STEAM 组
Custom TF2 Weapons cTF2w
STEAM 组
Custom TF2 Weapons cTF2w
1,045
游戏中
5,918
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成立于
2015 年 6 月 19 日
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正在显示第 31 - 40 项,共 192 项条目
4
List of Custom Weapons that do not work
2,121
Ideas for Changes/Balancing (Custom Weapons)
引用自 LegoFan9o5
引用自 Loreknight
That means he takes half damage. Not double healing.
EQUIVALENT DOUBLE HEALING. It literally DOES mathematically work out, since healing directly will let the 50% resist effectivety doubles the healing gained.

That's why using the Black Box under the Battalian's Backup effect will not grant e20 for a direct hit, but e30 to normal enemies and e40 to sentries. Because healing directly to the health pool with a damage resistance allows allows for every single HP you gain to increase in milage significantly more than without.

This is the exact same case with healing sources and the IS resist, it effectively doubles healing when damage is halved. This does not mean literal double healing, but in terms of HP milage and equivalent HP, YES IT DOES. Now lets stop arguing about this, because it mathematically pans out to having double healing of eHP.
If it was equivalent double healing, the heavy would take normal damage and double healing
But he doesn't.
He takes half damage and normal healing.
Overhead builds just as fast
It heals normally just as fast
He takes half damage. But that doesn't equal double healing, because double healing affects battles differently than half damage.
I understand what you're trying to say, but I'm explaining that there are slight changes between half incoming damage and double incoming health

Double healing:
Faster heal
Faster overheal
Different uber rate
Takes normal damage
Can be killed by fully charge Headshots

Half damage:
Less damage
Less knockback
Takes normal healing
Can not be killed by fully charged headshots
引用自 LegoFan9o5
引用自 Loreknight
It does not effectively double healing, it effectively halves incoming damage
But since there are more of you in favor of nerfing it than leaving it be, I will contribute a fair change that I actually always thought should be done

Gains its resistance slower. I'm not saying like 2% per 100 damage taken, but it's just that it charges completely from only 2 rockets. In fact, I propose a slight rework

(+) loses 3% charge per second when spun down
(-) requires 300 damage to be taken to fully charge
(This doesn't count resisted damage. Only damage that you actually take, so healing at least 1 point of health after initially taking damage would be required for you to reach full 50%)

On my previous point: YES it does heal equivalently 2x more HP. The heal rate is the same for stock Heavy as the IS Heavy. Now, at 50% less damage, you have equivalently 600 HP, even though your base HP is 300. Now, that healing factor is still at the same rate as before, thus is giving the Heavy the same healing to his base health, which would benefit from the damage resistance and effectively grant healing twice as effective as before.

On your rework: It just does not adress the issue of having that Heavy being healed and protected, having a bit of unintended spam and that resist to stack up and get us back to the same point of having a hardcounter to your hardcounter.
Plus having the Fists of Steel and the lingering defensive buff would be far too good for survival, and having it with the GRU would make that mark completely negated.

The more I think about it, the more DJ's suggestion of critical damage weakness would be a quick and effective fix to this weapon, as it does not deny the hardcounter so effectively and allows for other classes to shine in comparison to stock situations. Especially in combination with your rework, it would balance out the weapon very nicely. A Heavy primary that is a defensive alternative to stock that can combine with retreating melees, but requires some caution that movement of other miniguns can nullify and critical damage can still be an achilley's heel. Especially Demoknight to the retreating IS + FoS.
No. It doesn't. It heals at the same rate, but damage is dealt at half rate. It's an effective damage resistance, not healing increase. Yes, you can VIEW it as double healing, but that doesn't count the fact that he takes half damage. It's an effective damage mitigator, not restoration instigator

The problem wasn't the healing. It was that the heavy gained his resistance unreasonably fast, but also instantly lost it simply for the sake of repositioning. This change would make the weapon as reasonably powerful when combined with a medic as stock is. It trades complete movement control and overheal for longevity, but this longevity is harder to gain and takes less time to lose than the current iteration of this weapon. The heavy is no longer able to tank damage almost instantly after getting first shot, and will be more willing to move.
引用自 LegoFan9o5
引用自 Loreknight
He has a level 1 dispenser and a pocket medic. Are you seriously going to nerf it because he had 2 heal sources and because you just suck at dealing enough damage over a short time?
Well, given that this was in the high ground infront of spawn, with both heal sources protected and a solid team to protect from Spies, the Sniper's headshot would kill the heavy in any other situation, because he is a hardcounter to the Heavy. Except this one because of that damage resist that makes him have 600 eHP at all times. Even with me and DJ's combined focus on a single target as Demomen, he did not go down within both of our clips, which is on its face rediculous!

How would a player defeat the Heavy in such a situation? Snipers are too weak to survive the rest of your team, your position is cozy as heck and quickscopes deal 75 HP every time. Oh, did I mention that healing is equivalently TWICE as effective with it's effects? So yeah, no killing the Heavy with one of his more effective hardcounters!

And weapons that hardcounter your hardcounter AND still be effective at taking out other classes? Sure, leave that not nerfed, because having a defensive Heavy that literally has no downsides when at least partially aware of his surroundings is totally fair! Also on Payload, you become e600 HP, infinite ammo and 2x healing. Plus mobility and likely a team at your beckon call to take out anyone that tries to take you out.
It does not effectively double healing, it effectively halves incoming damage
But since there are more of you in favor of nerfing it than leaving it be, I will contribute a fair change that I actually always thought should be done

Gains its resistance slower. I'm not saying like 2% per 100 damage taken, but it's just that it charges completely from only 2 rockets. In fact, I propose a slight rework

(+) loses 3% charge per second when spun down
(-) requires 300 damage to be taken to fully charge
(This doesn't count resisted damage. Only damage that you actually take, so healing at least 1 point of health after initially taking damage would be required for you to reach full 50%)
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