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Author Topic: Randomizer mod weapons and YOU!  (Read 5390 times)
Unregistered Colt
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« Reply #15 on: April 09, 2012, 08:36:40 pm »

You should also mention the Wrangler's really high DPS and amazing ability to deny chokepoints and areas simply by continually firing. 100 shots is actually a very large amount of firing


It may as well have infinite ammo seeing as how quick it is to switch weapons and how it gets full ammo by switching to a shotgun and back.
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cabalier
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« Reply #16 on: April 09, 2012, 08:51:20 pm »

You should also mention the Wrangler's really high DPS and amazing ability to deny chokepoints and areas simply by continually firing. 100 shots is actually a very large amount of firing


It may as well have infinite ammo seeing as how quick it is to switch weapons and how it gets full ammo by switching to a shotgun and back.

Seriously. One of the best Randomizer engies I know always tops his team's scoreboard by playing a Wrangler/The Sheriff and just dropping more miniturrets whenever he feels like it. Personally, I think the Wrangler is pretty OP and perhaps even more OP than the Wrench. At least in certain situations. Like the minigun, miniturret is a misnomer.
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« Reply #17 on: April 10, 2012, 02:53:14 am »

Very good guide, just two things:
Sticky jumper can be used with Eyelander to first stickyjump, then charge for amazing speed.
Lvl 3 sentry can be countered by good timing, airblasting pyro with healer. Because rockets!
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« Reply #18 on: April 10, 2012, 02:55:38 am »

Very excellent guide. I know know many things I don't know about the weps. Though, I agree with the others. But not bullets saying the Direct Hit bonus is done by not airshotting.

I also have things to say:
Machina and SMG make a good combination. Just in case you are in trouble. It pairing with Jarate is kinda weird.
Jarate should probably pair with standard rifle.
SMG could possibly be a good backup for Huntsman. I think.

I'll tell you other things if I can know them.
« Last Edit: April 10, 2012, 02:56:41 am by boi » Logged

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« Reply #19 on: April 10, 2012, 04:19:09 am »

You call this a semi-serious guide?  z9

There were a few small mistakes but i forgot most of them while i was reading the guide :p
-The sandman melee actually only does 25 dmg instead of 40. That's the weakest melee damage in the game because many people said that it was too overpowered.
-The detonator gives minicrits to burning players and the flare gun gives full crits to burning players. But because crits are relatively weak in my mod it isn't so noticable i guess.
-You didn't mention that the quickfix speeds up the medic if he's healing scouts.

Also i'm 95% sure that the direct hit airshot minicrits work, i tested it with raivo when i made that. You do realize that airshots mean that the enemy is in the air with fire under its feet from one of your previous rockets, right?

And the frontier justice is indeed bugged in the current version of rm (it will be fixed next update)

Theoretically Asked Questions:

Why not cover the other modes?:
Mostly because they're pretty sharply unbalanced in one way or another. I may cover medieval mode later, but I don't plan to do so at present.

totally not a stealth post reserve
I am in the camp that Randomizer in general is sharply unbalanced.
Okay okay, this is seriously the last time that i ask this: What weapons need a buff/nerf and what should the buff/nerf be?
I cannot fix my game if you only keep whining about it being unbalanced without giving me any actual feedback  z8
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cabalier
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« Reply #20 on: April 10, 2012, 09:42:07 am »

Quote
What weapons need a buff/nerf and what should the buff/nerf be?
These are just a couple of the major ones that I think needs fixing.

Direct Hit needs a slight nerf somehow. The very fast rocket speed is a tremendous boon in the metagame; it throws off rocketdodging entirely, which was already what kept the Rocketman in check. If airshot minicrits really do work, I think base damage needs to be lowered slightly by something like 5 points.
Cow Mangler 5000 is a weird one because it almost always seems to do more damage than it should. I don't even know the damage details, but I think what bullets said is true:
Quote
Cow mangler does 75 dmg on hit, and burns away another 13.
This combined with its unique and exploitable reloads makes for a pretty OP weapon. Maybe just a base reload of 4 shots, while keeping all the partial reloads and charge-shot mechanics intact, would work.
Equalizer definitely needs a nerf. Again, lowered base damage might just do it. Lowering by 5 or even 10 might help. Damage ramp should still be intact, though.
Sticky Jumper is not really OP per se, but it is too often exploited very effectively. I don't know of any good ways you could counter this. Reducing the loadout from 12 to 10 or maybe increasing 0 damage to 5 damage or something might work.
Eyelander is also exploited very effectively too often. Again, base damage reduction of 5 might be effective.
Pomson 6000 and Righteous Bison both need a damage buff or something else to make them better. As they currently stand, they're like weaker, more interesting pistols. The spy revealing of the Pomson isn't really all that effective in my experience. Maybe the reveal time should be extended.
Wrench is almost definitely OP. One easy way to nerf it would be to reduce the healing power of the wrench somehow. Healing less per nut-n-bolt might help. Much less.
Wrangler is pretty OP as well. Lower the amount of shots it fires from 100 to 75 or even 50. Or reduce its damage. Because that thing is a beast in chokepoints.
Enforcer probably needs a very low damage nerf or something. Just a little.

