Eedo Baba Posted January 21, 2012 Played some TF2. It's been months but I'm still pissed they nerfed the Shortstop. Why not nerf the weapons that deserve it, like the backburner? Share this post Link to post
The Scoutman Posted January 21, 2012 ^ Couldnt agree more, but then again, im a scout's person. The future of gaming lies in realistic simulations of extraordinary realities "I am drunk, you dont have an excuse" Share this post Link to post
Epsilon Posted January 21, 2012 Played some TF2. It's been months but I'm still pissed they nerfed the Shortstop. Why not nerf the weapons that deserve it, like the backburner? I partially agree. I just think the nerf should be tied to the set so it's not a blatant upgrade. Also, I don't really see what's wrong with the Backburner. I never use it, but I'd still like to know. Do you feel blame? Are you mad? Uh, do you feel like wolf kabob Roth vantage? Gefrannis booj pooch boo jujube; bear-ramage. Jigiji geeji geeja geeble Google. Begep flagaggle vaggle veditch-waggle bagga? Share this post Link to post
Eedo Baba Posted January 21, 2012 Played some TF2. It's been months but I'm still pissed they nerfed the Shortstop. Why not nerf the weapons that deserve it, like the backburner? I partially agree. I just think the nerf should be tied to the set so it's not a blatant upgrade. Also, I don't really see what's wrong with the Backburner. I never use it, but I'd still like to know. Well, the set bonus I think is fair. I think the downside to any set bonus is forcing you to use items you might not want. Though sure, if they wanted to put a small downside on the set, like -10% random crit frequency or something, I wouldn't object. About the Backburner, it's just generally accepted to be overpowered. For the general mindless "spray and pray" pyro, it has no downsides. It does more raw damage and uses an easily exploitable crit system. The airblast cost is completely irrelevant because these are the kind of pyros that generally ignore airblasts anyway. Share this post Link to post
Karl Posted January 21, 2012 A Scout's main disadvantages are the reload time of his scattergun, his low hp, and the fact that he has to dive into close range to get a good meatshot on his opponent. The Shortstop along with the set took away all of these disadvantages. It was essentially a troll machine. You were given more hp, with a secondary weapon that gave hp upon hits. That weapon also could be used on invisible spies. The fish was a reskin of the bat, but it also gave away dead ringer spies. If you hit a spy, and it didn't say "FISH KILL," he was still out there. The Shortstop gave you the power to attack from long ranges. Not to mention it had a reload time akin to the pistol, automatically loading four shots into it, whereas the scattergun would have to reload all 6 shots one at a time. All of this let scouts just run around 20 feet from their enemies just sniping them. If they got hurt, big whoop. Throw some milk on em and keep pestering them from far away. I'm glad they nerfed the shortstop. Now I think it's actually balanced. Scouts should not be able to attack that far away with such a damage output. Share this post Link to post
Blightmare Posted January 21, 2012 A Scout's main disadvantages are the reload time of his scattergun, his low hp, and the fact that he has to dive into close range to get a good meatshot on his opponent. The Shortstop along with the set took away all of these disadvantages. It was essentially a troll machine. You were given more hp, with a secondary weapon that gave hp upon hits. That weapon also could be used on invisible spies. The fish was a reskin of the bat, but it also gave away dead ringer spies. If you hit a spy, and it didn't say "FISH KILL," he was still out there. The Shortstop gave you the power to attack from long ranges. Not to mention it had a reload time akin to the pistol, automatically loading four shots into it, whereas the scattergun would have to reload all 6 shots one at a time. All of this let scouts just run around 20 feet from their enemies just sniping them. If they got hurt, big whoop. Throw some milk on em and keep pestering them from far away. I'm glad they nerfed the shortstop. Now I think it's actually balanced. Scouts should not be able to attack that far away with such a damage output. This. All of this. Retired Forum Moderator Share this post Link to post
Epsilon Posted January 21, 2012 A Scout's main disadvantages are the reload time of his scattergun, his low hp, and the fact that he has to dive into close range to get a good meatshot on his opponent. The Shortstop along with the set took away all of these disadvantages. It was essentially a troll machine. You were given more hp, with a secondary weapon that gave hp upon hits. That weapon also could be used on invisible spies. The fish was a reskin of the bat, but it also gave away dead ringer spies. If you hit a spy, and it didn't say "FISH KILL," he was still out there. The Shortstop gave you the power to attack from long ranges. Not to mention it had a reload time akin to the pistol, automatically loading four shots into it, whereas the scattergun would have to reload all 6 shots one at a time. All of this let scouts just run around 20 feet from their enemies just sniping them. If they got hurt, big whoop. Throw some milk on em and keep pestering them from far away. I'm glad they nerfed the shortstop. Now I think it's actually balanced. Scouts should not be able to attack that far away with such a damage output. Honestly, I wouldn't mind if they kept the reload speed. It's just the damage and accuracy that I'm driven crazy by. The airblast cost is completely irrelevant because these are the kind of pyros that generally ignore airblasts anyway. Umm.. Pyro without airblast is semi-worthless. Do you feel blame? Are you mad? Uh, do you feel like wolf kabob Roth vantage? Gefrannis booj pooch boo jujube; bear-ramage. Jigiji geeji geeja geeble Google. Begep flagaggle vaggle veditch-waggle bagga? Share this post Link to post
