[poll] Which class is the most overpowered

Why say Demoman? They can lay down stickies and block off one path once until they have to refill. And it's easy to go around those stickies and kill the demoman who laid them down.

Plus the Pipe bomb launcher (Their primary weapon) is possibly the most gimped gun in the game. You have to measure for the arc angle, and if you miss they can just dodge it on the ground.

If you ask me the Scout is the most overpowered. A Point Blank hit with the scatter gun is a One shot kill, the fast running, double jump, and double cap speed makes them by far the best objective based offensive class.
 
Point blank scattergun is 100 damage, hardly a 1 hit kill. Crit scattergun is 185, which does 1 hit kill most enemies.
 
[quote1212437586=Arbitrary]
Point blank scattergun is 100 damage, hardly a 1 hit kill. Crit scattergun is 185, which does 1 hit kill most enemies.
[/quote1212437586]

I guess they nerfed that, I haven't paid much attention to the scout anyway.
 
[quote1212438297=Arbitrary]
Point blank scattergun is 100 damage, hardly a 1 hit kill. Crit scattergun is 185, which does 1 hit kill most enemies.
[/quote1212438297]


Since almost everyone in this thread equates crit to overpowered... yes the scout is overpowered based on your statement. If we take out the lucky crit from the equation, demo is far from overpowered. Like stated the pipe bomb has crazy patterns and is slow, most people at close/mid range can dodge them. stickies are nice for defense, but offense, it is stickie detinate, stickie detinate and so on and takes a few to kill a guy with full health. cant lay a few for a kill because they'll run over them before you ever blow them up.

I feel scout is over powered, only because its roll is to capture points quick, yet close range with that gun is insane. Overall though, all classes are suited well for their purpose. Maybe weaken the sniper shot though. a fully charged hs does enough damage to take out a fully healed heavy. That shouldn't happen in my eyes. Nothing should beable to 1 shot a heavy.
 
[quote1212441081=Iadien]
/facepalm at this thread.

And I don't know how many times I've hit someone with a crit sticky and they didn't die. So no, they don't automatically kill anyone except a heavy being healed.
[/quote1212441081]


damage falls off quick on stickies as you get out of their blast radius, but a crit sticky always does around 350 damage. Try it.


as for the people saying "Demoman requires skill!" agreed! Agreed wholeheartedly, I think the demoman is a class that requires MORE skill than most of the others. It just bugs me that all skilled demos seem to use stickies like a primary weapon. I wish that wasn't the case, but like I said, it probably won't change now, too many people would be upset.
 
[quote1212445680=Captain Mental]I believe the pyro's fire damage should be beefed up so the players on fire should be more difficult to heal. That is about the only thing that would make the pyro more balanced IMO.[/quote1212445680]

Oh yes, that would be great. So now that pyro who is spamming flames and just happens to randomly hit a spy for a milisecond gets the kill, instead of the assist when the rest of the team rips him to shreds. And don't take that as the rant of an only spy player. I've spent more time on scout than spy, and about the same amount of time with soldier, demoman, and sniper.
 
I don't want the pyro to do more damage, I just want him to have more mobility options, like the scout, soldier, demoman, and spy. Right now, it's set up so that the "greatest flanking class" can't take ANY of the paths that would get him behind his enemies, other than the path less traveled. Basically, the greatest flanking class in the game is forced to walk right in the enemy's front door, while soldiers, demos, spies, and scouts all have the option of taking alternate routes.
 
[quote1212450802=Drew The Pirate]
I don't want the pyro to do more damage, I just want him to have more mobility options, like the scout, soldier, demoman, and spy. Right now, it's set up so that the "greatest flanking class" can't take ANY of the paths that would get him behind his enemies, other than the path less traveled. Basically, the greatest flanking class in the game is forced to walk right in the enemy's front door, while soldiers, demos, spies, and scouts all have the option of taking alternate routes.
[/quote1212450802]
I've solved it: You will be able to point your fthrower at the ground and use it like a jetpack. You can travel high and far, but slowly.
 
alright a good review should do right now and here's what i'm still seeing...
1. you guys are really looking at the demo more than the soilder now, which i think is great since the demo is really the main reason why i wrote this thread since i knew it would come down to this. So here is what i think again.
A. with the people who think that the stickies are really good are defense are really wrong, if you guys ever hold down the fire button on the sticky gun. it goes farther the longer you hold it down. so you can make it into a great offensive wepon if you get lucky.
B. yes, the pipe bomb is gimped but once again theres that AOE factor (AOE= area of effect) which could help kill someone yet again.

So all i have to say is a great metaphor..... the demoman class is like poker, its 10% skill and 90%luck. all i have to say.
 
