See: http://tf2.com/post.php?id=4721&p=1
We should definitely get a tf2 beta server up. Bet it could be popular.
benny hill wrote:See: http://tf2.com/post.php?id=4721&p=1
We should definitely get a tf2 beta server up. Bet it could be popular.
VoltySquirrel wrote:Natasha:
So, across the board, the slowdown effect of Natasha drops out past medium range. It's good.
Now, the varient with the slower spin up is too much like the regular Natasha, but any nerf to the Natasha is a godd one. Made me play much smarter. The one that drops your health to 225hp is my personal favorite, which made me rely on my medic, medkits, or sandvich. Then there is the brutal nerf, which gives you 40% damage. At close range, it does at most 20dmg, with 3 at mid-long. Really makes you focus your fire and get close.
benny hill wrote:I DID see "critical hit" text for the first time in a LONG time. Not sure if that's supposed to be in the normal tf2 and it's bugged out in my game, or what, but I know when I get crits I don't see that text.
Maringue wrote:VoltySquirrel wrote:Natasha:
So, across the board, the slowdown effect of Natasha drops out past medium range. It's good.
Now, the varient with the slower spin up is too much like the regular Natasha, but any nerf to the Natasha is a godd one. Made me play much smarter. The one that drops your health to 225hp is my personal favorite, which made me rely on my medic, medkits, or sandvich. Then there is the brutal nerf, which gives you 40% damage. At close range, it does at most 20dmg, with 3 at mid-long. Really makes you focus your fire and get close.
Having the slowdown effect drop off at range seems like a good change. But really? -40% damage? Apparently Valve wants people to stop using this all together. They also apparently want there to be no good counter to scouts. I've always thought the Valve developers had a massive hard-on for the scout.
It's not like it's hard to counter a Natasha heavy, any heavy with the normal minigun will kill him every time. You actually have to be pretty good to kill a minigun heavy with Natasha because you have to start shooting 25% sooner than he does. That and just get a decent spy. I feel like they are way over shooting the nerf on this one. The longer spin-up time is also a bad fix. Two heavies turn the corner, the mini gun will ALWAYS win anyway, there's no need to put the guy with the Natasha at a bigger disadvantage.
I think the best fix is the range mod of the slow down. It is overpowered that you can get hit by a stray bullet from across the map and get slowed to a standstill. But, if any of these other changes are made then it will kill the heavy's ability to be a counter balance to the scout.
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