to weaker than stock side, *by desing*.
And, in an ideal world, where ballancing is done fully, all of them would be on that side of the scale. (situational advantage for general disadvantage is how unlock ballance schema goes, by definition this would make all unlocks varying degrees weaker than their stock counterparts)
Last edited by smat3us; Jan 31 @ 1:41pm
Spy Jan 31 @ 1:46pm 
As much as I would enjoy the thought of getting dealing more devastating damage with the Ambassador, we must consider balance, non? The Ambassador was nerfed precisely because it was, how you say, annoying to be sniped by a class that is not meant to fill that role. While the idea of ramping up damage sounds fun for me, we must remember that others are on the receiving end, and such changes could disrupt the balance of the game. It's not just about the thrill, but the fairness of the experience for everyone.
idk why it wasn't just crits but with falloff damage
Astyl Jan 31 @ 4:28pm 
Nah, that would be wack, the issue of infinite range was a made up one, but since it wouldn't make the weapon bad, me and Smoke suggested the following in our file:

Headshot falloff starts at 1024 hu and linearly falls to 18 at 1200 hu
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Date Posted: Jan 30 @ 10:19pm
Posts: 10