I think every class in tf2 is fine except for:
Scout using Force a Nature cheat to fire both shots at once.
Spy using the stupid lag hacks to backstab from across the map.
balance is good enough once you remove these nasty freaks
Give him a damage vulnerability while scoped in. Gives other players more of a chance to pressure him with suppressing fire so their team can move up. The main issue with the Sniper isn't that he's OP (though he is), it's that he is no fun to play against. He barely interacts with the rest of the game. That's why there needs to be some way for people to fight back, even if they're at a disadvantage against the Sniper. If all people can do is hop around wildly and hope he misses, or be confined to certain areas of the map, that is no fun.
t. 1100 hour Sniper
My dude, getting 12 random artists to coordinate in an era where no one even uses their mics is a big enough challenge as it is. But then you have to factor in that the other team can do the same fricking thing to protect their Sniper.
>trying to coordinate igor.ivanov09, pablo.ramirez08 and other randos
Unless your team has people with at least 600 hours, competent snipers are gonna be a nuisance
So can literally every other class in the game except medic.
This argument doesn't work considering the average tf2 player is legit fricking terrible at the game and can be stomped by an engineer.
>So can literally every other class
Bullshit. Every other class, no matter how good the player is, has to get close and expose themselves to the enemy in order to get work done. Even if you're fricking b4nny you can be overwhelmed if three or more noobs swarm you at the same time. If you're talking a medic + power class combo, yeah maybe you have a point. But no other class can wreck a server so much by themselves. There's a fricking reason all the bots use Sniper.
All the other classes require significant more amount of skill to shit down a server than Sniper (well besides Engineer).
All you need with Sniper to dom a server is decent aim, priority skills, and some situational awareness (optional with Engineer on your team).
All the frontline classes have to worry about way more shit because they don’t have the luxury of being in a safe area killing people.
>Sniper is now always marked for death >Melee base damage on Sniper is 35 >Sniper (as well as Engineer and Medic) get a new mechanic where if they are being targetted by an enemy, said enemy will take only 10% from the Sniper’s teammates
I'd just make it where he only mini-crits until he's like 25% or 33% charged or something. so that way quickscoping isn't going to instantly kill most of the classes but still somewhat rewards players who are able to pull it off.
he doesn't need to be fixed apart from some moronic unlocks. rifles are fine, it's general brain drain of the playerbase combined with cheating being a problem in every online game that makes people think he's OP
Darwin's shield no longer prevents afterburn but keeps the damage reduction, so in case he's fighting a pyro he either has to deal with 1-dmg burn flinching his aim the entire time or tank the full flare damage with cozy camper. Scorch shot gets it's explosion radius cut by 33%, detonator gets a 25% increase.
Any sort of damage flinching gets more random in intensity, goes in random directions instead of just up and doesn't return to the exact initial starting position. All to incentivize actually shooting the sniper with hitscan to mess his aim up, even if all you have access to is shotgun with it's 3 dmg pellets at range. Heavy's minigun keeps the unique factor of not causing flinching after a certain range, but the range is slightly extended.
Increase the reload delay on all sniper rifles, possibly except for sleeper. The specific amount of time should be tested extensively before public release, but I'm thinking either make it 2.5 second or a 4.5 second reload animation after 3 shots.
Any combination of the above might be good enough to "fix" sniper. The actual reason morons are tired of him and want him nerfed are cheaters, he's much less of a problem they make him out to be.
Tinker with huntsman so that it snaps towards random heads a little less often.
Am I dreaming? Actual reasonable suggestions to change the class instead of the usual nerf that would be akin to deleting the class?
I still don't think sniper needs changes, but specially the danger shield suggestion sounds good to me.
>Sniper is marked for death while scoped in, and for 1s after >all sniper rifles have the Machina's tracer rounds >increase headshot delay after scoping in from 0.2s to ~0.75s
Basically, make sniper weaker in close range, make him a more visible target after the first shot, and give the other classes some degree of actual counterplay against the only long range character in the game.
>Change the laser dot to an actual laser like the MvM Sniper robots, starts somewhat transparent and gets brighter with charge
Dying to someone outside of combat you had no idea was even there is quite annoying, and the dot can be very easily hidden by the Sniper. Having a laser makes players aware of a Sniper looking down their way their since they can intercept the laser >Increase the delay for when a Headshot can register (currently 200ms and unchanged since 2008)
Sniper is supposed to be weak at close range, but as players have gotten better at him they can quickscope with ease and remove this weakness. Increasing the delay means Snipers have to be scoped in for longer before a shot can register as a headshot
Fun fact: Sniper was never meant to insta-kill with quickscopes
https://wiki.teamfortress.com/w/images/2/21/Tf2-comment020.mp3 >The low damage both while un-zoomed and at the initial zoom ensures that Snipers can't kill opponents with impromptu snap fire.
