Duck griping

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daMduck

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Now that we got some frags under are belts, what are some of the things you see that you hope are fixed or changed?
1. I sniped a Heavy guy with medic attatched in the head 5 times critical hit and nothing.

2. Rockets are slow and weak and no right click for reload.

3. Scouts should be able to jump higher with the double jump.

4. Freakin fall damage grrrr...

5. When scoped as sniper you can't see chat messages.

6. I see dead bodies falling through the map.

7. Sentries must be made out of some new alien metal. They are hard to bring down when staged 3.

Gotto go to bed I will gripe more later.
 
I'd like to see the flamethrower distance extended a little. Or at least the visuals improved in first person so you can actually tell how close you need to be in order to hit them.

I also find that a heavy with a medic attached is far too overpowered, yesterday I watched Thor bash Baron in the face with his bottle almost literally, 20 something times, before he finally managed to kill him, and that may have been only after his medic died.

I also agree that the higher level sentries are very much borderlining on being overpowered. Thank God for spies.
 
I think all of these are pretty valid points and worthy of looking in to. These are all the things I would have suggested. The biggest concern I have is with the Pyro and Soldier. Everything else can be slightly altered without changing TOO much of the gameplay in my opinion
 
I agree with most all the changes listed here. But i'd like to add my own rant. Personally I think the Scout's Scattergun is rather overpowered. I can't count how many times I've been one-shotted by these scouts at full health.

I miss grenades and I also miss the fact that there is no "Hunted" map (yet). I also think that Pyros should have something other then a shotgun. Give us something that's actually useful at range. I'd take a pistol over shotgun any day.
 
Personally, Im SO glad nades are gone. And even happier that NO MATTER WHAT, they are not coming back :)

2fort is kinda hard, because the losing team will just stack sentries inside their fort.

I think the medic-heavy combo is perfect. Shoot the medic first!!
 
For the medic, hvy wep combo, just be a spy. On hyrdo, Baron Rojo was hvy with two medics. He was wasting anyone who poked his head out. I sneak behind and knifed both medics and him and was able to run back to my side unharmed :)

I think the hvy+ med combo is needed to take out the SG's that are lvl 3.
 
I have a serious problem with spys. I do not think they should be able to place sappers while invisible.

I have no problem with them doing it while disguised, but invislble is pushing the limit.
 
ALSO! Spies are able to carry the Intel while Invisible. How's that for overpowered?
 
Are they really? I've never seen someone do it while invisible.. that's kinda cheap
 
[quote1190662554==(e)=Cthulhu]
I have a serious problem with spys. I do not think they should be able to place sappers while invisible.

I have no problem with them doing it while disguised, but invislble is pushing the limit.
[/quote1190662554]
[quote1190662563=Titan]
ALSO! Spies are able to carry the Intel while Invisible. How's that for overpowered?
[/quote1190662563]

Spies cannot place sappers while invisible, nor are they able to carry Intel while invisible. Where did you see this?
 
As Midway said, they are only able to do it while uncloacked, but while disguised, I think they may.
 
I haven't seen it for myself but I heard someone say they could. That was enough to make me want to rant about it. xD
 
Yeah, spies can place sappers while disguised, NOT invisible. They cannot cap, or take anything unless they are un-cloaked and un-disguised.
 
actually with the new update they cannot sap while invisible, nor while carring the intel.

I think the scouts gun is far too powerful for his job.

I never have any problem killing the heavy/medic with the sniper. Try charging up your shot to 100% before you shoot, otherwise it'll take 5, 6 or 7 critical headshots.
 
the only things i dont like is how overpowered the sentries are. even with scout you cant get past those things!
 
they may be powerful but they can be easily destroyed with nades, rockets, heavy's or spys. Hell I've destroyed my share with a few charged shots. Just gotta kill that pesky engineer whos constantly repairing them with a despenser.
 
K, sorry guys. I thought for sure they could still place sappers while invisible. That pretty much evens it up.
 
They really need to Extend the Flamethrower range and damage. It is really pissing me off that I am getting killed by melee weapons from 5 feet away yet I can't light some one on fire. It basically seems useless to me unless I am defending in close quarters like 2fort. Also the the Spy running up and disabling Sentry guns and the like and still being disguised just sucks.
 
If you guys listen to the developer commentary, they tell you that they designed the sentry AI to destroy you if you try to run by. But, if you peek in and out, and nade them, they dont have a chance.
 
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