Today was a sniper day for me, I got a 15 kill streak with 0 deaths and got enough funds to name my laser rifle “SMITE IV”
I love that rifle, it harasses engineers and is satisfying to shoot with the tracers
Today was a sniper day for me, I got a 15 kill streak with 0 deaths and got enough funds to name my laser rifle “SMITE IV”
I love that rifle, it harasses engineers and is satisfying to shoot with the tracers
I like the shields (and the backpack), but they are all between medium and weak and highly specialized ( I hate weapon, which reason is only 'freak this class', even if its some kind of idea for passives on marksman). So I decided to give them rebalances, or improvements.
The most highly rated, the backpack just got passive knockback resistance.
I never understood why peoples giving this weapon more health to the owner, so I added faster swith speed for agent or other melee battles and explosion resistance vs rocket-stickybomb jumping troopers and annihilators. And decreased stats about arsonist.
The weakest of the trio, the shield now blocks any near-range hit. Yes, you can use this on the anniknights, agents and other intruders of your peace and make better counterattack. And they get bleed damage because of the trap, yeah realism and all that (beside the fact that they can be attack from front).
Maybe these changes very disputable, but hey, criticize concepts, cause they make for it.
On marksman, playing after typical horrors, for some reason I have a chance to get stuck in a respawn box (void), and this is becoming more common, and ONLY on Marksman, and I have to backspace and reborn, I understand that my efficiency in the class will be the same as without this bug, but still, fall into the void every match, because of the desire to play for the class, is not cool. (Also doesn't this mean that respawn box is racist?) Maybe this problem with my client... Idk, but this sucks!
33 Votes in Poll
A primary that encourages marksmen to be annoying. It deals 56 damage btw.
I like how this not only implies Marksman is constantly pissing in jars just to throw his own piss at people but that it also implies he sometimes throws jars full of other people's piss.
Of the Marksman's limited secondary options, they can be described as either Good/must-use & Meh/absolute garbage. These include mostly passive-buffing items and a few offensive weapons.
The .50 Deagle is one that's conceptually really cool, but in reality absolute garbage. There's no 2 ways about it, when headshots deal 45-68 damage, the same as a stock revolver. You might think headshots with no cooldown is a big deal, until you realize the slower firing speed invalidates it. With extreme falloff, its increased accuracy is useless. And then the devs pass it off as a Desert Eagle, and explicity name it after the massive caliber it's chambered in. It is an extreme joke.
The problem here is you are required to hit all headshots in order to deal base damage of the revolver, which isn't that much. The Ambassador, while having subpar dps, rewards greatly headshots. Whereas the 50-AE is mediocre at best, and only gets worse, with the same base damage. It takes 3-4 headshots to kill light-classes, 5 with normal damage. There is virtually no reason to run this weapon, besides with the Poacher's Pride, which in itself is a goofy weapon with questionable usefulness. Otherwise, the Marksman's got a secondary that turns groups of players into free crits at no cost, and several that passively buff him.
What I'd do is significantly increase the damage. Obviously the devs were weary of making this thing overpowered, but they seriously overdone it. New stats: 56 base-damage, 66 maximum rampup, 41 maximum falloff. Whst this means is, a minicrit headshot deals 75 damage. At max rampup, 89 damage. This can 2-shot light classes. The difference being from the Ambassador, only light classes. A Trollder doesn't have to worry about being smited in 2 shots by revolver minicrits. However, at maximum rampup, you can kill an Anni, but only at point-blank ranges, so it is suitable against charging Anniknights. At max dropoff, it'll take 3 shots to kill a light class. Base damage dropoffs at 40 studs, because that's the same range which under the Sniper rifles generally deal less damage by default. And lastly, tho it's not important, I'd add +1 round, only just to cure the revolver-syndrome. It's not like Desert Eagles are that much higher in capacity to begin with. Not like it makes a difference to gameplay except for my satisfaction, but who cares. Lastly, if all of that seem a little too strong, I got the easy solution - 30% damage vulnerability/marked for death, pick your poison. Now you can't whip this out and expect to use only it and get a Godlike without a great chance of being smited in 1 rocket or shotgun round.
So that's my conclusion. It desperately needs a buff, there's no arguing it is extremely underpowered. Honestly it existing in the first place wasn't needed, but it's a cool concept. How are my suggestions balanced? I take into consideration what's considered the normal TTK for similar or stock weapons. Key thing here is the revolver is made to be weaker than most other things, but it passes for the Agent and Marksman for the same reason - they're both really strong at their primary role, though lack in their secondary. Tbf the only class that really doesn't is the Demoman, and we all know it. But anyway, what makes the Ambassador & 50-AE passable unlocks in the first place is covering your weakness but at the requirement of skill.
A Sniper can quickscope a Scout or any light class, that's in their job, and a Spy specializes in instakilling anyone regardless of hp or overheal, these two sidearms function not to offer another instant-kill method, but more options for killing someone quickly. The end requirement is skill, and the question in all balance discussion is, is that enough? That varies from person to person, and I expect argument anyway, but personally I see mechanical skill being respected less and less as casuals demand things to be easier for them - and ngl, I blame game journalists.
I like the shields (and the backpack), but they are all between medium and weak and highly specialized. So I decided to give them improvements.
The most highly rated, the backpack just got passive knockback resistance.
I never understood why giving this weapon more health to the owner, so I added faster swith speed for agent or other melee battles and explosion resistance vs rocket-stickybomb jumping troopers and annihilators.
The weakest of the trio, the shield now blocks any near-range hit. Yes, you can use this to turn your back on the anniknights, agents and other intruders of your peace and leave them helpless for a while. And they get bleed damage because of the trap, yeah realism and all that.
Maybe these changes very disputable, but hey, criticize concepts, cause they make for it.
I honestly don't understand why doing damage to yourself by climbing, so I decided to consider the weapon from the point of view of climbing only.
So I made this weapon hits more important, and having a special reaction with the enemy. Criticize it, but even so, I like my idea.
Let me know if i cooked or not xd
I saw someone with a camo colored name that goes by the display name Camo Camper with a hammer and wrench emoji next to his name, he was playing some ordinary stock marksman on koth maps. but one weird thing i saw him do was when the round didn't even start on a koth map, and everyone was stuck in their spawns and couldn't move; camo camper just walked DURING that time with the conga taunt?
Here's some proof that i saw him:
This is so sad 😔😔😔 1 comment = 1 burger for brute and his friends
39 Votes in Poll