New Weapons.

[Hey guys, been inactive for a long time. Came over to check on what's up with the Foundry server lag, and found this thread. Thought I'd contribute my 2c for the only clan I ever felt likeI was a part of. I still mostly play on eGO servers, as XAE.]

I grabbed the sapper and the new minigun. Both are pretty useful, situationally.

The minigun may be the cheapest weapon in the game for its role. When you appraise it, you have to ask yourself-- what role is this designed for? Huge ammo consumption, ring of fire only in melee range... Its primary function is to sit on an Engi nest, setting afire any Spy who dare come near. Disguised spies who blend into a big group of enemies near an Engi nest have the benefit of anonymity, which buys them at least a few seconds of sap spam before they get smacked/shot/forced to escape. This gun completely does away with that-- the dispenser keeps the Heavy constantly pumping fire. If you want this nest, you gotta take the heavy first.
The Huo Long is not designed with pushing as its primary function. It costs too much to fire. But for engi nest camping, only a super-vigilant pyro is a better choice. It does have a few other situations in which it is useful. If you're having trouble with a Spycicle spy, you can switch to it and (nearly) nullify the spy. In medium-sized pathways, you can cut the whole thing off from spy passage with one heavy strafing back and forth. I had this happen to me on Map 3 of Dustbowl. It was aggravating.
It should be noted that you CAN stab a fire-ringed heavy without getting lit up yourself. It takes a bit of luck or timing, since you have to stab between fire pulses, but I've managed it a couple times. Both by complete luck.

The RTR is useful in certain situations. The deconstruction timing is like this after the latest patch:

Level 3 -> Level 2: 3.0 seconds
Level 2 -> Level 1: 3.0 seconds
Level 1 -> boom: 6.0 seconds

The total destruction time of a L3 sentry is LONGER with the RTR than with the stock sapper. But if you can keep the Engi off the building for 3 seconds, you just did a few different things. First, you downgraded a building. HUGE when dealing with sentries-- a Level 2 is not nearly as intimidating as a Level 3. Second, you just cost that Engi 200 metal per stage downgraded, and the time it takes to re-upgrade. Third, you've annoyed him by costing him so much metal and time.
A few notes/caveats about the RTR. If you destroy a building, it doesn't just go boom. It reverts to a toolbox, which contains 200 metal. I'm not certain, but it may also function as an ammo/cloak refill as well. I have not tested this. Second, the time-to-destruction for a mini sentry is longer with the RTR than with the stock sapper. So much so that it's a sub-optimal choice if you're facing Gunslinger Engies, unless the Teles/Dispensers they've fully upgraded are more of an issue.
All in all, the RTR is more useful than the stock in certain situations, and the stock more useful than the RTR in others. I've noticed that if I'm very quick running around Foundry, and can get to the Engies before they get their sents upgraded, the stock would serve me better, since there is no downgrade to be done and the destruction time on a Level 1 is longer with the RTR. But if there is a mobile Engi running around even a tiny bit, playing support, the RTR is a much better choice. He doesn't have to be far off for his movements to cost him a full level on all of his buildings.

Wow, you sure did type a lot! XD . Anyways, I feel that your in put is spot on in every area. I have similar feelings about the two weapons as you. The Huo Long has some cool looks and effects, but other than that, it's not as helpful as a normal minigun. Along with the sapper, I guess you just have to pick the right times to use both.
 
Wow, you sure did type a lot! XD . Anyways, I feel that your in put is spot on in every area. I have similar feelings about the two weapons as you. The Huo Long has some cool looks and effects, but other than that, it's not as helpful as a normal minigun. Along with the sapper, I guess you just have to pick the right times to use both.

Haha :P Just some data about the weaps and my experience with them.

And I think the Huo Long is great, for what it's primarily designed for. In fact I think it's a little too strong for camping Engi nests. I'll probably sit on Dustbowl for a bit later and see what happens.

One quick thing: the toolbox that an RTR'd Engi building turns into refill cloak like any other 200 metal/ammo crate. I'd not be surprised if it was also a full ammo restock as well.
 
I imagine it would be. I haven't tried it myself, but at the speed it works, it'd be a little OP (imo), if it only went to 100 metal and didn't allow the engy to rebuild.
 
I still think that the most worthless new weapon is the neon sign for the pyro. It only deals crits when the opponent is wet. I guess it's a good weapon for 2fort, but I don't see it really having a purpose in any other map.
 
The cleaver is so much fun when paired with the sandman. It is my favorite weapon of this update, and might replace my pistol when I can start hitting with it a little more often.

The sapper to me is more defensive. You can use it to quickly slow down the tele if the engie is guarding the tele, quickly make sentries less deadly, so on.

The mini gun is devastating to me because my second is spy, and I now have to switch back from spyclile to knife (so many people using it). Overall I only think it is any good unless you are standing next to a dispenser because it sure chews threw ammo quickly.

Lastly the new pyro weapon is so utterly useless its not even funny. Even when the player is wet it doesnt do a full crit (they lied 150 some vs 190 some). It is incredibly situational you will have to team up with a scout or sniper or you need to play on some map with large bodies of water. I know this weapon is meant to give pyros some new weapon to use in water, but it doesnt really cut it even there.
 
The cleaver is so much fun when paired with the sandman. It is my favorite weapon of this update, and might replace my pistol when I can start hitting with it a little more often.

The sapper to me is more defensive. You can use it to quickly slow down the tele if the engie is guarding the tele, quickly make sentries less deadly, so on.

The mini gun is devastating to me because my second is spy, and I now have to switch back from spyclile to knife (so many people using it). Overall I only think it is any good unless you are standing next to a dispenser because it sure chews threw ammo quickly.

Lastly the new pyro weapon is so utterly useless its not even funny. Even when the player is wet it doesnt do a full crit (they lied 150 some vs 190 some). It is incredibly situational you will have to team up with a scout or sniper or you need to play on some map with large bodies of water. I know this weapon is meant to give pyros some new weapon to use in water, but it doesnt really cut it even there.

Yeah, the new pyro melee weapon is practically useless. I'd just stick with the Axtinguisher, or whatever normal melee weapon that was being used before.
 

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