I say scout... I got killed 2 hit from a scatter gun with full life as a heavy. I think they just need to lower the damage on that thing just by a tad.
 
it takes 4 stickies, or 2 crit stickies to isnta kill a full healed heavy. and I think it's 3 or 4 for the sentries.
 
[quote1212460324=Iadien]
/facepalm at this thread.

And I don't know how many times I've hit someone with a crit sticky and they didn't die. So no, they don't automatically kill anyone except a heavy being healed.
[/quote1212460324]
[link=hyperlink url]http://forums.steampowered.com/forums/showthread.php?t=605111[/link]
Crit nades do 295 and crit stickies do 300+. Crit rockets do 270, and normal rockets do less damage at range.
 
Stickies have damage falloff. Including crit stickies. So do all splash weapons. Direct hits do the maximum.

Becuase guess what? As a medic, I have survived nearly being hit by crit rockets, stickies, etc.
 
I meant to say normal rockets do less damage with a direct hit at range (as opposed to splash damage) while stickies/nades don't.
 
[quote1212465050=Iadien]
[quote1212458507=Drew The Pirate]
[quote1212441081=Iadien]
/facepalm at this thread.

And I don't know how many times I've hit someone with a crit sticky and they didn't die. So no, they don't automatically kill anyone except a heavy being healed.
[/quote1212441081]


damage falls off quick on stickies as you get out of their blast radius, but a crit sticky always does around 350 damage. Try it.


as for the people saying "Demoman requires skill!" agreed! Agreed wholeheartedly, I think the demoman is a class that requires MORE skill than most of the others. It just bugs me that all skilled demos seem to use stickies like a primary weapon. I wish that wasn't the case, but like I said, it probably won't change now, too many people would be upset.
[/quote1212458507]

I have over 200 hours played as a demo, do you think I don't know what I'm talking about? You make me laugh, I'll give you that.

[quote1212458841=Bjorn]
So all i have to say is a great metaphor..... the demoman class is like poker, its 10% skill and 90%luck. all i have to say.
[/quote1212458841]

LOL
[/quote1212465050]

I'm not dissing you, just stating a fact. I DO point out in the very post you just quoted that there's a high damage falloff (see:blast radius) for stickies.

crit stickies do 330-350ish damage, direct hit. Perhaps I worded that poorly above, but that's what I meant.



Indryd Cauld: I believe your suggestion was in jest, but that's more or less what I would like to see. Not a jetpack, per say, but a "boost" of flames that would net you the equivelent of a scout's double jump, but not nearly as high as a proper rocket jump. No continuous flying though.
 
I'm not quite sure what you mean with this flame gliding but is it something like [link=http://www.fortress-forever.com/wiki/Pyro_Jump]this[/link] or [link=http://youtube.com/watch?v=rTcl9d0-km4]this[/link]?

-Calle
 
[quote1212473184=Iadien]
[quote1212463670=Arbitrary]
Stickies have damage falloff. Including crit stickies. So do all splash weapons. Direct hits do the maximum.

Becuase guess what? As a medic, I have survived nearly being hit by crit rockets, stickies, etc.
[/quote1212463670]

Thank you, I thought I was the only person that knew this. lol
[/quote1212473184]

http://tf2wiki.net/wiki/Sticky_bombs

Sticky Bombs have the advantage of never suffering from falloff damage, even hits at long range will still do full damage.

Same for regular grenades actually.

The trick for surviving a crit sticky or crit grenade isn't range, it's the splash. Even if the explosives do 3x the normal damage...the splash still works as normal. The more you get away from the splash the less damage you suffer. For example, any class besides healed Heavy which walks directly on the sticky will be gibbed. However, if the splash will just scratch the guy, he will survive with a chunk of health. I was playing Medic once, a crit sticky landed somewhat near me, I moved away a bit. I still lost quite a bit of health thanks to the 3x explosive damage, but since I was not in the close splash range I survived with ~50hp or so.

I doesn't matter from where the sticky was launched, if it lands below your feet you will die, same for grenade. You can be shot from across the map, step on the sticky and die.

So Demoman explosives don't have damage falloff, if you survived his crit then it means you moved from the splash, not because it flew at long range.
 
It will usually take 4 stickies to down a sentry gun. I think 3 really well placed ones will do it, but who can place them that well while being shot? :p

Demo has a lot of power, but I still wouldn't call him overpowered. The only thing I hate about demos is how high the regular pipebombs launch you into the air. I think it's excessive, but their lack of a ranged weapon does make up for a lot...
 
Well to the people who don't like the soldier almost instant kill crits...

It's extremely hard to hit anyone head one, and if you do it usually won't kill the medium armored and heavily armored classes, since you only have 4 rockets before an extra long reload periods it's nice to have crits that kill :)

Pyro's crits kill almost anything
Heavy crits as well
Same with demomen

The other classes aren't too good at killing but do decent crit damage, soldier with weak crits would hardly be noticeable.
 
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