What sort of attributes would you assign to a Flamethrower that possessed knockback resistance (-not- damage resistance, just knockback) in order to balance it?
Let's say there's possible models for 35%, 65%, and 100%, both passive and only for when the weapon's out. "The core concept is broken" is also an acceptable answer, of course.
Not necessarily saying anyone's assessment is right/wrong, just curious how much you'd value having that tool in the Pyro's arsenal alongside things like the Degreaser.
I'd be very much attached to it; I get knocked around like crazy when trying to play Pyro, and having a relative assurance of stability when trying to get in close to someone/something means a lot since the class is so range-limited, especially when being healed by a regular Medigun.
So for me, I'd have to assign the weapon quite a few downsides before I seriously considered using something else (not sure what, exactly). Maybe some Pyros are more used to having a Quick-Fix Medic around and aren't so impressed by the idea, though.
Balancing a Primary w/knockback resistance
Let's say there's possible models for 35%, 65%, and 100%, both passive and only for when the weapon's out. "The core concept is broken" is also an acceptable answer, of course.
Not necessarily saying anyone's assessment is right/wrong, just curious how much you'd value having that tool in the Pyro's arsenal alongside things like the Degreaser.
I'd be very much attached to it; I get knocked around like crazy when trying to play Pyro, and having a relative assurance of stability when trying to get in close to someone/something means a lot since the class is so range-limited, especially when being healed by a regular Medigun.
So for me, I'd have to assign the weapon quite a few downsides before I seriously considered using something else (not sure what, exactly). Maybe some Pyros are more used to having a Quick-Fix Medic around and aren't so impressed by the idea, though.
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