Competent Snipers are terrifying, and if you were to put me in the TF2 development team at the time, I would have literally voted against the inclusion of Sniper at all, since the ideal class in the game is one with good movement options, powerful "pump-action" weapons (to a few exceptions like the Mini-gun), duking it out in a mid-range scenario. Sniper's infinite range just does not make it quite fair, I think a good fight is one where you feel like you could've done something to alternate the outcome ever more so slightly.
But if I just HAD to deal with his inclusion I would've taken some ideas I've seen here and there. >TF2 Classic has it so that Sniper leaves a thin bullet trail every time he shoots, giving out his position if he misses, and alerting the enemy of his presence. Also giving a general idea of whether or not he's a serious threat. >FSoaS (hold your horses) clip idea is pretty good. Four shots until you have to go through a hard reload that takes some time, and can be heard by a huge !PING! like the M1 Garand. Gives a window of opportunity for classes to attack an almost defenseless Sniper. >Remove random crits on the Kukri specifically, Jesus Mary Joseph.
Also for the LOVE OF GOD, ROSE.GONZALEZ.2009, we have THREE SNIPERS on the team, and if they can't land a shot to save their lives, I'm pretty you won't either! Play a class that actually matters! Or can actually push the line! DO SOMETHING!
I think every class in tf2 is fine except for:
Scout using Force a Nature cheat to fire both shots at once.
Spy using the stupid lag hacks to backstab from across the map.
balance is good enough once you remove these nasty freaks
homie, player with 1500+ sniperhours can shut down entire enemy team solo without any cheats. Watch fricking Fatmagic.
call me a boomer but i think teams can simply pull themselves up by their bootstraps with coordination
Sniper can q-scope your med in half of a second. Without med any of your strategies is worthless.
Give him a damage vulnerability while scoped in. Gives other players more of a chance to pressure him with suppressing fire so their team can move up. The main issue with the Sniper isn't that he's OP (though he is), it's that he is no fun to play against. He barely interacts with the rest of the game. That's why there needs to be some way for people to fight back, even if they're at a disadvantage against the Sniper. If all people can do is hop around wildly and hope he misses, or be confined to certain areas of the map, that is no fun.
t. 1100 hour Sniper
My dude, getting 12 random artists to coordinate in an era where no one even uses their mics is a big enough challenge as it is. But then you have to factor in that the other team can do the same fricking thing to protect their Sniper.
>trying to coordinate igor.ivanov09, pablo.ramirez08 and other randos
Unless your team has people with at least 600 hours, competent snipers are gonna be a nuisance
you keep saying this is totally a thing yet I never encounter it
So can literally every other class in the game except medic.
This argument doesn't work considering the average tf2 player is legit fricking terrible at the game and can be stomped by an engineer.
Objectively no, lmao. How many hours?
4500
>he's never pubstomped as a solo engie
ngmi
>So can literally every other class
Bullshit. Every other class, no matter how good the player is, has to get close and expose themselves to the enemy in order to get work done. Even if you're fricking b4nny you can be overwhelmed if three or more noobs swarm you at the same time. If you're talking a medic + power class combo, yeah maybe you have a point. But no other class can wreck a server so much by themselves. There's a fricking reason all the bots use Sniper.
can a pyro do this no
can a spy do this no
can a heavy do this no
can a scout do this no
All the other classes require significant more amount of skill to shit down a server than Sniper (well besides Engineer).
All you need with Sniper to dom a server is decent aim, priority skills, and some situational awareness (optional with Engineer on your team).
All the frontline classes have to worry about way more shit because they don’t have the luxury of being in a safe area killing people.
120 quickscope damage
149*
Now it fine. And also reduce his max hp to 100.
give him damage fall off
Replace the sniper rifle with an assault rifle that mini-crit on headshots
that would be so funny
pulling up with the m16 and the smg
Yes, I'd laugh more if turned out to be stronger but people will tolerate it better since its ramp-up damage instead of charged burst damage.
1 sniper per team
1 engineer per team
There I made TF2 fun again.
Huntsman as his only primary weapon
Do you think they'll ever actually fix the FaN cheating?
>FaN cheating
Elaborate.
cheat programs can fire both FaN shots at once
Oh I was expecting something else. You sure that's real?
considering it's in about 40% of matchmaking games and does almost 250 damage, i think it's real.
Uncharged headshots are minicrits instead
remove rifles , turn them all into different types of bows
Sniper does a mandatory taunt after each headshot kill.
>Sniper is now always marked for death
>Melee base damage on Sniper is 35
>Sniper (as well as Engineer and Medic) get a new mechanic where if they are being targetted by an enemy, said enemy will take only 10% from the Sniper’s teammates
I'd just make it where he only mini-crits until he's like 25% or 33% charged or something. so that way quickscoping isn't going to instantly kill most of the classes but still somewhat rewards players who are able to pull it off.
