Implemented TF2 Saxton Hale: Pyro blast = health penalty

Discussion in 'Suggestions (archive)' started by FireShadow, Aug 5, 2018.

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  1. FireShadow

    FireShadow Member

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    As ammo is unlimited on this server, we should have a penalty for the pyro using blasts.

    Reasons
    - Pyro's can use their blasts infinite
    - Blasting a jumping hale is possible
    - It's a boring gameplay as we all wait the endless pyro vs. hale rounds

    Solutions
    - Add a health penalty for blasting. I recommend substracting 25 hp. Huntsmen gets a penalty of 15 hp (12% of health, pyro will be roughly 14%).
    - Increase time between blasts to 3 seconds

    Thank you for this server. It has good settings and some excellent maps.
     
  2. n0name

    n0name Administrator

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    Marking this as acknowledged and going to talk with my dev about possibly implementing the health penalty.
    We already had a longer cooldown timer between airblasts, but reverted it due to several complaints from players / it not being that useful.
     
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  3. FireShadow

    FireShadow Member

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    Thank you. The cooldown is removed? K Maybe people didn't like that because it caused too many deads as players were unaware. But there should be something that limits the pyro asap.
     
  4. ✪Ahqua

    ✪Ahqua Legacy Admin

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    I wouldn't mind making you lose hp but making the airblast period longer would ruin puff n sting which is the only fun part about pyro imo.
     
  5. XDDDDDDDDDDDDDDDDDD

    XDDDDDDDDDDDDDDDDDD Member

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    25 hp is too much. It's like the old atomizer but worse as airblasts are a fundamental part of pyro and it would take 7 airblasts to kill you and people usually like to rock flare gun as a sidearm for jumps so with that the number could be 4
     
    Last edited: Aug 7, 2018
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  6. FireShadow

    FireShadow Member

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    Same for sniper... Only 8 melee attacks needed on a wall. It makes both roles require to have a health kit source nearby. So in fact there is still a way to camp.


    EDIT: Any update on this?
     
    Last edited: Aug 14, 2018
  7. n0name

    n0name Administrator

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    Had a talk with my dev. He thinks that adding a health penalty won't be as useful on maps with full health kits, such as miltary area.
    Instead, he was thinking about replacing the built-in cooldown with a custom implemented one. With it, the cooldown increases exponentially each time you use airblast, e.g. 1 second > 2 seconds > 4 seconds, etc.

    No ETA on when this is done, as a bit of other stuff is also planned and everything has to be tested first.
     
  8. dino

    dino get out of report Legacy Admin

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    Are you planning for the airblast exponential cooldown to last the entire round (e.g if you build up a, say, 16 second cooldown somehow at the start of the round, and then airblast twice 5 mins later with 16 secs in-between those blasts), or will it reset after a certain amount of time? (like 10-20 seconds)
     
  9. FireShadow

    FireShadow Member

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    Thought you guys don't like the cooldown. Why don't you simply replace the large health kits with smaller ones for the unbalanced maps? This makes endless soldier jumps harder to do as well.
     
  10. Snorre

    Snorre Legacy Admin

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    I agere on miltary being way too filled with way too Many large health packs.

    I don't think that IT would Work to make the period between each airblast take longer, because the new pyro meta would just be burn, airblast and Jump away with flare.
    What about just making the airblast Range smaller? This wouldn't 100% prevent being airblasted in the air, but would require a Lot of skill to consistently do it. Also if the airblast Range Was smaller on ground hale could easily bait out the blast making that more balanced aswell...
     
  11. FireShadow

    FireShadow Member

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    Any ETA on this?
     
  12. n0name

    n0name Administrator

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    No.
     
  13. n0name

    n0name Administrator

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    The reworked airblast has now been pushed to the server.

    Relevant changelog entry:
    Airblast has been reworked.
    • Airblast is no longer spammable, you will get 2 separate cooldowns.
    • Primary (bottom) cooldown lets you know when you can airblast.
    • Secondary cooldown adds to the primary cooldown if you're too quick to use it again. It gets multiplied by the amount of cooldown it already has by 3, to a maximum of 10 seconds.
    • Base cooldown time: Degreaser 1.2s, Stock 1.4s, Backburner 1.6s, Dragon's Fury 1.8s.
    Marking as implemented. If you find any bugs relating to the new airblast logic, please create a topic in the "Report a problem" section.
     
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