Eedo Baba Posted January 21, 2012 A Scout's main disadvantages are the reload time of his scattergun, his low hp, and the fact that he has to dive into close range to get a good meatshot on his opponent. The Shortstop along with the set took away all of these disadvantages. It was essentially a troll machine. You were given more hp, with a secondary weapon that gave hp upon hits. That weapon also could be used on invisible spies. The fish was a reskin of the bat, but it also gave away dead ringer spies. If you hit a spy, and it didn't say "FISH KILL," he was still out there. The Shortstop gave you the power to attack from long ranges. Not to mention it had a reload time akin to the pistol, automatically loading four shots into it, whereas the scattergun would have to reload all 6 shots one at a time. All of this let scouts just run around 20 feet from their enemies just sniping them. If they got hurt, big whoop. Throw some milk on em and keep pestering them from far away. I'm glad they nerfed the shortstop. Now I think it's actually balanced. Scouts should not be able to attack that far away with such a damage output. You realize the most the shortstop can do at long range is 6-15 damage? Share this post Link to post
Blightmare Posted January 21, 2012 You realize the most the shortstop can do at long range is 6-15 damage? Actually the shortstops scatter is much less than the other ones, which is why I've taken 60-70 damage shots from ranges that would other wise do about 20-40 from the regular scattergun Retired Forum Moderator Share this post Link to post
Eedo Baba Posted January 22, 2012 You realize the most the shortstop can do at long range is 6-15 damage? Actually the shortstops scatter is much less than the other ones, which is why I've taken 60-70 damage shots from ranges that would other wise do about 20-40 from the regular scattergun I think you're mistaken. For one thing, the Shortstop does 20% less base damage than the Scattergun, and only maxes out at 70 damage at absolute point blank range. If you think that you got hit by a non critical shot at medium range, and took 60-70 damage, you're probably mistaken due to lag. Here are the damage ratings on the TF2 wiki for the Shortstop. Point blank 69-72Medium range 24-48 Long range 6-12 For comparison, here's the Scattergun. Point blank 90-105Medium range 10-40 Long range 3-10 Share this post Link to post
Blightmare Posted January 22, 2012 well, maybe so then. but that doesn't change the fact that even with the nerf, it still outputs shots significantly faster than the scattergun and reloads all bullets instead of 1 at a time. in the end, after the nerf, the DPS of the weapon is still greater than that of the scattergun. Retired Forum Moderator Share this post Link to post
Pinkie Pie Posted January 22, 2012 I'm more of a Soda Popper kinda guy anyway. http://steamcommunity.com/id/Kaweebo/ "There are no good reasons. Only legal ones." VALVE: "Sometimes bugs take more than eighteen years to fix." Share this post Link to post
Kirkreng Posted January 22, 2012 I've been finding myself pretty much playing with default everything. Not even only on Scout, I've been doing that for all classes. ¯\_(ツ)_/¯ Share this post Link to post
Epsilon Posted January 22, 2012 Heh.. I only use the vanilla loadouts for the Scout and Demo. I find them the most effective. I don't like Demoknight because it's too fun-oriented; it's just not as effective as a skilled Demo with Stickies. Do you feel blame? Are you mad? Uh, do you feel like wolf kabob Roth vantage? Gefrannis booj pooch boo jujube; bear-ramage. Jigiji geeji geeja geeble Google. Begep flagaggle vaggle veditch-waggle bagga? Share this post Link to post
Kirkreng Posted January 22, 2012 I can for the life of me not do remotely good with demoknight. I always use default on Demo, except for the melee weapon, it is just so much more satisfying to hit someone in the face with a frying pan. ¯\_(ツ)_/¯ Share this post Link to post
Eedo Baba Posted January 22, 2012 I can for the life of me not do remotely good with demoknight. I always use default on Demo, except for the melee weapon, it is just so much more satisfying to hit someone in the face with a frying pan. I generally go with Loch n Load, Sticky launcher, and a nessie's nine iron. Loch n Load is a very underrated solution for crowd control. Share this post Link to post
Kirkreng Posted January 22, 2012 But it takes some skill to use though, if are not good with it, you won't be any help. With the pipe launcher you can at least still spam and hope for a lucky hit ¯\_(ツ)_/¯ Share this post Link to post
alphabetagamma Posted January 22, 2012 But it takes some skill to use though, if are not good with it, you won't be any help. With the pipe launcher you can at least still spam and hope for a lucky hit Loch-n-load is good against actual enemies in more open combat. It's much less effective against sentries and in tight maps. The +25% self damage is brutal some days. Share this post Link to post
Eedo Baba Posted January 22, 2012 But it takes some skill to use though, if are not good with it, you won't be any help. With the pipe launcher you can at least still spam and hope for a lucky hit Loch-n-load is good against actual enemies in more open combat. It's much less effective against sentries and in tight maps. The +25% self damage is brutal some days. It's most effective against sentries really. If you can get 2 quick shots on a sentry, you can take it out easily. Only a level 3 requires more damage than that, and that's what sticky bombs are for. Share this post Link to post
The Scoutman Posted January 22, 2012 I dont like the pistol, the scout barely carries ammo for it and getting the attention of the enemy without having the means to finish them is just dumb, and among the alternatives, i like !bonk better, crit-a-cola duration is too short and dangereous, the mad milk is more of a "team-weapon" and if you use !bonk properly you can nerf the afterburn damage to around 15. The future of gaming lies in realistic simulations of extraordinary realities "I am drunk, you dont have an excuse" Share this post Link to post