Make the sniper rifles fire projectiles instead of being hitscan, and make it as fast as the flare velocity
Okay let play a map that is unfriendly to sniper. Corner after corner.
he doesn't need to be fixed apart from some moronic unlocks. rifles are fine, it's general brain drain of the playerbase combined with cheating being a problem in every online game that makes people think he's OP
Darwin's shield no longer prevents afterburn but keeps the damage reduction, so in case he's fighting a pyro he either has to deal with 1-dmg burn flinching his aim the entire time or tank the full flare damage with cozy camper. Scorch shot gets it's explosion radius cut by 33%, detonator gets a 25% increase.
Any sort of damage flinching gets more random in intensity, goes in random directions instead of just up and doesn't return to the exact initial starting position. All to incentivize actually shooting the sniper with hitscan to mess his aim up, even if all you have access to is shotgun with it's 3 dmg pellets at range. Heavy's minigun keeps the unique factor of not causing flinching after a certain range, but the range is slightly extended.
Increase the reload delay on all sniper rifles, possibly except for sleeper. The specific amount of time should be tested extensively before public release, but I'm thinking either make it 2.5 second or a 4.5 second reload animation after 3 shots.
Any combination of the above might be good enough to "fix" sniper. The actual reason morons are tired of him and want him nerfed are cheaters, he's much less of a problem they make him out to be.
Tinker with huntsman so that it snaps towards random heads a little less often.
Am I dreaming? Actual reasonable suggestions to change the class instead of the usual nerf that would be akin to deleting the class?
I still don't think sniper needs changes, but specially the danger shield suggestion sounds good to me.
>Tinker with huntsman so that it snaps towards random heads a little less often.
yeah im kinda sick of the head hitbox being 70% of the character
>Sniper is marked for death while scoped in, and for 1s after
>all sniper rifles have the Machina's tracer rounds
>increase headshot delay after scoping in from 0.2s to ~0.75s
Basically, make sniper weaker in close range, make him a more visible target after the first shot, and give the other classes some degree of actual counterplay against the only long range character in the game.
>fixed net settings for everyone
>make an actual working anticheat
>improve netcoding to not be absolute fricking dogshit
thats all you need to do
reduce sniper rifle ammo and increase reload time
Remove all sniper rifles
Add six huntsman variants
Replace jarate with a cool gun
He's fixed.
1.5 second scope
Remove the scope from his rifle
Increase body shot damage
Decrease headshot damage
Increase HP a little
buff up the smg ALOT
current:
50 (unscoped) -> 150 (scoped hs, 0s) -> 150 (scoped hs, 1.3s) -> 450 (scoped hs, 3.3s)
new:
50 (unscoped) -> 50 (scoped hs, 0s) -> 150 (scoped hs, 1.3s) -> 450 (scoped hs, 3.3s)
there, fixed
>Change the laser dot to an actual laser like the MvM Sniper robots, starts somewhat transparent and gets brighter with charge
Dying to someone outside of combat you had no idea was even there is quite annoying, and the dot can be very easily hidden by the Sniper. Having a laser makes players aware of a Sniper looking down their way their since they can intercept the laser
>Increase the delay for when a Headshot can register (currently 200ms and unchanged since 2008)
Sniper is supposed to be weak at close range, but as players have gotten better at him they can quickscope with ease and remove this weakness. Increasing the delay means Snipers have to be scoped in for longer before a shot can register as a headshot
Fun fact: Sniper was never meant to insta-kill with quickscopes
https://wiki.teamfortress.com/w/images/2/21/Tf2-comment020.mp3
>The low damage both while un-zoomed and at the initial zoom ensures that Snipers can't kill opponents with impromptu snap fire.
Competent Snipers are terrifying, and if you were to put me in the TF2 development team at the time, I would have literally voted against the inclusion of Sniper at all, since the ideal class in the game is one with good movement options, powerful "pump-action" weapons (to a few exceptions like the Mini-gun), duking it out in a mid-range scenario. Sniper's infinite range just does not make it quite fair, I think a good fight is one where you feel like you could've done something to alternate the outcome ever more so slightly.
But if I just HAD to deal with his inclusion I would've taken some ideas I've seen here and there.
>TF2 Classic has it so that Sniper leaves a thin bullet trail every time he shoots, giving out his position if he misses, and alerting the enemy of his presence. Also giving a general idea of whether or not he's a serious threat.
>FSoaS (hold your horses) clip idea is pretty good. Four shots until you have to go through a hard reload that takes some time, and can be heard by a huge !PING! like the M1 Garand. Gives a window of opportunity for classes to attack an almost defenseless Sniper.
>Remove random crits on the Kukri specifically, Jesus Mary Joseph.
Also for the LOVE OF GOD, ROSE.GONZALEZ.2009, we have THREE SNIPERS on the team, and if they can't land a shot to save their lives, I'm pretty you won't either! Play a class that actually matters! Or can actually push the line! DO SOMETHING!
Remove Razorback. Fixed.
Remove him from the game.