Agree or Disagree: Natascha needs a buff

robo hobo

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Sep 29, 2008
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Let's face it, hardly any Heavies out there are using Natascha. She's feeling a little lonely out there! The slow down effect and the damage reduction aren't worth losing out on the killing power of Sasha. Are there any Heavy/Medic combo's on the other team? Forget about Natascha then! And the thing is, the slowdown effect isn't all noticeable or helpful. Right now, the only thing Natty (Natascha) has going for her is how amazing and awesome it sounds.

So I've been giving it some (if any at all) thought and here's what I think would make Natascha a better alternative weapon:

- %50 faster spin up time
- %25 faster walking speed while spinning Natascha.
- reduces the enemies firing rate by %20 (well now that i think about it, this one is a little over powered- meh)

With these buffs, Natascha is finally a decent choice. You'll be able to go head-to-head with other heavy/medics as long as you get the jump on them first.

So tell me what yall think about this. And feel free to add your own ideas about Natascha buffs, if you have any.
 
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Yeah.. I only used it when I first got it cause it sounded cool :(

A couple things maybe they could do to it (not all):

Shoots faster
Eats up ammo 25-50% slower
Makes people go slower than it does now

Or even just make a completly different gun (not a minigun)
 
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i like the faster speed up time. However, instead of that "slow down" effect, i think it would be cool to have a blur visual effect not unlike what happens in Insurgency.

Look at it like this. When a player is getting shot at by....Natty.... a motion blur effect will briefly come across the assaulted players field of vision, causing a bit of disorientation. If the player has a good sense of the environment, he'll know where to run to hide, but i think it could give a nicer advantage to Natascha.
 
Well as a heavy player I can tell you, it slows down players enough so I don't think that should be changed. I do think it could use a little buff, such as instead of just slowing the movement, also slighty slow down their attack rate.
 
i like the faster speed up time. However, instead of that "slow down" effect, i think it would be cool to have a blur visual effect not unlike what happens in Insurgency.

Look at it like this. When a player is getting shot at by....Natty.... a motion blur effect will briefly come across the assaulted players field of vision, causing a bit of disorientation. If the player has a good sense of the environment, he'll know where to run to hide, but i think it could give a nicer advantage to Natascha.


This works well in Insurgency, due to the realistic graphics. In TF2 however, you would need a much more effective way of distorting vision; TF2's graphics are extremely vibrant and stand-out meaning even in a haze, it wouldnt be TOO difficult to know where you are

As for the upgrades from OP, i like them, though I do not think the fire rate of enemies should be slowed down, and if you think about it, how would that even work with a pyro. A faster walking time and a faster readyness would be welcome additions to this weapon, as its play is on speed and suprise, not brute strength.
 
I disagree. No unlockable item needs a buff. They are supposed to be alternatives, not necessarily better.
 
I disagree. No unlockable item needs a buff. They are supposed to be alternatives, not necessarily better.

QFT



Natascha just needs to be used in a situation where slowing down an enemy would be effective. When using it, your primary role is not to take out and kill the enemy team, it should be used to suppress and slow down. A good place to play to use this gun is on an objective based map with intel or a payload. You slowdown the people who are either at the objective or will be going to it, buying your team more time to take out the enemies.
 
I disagree. No unlockable item needs a buff. They are supposed to be alternatives, not necessarily better.

The Kritzkrieg needed a buff. And it was given one. It now charges %25 faster than the medi-gun. And don't forget the Backburner was given a nerf, because the + 50 health made it a lot better weapon than the Flamethrower. Just because it is unlockable doesn't mean it's perfect.

The point I was trying to make is that Natascha isn't much of an alternative weapon. It isn't even on par with Sasha. It should be how the Backburner and Flamethrower are, wherein you see a lot of diversity.
 
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I thought the Kritz had a fasting charging speed when it first came out...oh well.

But Natascha doesn't need a buff. Once again, the name of the game is Team Fortress 2. Natascha is more of a team weapon than anything. It can be used to slow the enemy down while your teammates finish them off. Believe it or not, it is a great weapon to use on attack/defend CP maps like Dustbowl and Gravelpit. It can be very effective on linear CP maps as well.

When it comes to CTF maps, I would use Sasha, but since I like being a team player nowadays, I'm fine with Natascha.
 
The Kritzkrieg needed a buff. And it was given one. It now charges %25 faster than the medi-gun. And don't forget the Backburner was given a nerf, because the + 50 health made it a lot better weapon than the Flamethrower. Just because it is unlockable doesn't mean it's perfect.

The point I was trying to make is that Natascha isn't much of an alternative weapon. It isn't even on par with Sasha. It should be how the Backburner and Flamethrower are, wherein you see a lot of diversity.

When a medic uses his kritzkrieg he can still die correct?

