Go Back   Steam Users' Forums > Steam Game Discussions > T - Z > Team Fortress 2 > TF2 Beta > Public Play

Reply
 
Thread Tools Display Modes
Old 02-24-2012, 01:33 AM   #1
ChARMELeOn
 
Join Date: Feb 2011
Reputation: 0
Posts: 42
IDEA FOR ROCKETLAUNCHER TO POCKET SOLDIERS

THE POCKET ROCKET:
The soldier should lose a certain procentage of the damage that the medic takes, when he heals the soldier(at least double the damage I think but this needs to be tested).
This will make soldiers much more protective of their medics, witch really is how a pocket soldier should play.

Now the question is witch buff the soldier should have as a compensation.

My suggestion is that he has at least 6 shoots in a mag and that he fires normal rockets but with a slower speed than normal when he is not healed by the medic. But when the medic heals him the rockets become faster than normal rockets.


I know that you want a pocket rocket launcher valve, and I think this is the right way to do it. The bigger mag will make the rocket launcher playable without the medic, even though the rockets are slow.
And with the medic the rocket launcher becomes much better but with a risk that you will die more easy because of that you take damage when medic does, witch means that you must play in a way so that the medic is safe when he heals you(protect him better).
ChARMELeOn is offline  
Reply With Quote
Old 02-24-2012, 03:41 AM   #2
DrFetus
 
Banned
Join Date: Oct 2010
Reputation: 46
Posts: 132
lolno, with a medic it will be waaaaay OP.
DrFetus is offline   Reply With Quote
Old 02-24-2012, 04:30 AM   #3
ChARMELeOn
 
Join Date: Feb 2011
Reputation: 0
Posts: 42
Quote:
Originally Posted by DrFetus View Post
lolno, with a medic it will be waaaaay OP.
Remember that I did not specify what the rocket speeds or the damage taken when medic is hurt should be. If you put in the right values to those three, there is no way it can be overpowered. I am not sure what values those three should have though so that needs to be tested.
ChARMELeOn is offline   Reply With Quote
Old 02-25-2012, 02:57 PM   #4
mr_snazzy
 
 
 
Join Date: Dec 2011
Reputation: 18
Posts: 59
I like the medic damage going to the soldier it makes it worth it for the medic to pocket the soldier over the heavy in a pub. I don't like the changing rocket speed, rocket aim takes practice and knowing how fast your rockets move is the biggest part of that if that's changing because you're not being healed for a second it'll mess you up. I think something like; faster reload, faster weapon switch, or a small movement speed buff to the soldier so he can keep up with the team better.

There shouldn't be a downside to not having a medic, you need the medic to want to heal the soldier and the soldier to want to stay with and protect the medic.

It's all about building that soldier/medic relationship.
mr_snazzy is offline   Reply With Quote
Old 02-28-2012, 01:43 PM   #5
ChARMELeOn
 
Join Date: Feb 2011
Reputation: 0
Posts: 42
Quote:
Originally Posted by mr_snazzy View Post
I like the medic damage going to the soldier it makes it worth it for the medic to pocket the soldier over the heavy in a pub. I don't like the changing rocket speed, rocket aim takes practice and knowing how fast your rockets move is the biggest part of that if that's changing because you're not being healed for a second it'll mess you up. I think something like; faster reload, faster weapon switch, or a small movement speed buff to the soldier so he can keep up with the team better.

There shouldn't be a downside to not having a medic, you need the medic to want to heal the soldier and the soldier to want to stay with and protect the medic.

It's all about building that soldier/medic relationship.
you got a point about the speed, but I think the buff needs to be something much better than what you are saying to make up for the damage...
But I think people can get used to it anyway. also if there is a sound when you start to be healed and stop being healed it would be easier.
ChARMELeOn is offline   Reply With Quote
Old 02-28-2012, 01:55 PM   #6
Spleen_
 
Join Date: Feb 2010
Reputation: 113
Posts: 479
How about no pocket weapons, ever. Unless it's something new and exciting and ridiculous, like a pocket Engie weapon.
Spleen_ is offline   Reply With Quote
Old 02-28-2012, 02:12 PM   #7
mr_snazzy
 
 
 
Join Date: Dec 2011
Reputation: 18
Posts: 59
Quote:
Originally Posted by ChARMELeOn View Post
you got a point about the speed, but I think the buff needs to be something much better than what you are saying to make up for the damage...
But I think people can get used to it anyway. also if there is a sound when you start to be healed and stop being healed it would be easier.
I just didn't want to put to much power toward the pocket cus it's already such a power pairing, I was looking for something more as a sweetener.
mr_snazzy is offline   Reply With Quote
Old 03-12-2012, 05:09 AM   #8
ChARMELeOn
 
Join Date: Feb 2011
Reputation: 0
Posts: 42
Quote:
Originally Posted by mr_snazzy View Post
I just didn't want to put to much power toward the pocket cus it's already such a power pairing, I was looking for something more as a sweetener.
Think about it like kritzkrieg, there is a chance that you will make much more damage but on the other hand it is much more risky.
I want it to be a high risk high reward weapon.
ChARMELeOn is offline   Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Game Discussions > T - Z > Team Fortress 2 > TF2 Beta > Public Play


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -7. The time now is 07:02 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2013, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2012, All Rights Reserved.