These are just from my observations, but I think they're pretty legitimate.
« Last Edit: April 10, 2012, 09:42:35 am by cabalier » Logged

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« Reply #21 on: April 10, 2012, 10:56:34 am »

nice
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« Reply #22 on: April 10, 2012, 11:12:40 am »

Taken into account your suggestions and modified a few of the entries accordingly. Dunno how I screwed up so much on the Quick Fix since I use the damn thing near constantly.

Also updated the TAQ, and should probably put a link to it in the first post.

Also also added tips for countering the Wrangler, since its apparently really scary? I dunno, I never had much trouble with it, but hey, the people have spoken.
« Last Edit: April 10, 2012, 11:14:09 am by Kalir » Logged

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« Reply #23 on: April 10, 2012, 05:45:48 pm »

Ah yes, I remember. I think Brass Beast and Shotgun would work well because there aren't always any Medics around. Rendering the Family Business not used much.

Also, I just realized that the Direct Hit has 3 rockets instead of 4.
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« Reply #24 on: April 10, 2012, 06:13:42 pm »

Cow Mangler 5000 is a weird one because it almost always seems to do more damage than it should. I don't even know the damage details, but I think what bullets said is true:
Quote
Cow mangler does 75 dmg on hit, and burns away another 13.
This combined with its unique and exploitable reloads makes for a pretty OP weapon. Maybe just a base reload of 4 shots, while keeping all the partial reloads and charge-shot mechanics intact, would work.

So its mostly overpowered due to an easily dodgable charge shot that drains its ammo?
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cabalier
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« Reply #25 on: April 10, 2012, 08:42:28 pm »

Cow Mangler 5000 is a weird one because it almost always seems to do more damage than it should. I don't even know the damage details, but I think what bullets said is true:
Quote
Cow mangler does 75 dmg on hit, and burns away another 13.
This combined with its unique and exploitable reloads makes for a pretty OP weapon. Maybe just a base reload of 4 shots, while keeping all the partial reloads and charge-shot mechanics intact, would work.

So its mostly overpowered due to an easily dodgable charge shot that drains its ammo?

It's only "easily dodgable" for incompetent Rocketmen. The whole key to playing Rocketman well is learning how to aim and coupling that with good timing and predicting. A perfect Rocketman won't miss, even if you're trying to dodge. At best, it's difficult to dodge in the right hands. At any rate, it has the same dodge potential as a normal rocket, but the fact that it does enough damage to nearly OHKO the runner is very problematic. Smart rocketmen won't be very much hindered by how it drains the ammo, just like you would hardly notice a competent rocketman playing Black Box were missing a rocket.

Think about it. The Cow Mangler is buffed in several different ways and its only nerf reduces its damage to structures, which is highly situational. I personally don't think it's very balanced, and I'm sure people who have experience playing against good rocketmen with the Cow Mangler would agree.
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« Reply #26 on: April 10, 2012, 09:00:41 pm »

Its easily dodgable in the sense that theres ~2 seconds of loud/distinctive audio and visual clues that show that a) hes charging a shot and b)about when hes going to fire said shot. Unless he somehow gets the drop on you or you get caught in one of those small hallway things where you cant jump, its easy to dodge it.
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cabalier
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« Reply #27 on: April 10, 2012, 09:06:38 pm »

You're notified of the attack, but shouldn't you be notified anyways, even if there were no audio or visual cues? What I mean to say is that if you see a rocketman within firing range of you, you should be ready to dodge at any instant, anyways. A good player is always mentally (and, I guess, physically) prepared to dodge if they see an enemy in range, especially if that enemy is a rocketman. The animation frames before the critical attack kicks in are more to nerf the actual critical attack than anything. It's no more easy to dodge than a normal rocket.
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« Reply #28 on: April 10, 2012, 10:08:51 pm »

Very good and extensive guide Kalir! 9.5/10 Stars!

On the subject of the Cow Manlger 5000 I find it is no more or less subtle than the other rocket launchers and in the end a rocket luancher shouldn't be quite for any rreason.
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« Reply #29 on: April 11, 2012, 12:50:40 am »

The base damage of the Cow Mangler is lowered slightly, and losing even more damage against buildings, in the context of Randomizer mod, is a big giant honking flaw, what with the prevalence of wrenches. As for the charge shot, I rarely ever use it, save for when I can guarantee the shot will hit.
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