The backburner was given a nerf not a buff so comparing the two is apples to oranges. They made it too powerful when it came out and balanced it down.

There is not a lot of diversity between the flamethrower. They are the same weapon with one difference. Not much diversity there. I think all the unlockables should be as is. They are more of sidegrades than down or up grades. :cool:
 
If natascha had more ammo, say 50 or 75 more then I would be more likely to use it. It would go better with the sandvich then, because atm if you run out of ammo then you've only got fists/gloves as weapons.
 
When a medic uses his kritzkrieg he can still die correct?

The backburner was given a nerf not a buff so comparing the two is apples to oranges. They made it too powerful when it came out and balanced it down.

There is not a lot of diversity between the flamethrower. They are the same weapon with one difference. Not much diversity there. I think all the unlockables should be as is. They are more of sidegrades than down or up grades. :cool:

The point of bringing up the kritzkreig and backburner changes was to just point out that sometimes unlockable weapons need a change or two. They may be apples and oranges but they are both fruit.

And what I meant by my diversity comment was not so much diversity in the weapon themselves but the diversity of the players that use them. There's a good mix of pyros who use the flamethrower and backburner. Not every pyro is using one or the other. Now look at the Heavy, a great majority of Heavies are still using Sasha and they have no reason to switch to Natascha. If Valve came along and removed Natascha, no one would hardly miss it. I hope I made myself a little more clear.
 
I was actually surprised to hear somebody using Nat on a server last night... I think it needs some beefing up... maybe not damage wise... but give it a faster spin up/down time...
 
I think Natascha would be much more effective as a slowing down weapon if oyu could concentrate it's fire.

Look at it like this. Right now, both Sasha and Natty are only good at a more medium range thanks to the bullets spreading out to much at long ranges. usually the only reason i die from one of them at long range is because i only had about 11 HP left anyway and they were REALLY concentrating on me.

If Natty could concentrate her bullets a bit more so you could concentrate on suppressing one or two individuals at a time from a bit longer range, i think i would use it more often.
 
team up with a medic useing the kritz and natasha still fails at advanceing saddly, ive given it a shot, expecting awsome results from a gun that would slow down wile critting, but alas it had no real effect.

but natasha works just fine if you want to defend, in fact the gun its self is a good way to just bascily be a support class, hold them so a soilder hits them, slow down a scout so a sentry gets him, or help snipers get head shots.. I think the whole point of Nat. is to make the heavy more of a supporting role in the game, hints, the 1000 assist achivement.
 
If I were to buff Natasha to a glossy shine, I'd give her a better spinup time (25%?), moar speed for The Heavy (25%?), and more bullets (25%?). I wouldn't give her more damage, just make her a bit more useful. Having JUST gotten Natasha (I play Engie, so I'm just getting all the other goodies...), I've been using her alot in game, and I'll say I find myself at a greater disadvantage when using Natasha over Sasha. It encourages Teamwork, yes, but it discourages using the Heavy alone, making the Sandvich counterproductive.

One thing I would really like is having a loadout option on the "Pick your Class" screen. Where I could pick "Heavy + Natasha" to start a round, and then switch to "Heavy + Sasha" when I need to go forward. I mean, the loadout screen isn't that hard to get to, but it would be nice to have it right there...
 
Let's face it, hardly any Heavies out there are using Natascha. She's feeling a little lonely out there! The slow down effect and the damage reduction aren't worth losing out on the killing power of Sasha. Are there any Heavy/Medic combo's on the other team? Forget about Natascha then! And the thing is, the slowdown effect isn't all noticeable or helpful. Right now, the only thing Natty (Natascha) has going for her is how amazing and awesome it sounds.

So I've been giving it some (if any at all) thought and here's what I think would make Natascha a better alternative weapon:

- %50 faster spin up time
- %25 faster walking speed while spinning Natascha.
- reduces the enemies firing rate by %20 (well now that i think about it, this one is a little over powered- meh)

With these buffs, Natascha is finally a decent choice. You'll be able to go head-to-head with other heavy/medics as long as you get the jump on them first.

So tell me what yall think about this. And feel free to add your own ideas about Natascha buffs, if you have any.

Natascha is just really horrible and shouldn't be used ever unless your just having fun. They won't update heavy again for a long long time though, so its useless talking about it.
 
I jump for joy when i see a heavy carrying this gun just like the backburner. Less damage and no AB respectively.

I think they killed the BB when they took off the 50 health not near as many ppl are using it and most career pyros out there use the reg Fthrower cuz it has a higher skill ceiling.

Back to the heavy tho i think the accuracy need improved. To be a viable alternative it needs to be more affective at med to long range. As a "suppression" gun it just doesnt land enough hits to keep an enemy slowed down to make a difference. All in all tho i would leave it like it is tho better to have an underpowered sidegrade than an overpowered upgrade.
 
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