SpoonFox wrote:The koth, I guess interesting... Anyone with two bits of training in Hammer could've made it into a Koth.
Fact. Except now everyone has the map, which means servers that are afraid of custom maps can actually run it now. Not to mention Valve's spawn layout is probably better than most people with "two bits of training" would've come up with.
SpoonFox wrote:Weapon Updates, here's the big bitch.
-25% damage? PSH! Give me non-crits instead! It's pathetic if you ask me! I mean, maybe -20% tops... Or whatnot... Anyways... The ullapool exploded is now the most weak weapon in the game.
You're a pink admin and I don't think I've ever played with you, so I'm just going to assume you don't play very much on the Slayboxes. Particularly Slaybox II, which has no random crits. Nocrit servers means that all weapons are pulled down to the "No crits" level, meaning a lot of these weapons had hardly any downside. The -25% damage puts them much more on-par with the stock melee weapons. Believe it or not, unlockables are supposed to be alternatives, not upgrades.
Unfortunately, all of this is rendered null and void by the April 15, 2011 patch which undid all of the "-25% damage" changes, except for the Powerjack. Regardless, I feel the need to continue arguing.
SpoonFox wrote:The Ullapool itself will actually cause equal or LESS damage to the targets than it does to the demo, making it worthless without the sticky jumper (Which makes you vulnerable anyways!)
Fact: April 15, 2011 Patch reverted this change.
Fact: The Ullapool still does 185 damage to your target per hit.
Fact: The Ullapool still does 100 damage to you per hit.
Fact: The Ullapool will not do "equal or less damage to targets than it does to the demo".
Fact: This is irrelevant anyway, because nine in ten Aperture Science engineers agree: the Demoman is not capable of feeling much pain.
SpoonFox wrote:The gunslinger had an autocrit after 3 hits, now it does LESS damage? COME ON! It didn't even need nerfing! It already lowered engie's battlepower with sentry, why melee power too?!
This part I actually agree with; the gunslinger is better off with the no-crit attribute. Which is probably why Valve reverted this change in the April 15, 2011 patch.
SpoonFox wrote:The eyelander and HHHH was okay to nerf down, I don't mind that one, it did decent damage to begin with, now it does... 50? a hit I think. It'll prevent demoknights in melee only now. (Most of the time).
I actually agreed with this one. This is one of the changes I wish Valve had left in, although Demoknight is a valid sub-class and, as such, should be fairly powerful when played properly.
SpoonFox wrote:Here's the big kicker. The Powerjack got nerfed! I DO NOT MIND THIS! +0% damage is FINE! ... But give us 20% melee vulnerability... And Spoon Rages (more than normal). If you do that, add the vulnerability to the Zatoichi too! Seriously!
The Powerjack was either the most powerful or the second most powerful melee weapon in the entire game before this, ignoring the gain of 75 health on a kill. Though I suppose in the minds of some players, this made up for its main downside - it's not the Axtinguisher. But why does the 20% melee vulnerability even matter? People never melee a Pyro (at least, I never do and I can't remember the last time I saw someone take out their melee weapon to charge at a Pyro) because close range is his territory. Filling him with minigun boolets or blasting him halfway across the map with a sticky bomb are both so much more rewarding.
SpoonFox wrote:The pissgun is made even easier to use, so handicapped snipers are now handicapable! ... Sorta...
The one second faster charge doesn't seem to make much of a difference, although I haven't played much with it yet.
Okay, that's it for my rebuttal. Back to you.