My Proposed Sniper Rebalances

Well, since Valve is talking about rebalances, I’m going to make a list of Sniper changes that I have in mind. By that, I mean a series of Sniper nerfs that’ll make the game better, mostly for me. So yes, if you’re expecting some nice, thought-out balance changes for the Sniper, get out. Why would you expect a guy that mainly talk about cosmetics to know anything about game balance anyway. 1. Inverse damage falloff for Sniper Rifles For ranges that are shorter than half the length of the 2Fort bridge, the Sniper Rifle will have inverse damage falloff. At… [Continue Reading]

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Balance Changes – TF2 Blog Post 20-06-2017

Oh my fucking Bahrag, there’s a Team Fortress 2 update and it’s a balance update rather than yet another fucking crate and key update. Oh my god what’s happening? Is this reality? Is this Valve putting the space left over from SPUF’s destruction to good use? Of course not. It’s a bunch of insane, crazy changes. But at least Valve are saying WHY these changes are being made. A lot of the changes seem to be nerfs, particularly the Scout items. Seriously, these changes are all fucking insane. Yes, the Dangershield is getting nerfed, but holy fuck now it has… [Continue Reading]

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MeeMs Thoughts on Difficulty… Again…

So recently, I’ve been thinking about what exactly makes games hard. And, unlike my previous discussion on the matter I’ve been thinking more about this problem from a developer perspective. Particularly the notion that if you make a game too easy people will skip over it, too hard and people will ragequit (before someone mentions it, Dark Souls and similar don’t count – they’re meant to be hard). I was thinking more along the lines of simple, progression-orientated fighting games. In many games to be found there is always a few constant elements to keep said game interesting and fun… [Continue Reading]

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The Problems with Pyro, and a Few Potential Fixes

In honor of the incoming Pyro rework, I’d like to discuss the shortcomings of the class, and the shortcomings of Valve’s previous attempts to “fix” him. Oh, Pyro. You’ve been a mediocre class from launch, and nobody at Valve ever really took the time to fix you. From the lowest levels of “I just installed yesterday” pubs, all the way up to invite play, few would debate the statement that “Pyro is a broken, poorly balanced class”. Fewer still could (or would care to) describe exactly why Pyro is broken to begin with. SECTION 1: WHY PYRO BREAKS PUBS At… [Continue Reading]

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Malicious Multiplayer

Rainbow Six Siege is a game I picked up on the promise of tactical, slow-paced gameplay and then I sold it for lying. But I’ll save my quarrels with its gameplay for another time, because instead I wanted to focus on a few things that curse multiplayer titles in general, and Siege is the perfect scapegoat for demonstrating those points. So without further ado~ Player Visibility and Colour Simply put, a player should NEVER fade into the environment. They should pop against their background, but with more games leaning towards the duller, realistic washed out colour palettes, this becomes an… [Continue Reading]

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The Great Pyro Rework by Someone Who Doesn’t Play Pyro

Yes, that title is stupid, yes, that is what I am about to do. I play Pyro a little, but I can’t say that I am a Pyro main. Then again, neither can the TF Team. But don’t worry, I’m not going to do anything dumb. Overall Changes Pyro’s base speed and health are fine. He’s supposed to be in the middle, and since every other >150hp class runs slower than 100% move speed, I don’t see why Pyro should get any more mobility, running-wise. The main changes here are to how his weaponry should work. Afterburn Pyro keeps his… [Continue Reading]

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MeeMs Thoughts On The Balance Of Power

After the recent update (Or if you’re reading this in the future the MyM update) many of us are left questioning two things. Firstly, what the hell are the TF team doing and secondly, do they actually play this game? Well from recent discussions it seems pretty clear that Valve would likely try to break down weapon stats into more logical data. So to begin with we must query what actually makes a weapon. For most weapons in TF2 we can split it up into it’s effective range and its DPS. If we look at a simple example say… the… [Continue Reading]

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Meet Your Match Weapon Rebalances!

There are so many new weapon changes that came out with Meet Your Match, and for the most part I’d say the changes are a net positive. I’m not even sure where to begin, so I’m just going to go through the list and highlight the weapons I care about, and say my piece. First of all, the Sydney Sleeper is awesome! Two huge changes that buffed this weapon while raising its skill ceiling and its support capabilities, now it can extinguish teammates with scoped friendly-fire and deal area-of-effect jarate splash on scoped headshots. The former ties in with the… [Continue Reading]

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Concepts

Valve doesn’t like adding new concepts to the game, which is why there are so many +/- weapons, even the ones that don’t look like they are. The Airstrike for instance, is entirely +/- but the description doesn’t show it as such. Anyways Valve occasionally figures out they can change around a concept for new weapons and balancing, and then do it to a bunch of weapons (cough, switch speeds in tough break getting added to like 30% of melee weapons, cough). This seems like a new thing but switch speed has been around for ages in the Degreaser and… [Continue Reading]

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Overwatch comes out today!

Get hyped, Overwatch comes out in just a few hours! Imma buy it the second it comes out because I promised myself I’d never preorder again after the colossal disappointment that was Killing Floor 2, but if you’re hoping to score the Noir Widowmaker skin, you have a very brief window of time to obtain it right now. And this is a game to get in on the ground level, because I have a feeling this one’s gonna stick around for a long time. It took most of the good stuff from Team Fortress 2 and added things that make… [Continue Reading]

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