Approved [VSH] Revert telefrag damage back to 9001.

Discussion in 'Suggestions' started by mub, May 17, 2020.

  1. mub

    mub Notably Dangerous Demo-Knight Contributor

    Steam:
    Hale shouldn't be deathly afraid of a teleporter. 9k damage is already an extreme chunk to deal to Hale, removing its instant kill would also allow engies to go for more than one frag in a game as well.
    From experience, rounds feel a lot more fun for the dynamic of the fight to suddenly shift favor after a telefrag instead of just end.
    It would also prevent easy telefrag wins on maps like Lovelyhouse, Skyhigh, 2Towers, etc.
     
    Last edited: May 17, 2020
    • Agree Agree x 6
    • Like Like x 1
    • Disagree Disagree x 1
  2. Old Chuck E. Cheese Token

    Old Chuck E. Cheese Token Mildly Menacing Medic Contributor

    Steam:
    +1

    Having almost every map have 2+ near impossible to avoid telefrag spots pretty much just creates 5 second rounds every map and ruins any fun
     
    • Agree Agree x 1
  3. Dragontamer

    Dragontamer TF2 Admin Contributor

    Steam:
  4. Italian Doctor

    Italian Doctor Somewhat Threatening Sniper Contributor

    Steam:
  5. Chance

    Chance Gaben's Own Aimbot Contributor

    Steam:
    telefrags arent uncommon enough to warrant an instakill +1
     
    • Agree Agree x 1
  6. Sir Trooper

    Sir Trooper Spectacularly Lethal Soldier

    Steam:
  7. Defibyoulater

    Defibyoulater Gaben's Own Aimbot Contributor

    Steam:
    +1
     
    • Like Like x 1
  8. Feral Angel

    Feral Angel TF2 Admin

    Steam:
  9. The Emperor

    The Emperor Scarcely Lethal Noob

  10. ♥ neko ♥

    ♥ neko ♥ Mildly Menacing Medic

    Steam:
    +1
     
    • Agree Agree x 1
  11. Slip

    Slip Sufficiently Lethal Scout Mapper

    Steam:
  12. Sheev Palpatine

    Sheev Palpatine Banned

    Steam:
  13. The Vindicator

    The Vindicator Mildly Menacing Medic

    Steam:
    +1

    I know im kinda going off topic here but If the telefrag damage goes back to 9001, I see another problem that could happen. In most cases, red team is waiting on the other side of the teleporter and the hale is usually stuck in the dispenser even after the telefrag. This results in him getting mowed down by sentries and ubered heavies and the hale gets killed within a couple of seconds after getting telefraged, thus ending the round almost immediately after the telefrag.

    I do not know an easy solution to this but my best idea to counter this would be to allow him to get unstuck from the dispenser somehow once the hale is telefraged to give him a fighting chance. (maybe have the dispenser the hale is stuck in explode after the telefrag occurs?)
     
  14. MrLupin

    MrLupin Somewhat Threatening Sniper

    Steam:
  15. Meowcenary

    Meowcenary Gaben's Own Aimbot Contributor

    Steam:
  16. Droplet

    Droplet Totally Ordinary Human

    Steam:
  17. Pepe ツ

    Pepe ツ Spectacularly Lethal Soldier Contributor

    good joob! telefrag is broken now. it does 9001 damage but hale only lose around 3k healt
     
  18. uppe-r

    uppe-r Totally Ordinary Human Contributor

    Steam:
  19. mub

    mub Notably Dangerous Demo-Knight Contributor

    Steam:
    bottiger has fixed this issue.
     
  20. mub

    mub Notably Dangerous Demo-Knight Contributor

    Steam:
    Nvm, currently still an instakill.
     
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