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Sandman OP?

#  May 20, 2009 at 9:43 AM
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ninjai 90627
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Specialty: Scout
Steam ID: bumms4life1234
Clan: Dual Clan
 
Can you tell me why the common opinion of the sandman is that its overpowered? I'm of the opinion that the removal of double jump is balance enough, it takes away one of the main offensive capabilites of the scout to outmanuver their opponent by taking alternate routes, even with the force of nature equipped (you don't get as high a double jump with the FoN) The patch allows the scout to perform a more defensive roll, and is as useful a partnership with the sniper or soldier, as the medic is with the heavy (which, imo, is overpowered :S) what are your thoughts?
#  May 20, 2009 at 9:57 AM
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Steam ID: pstreet
 
It stuns.

It stuns ubers.
#  May 20, 2009 at 9:59 AM
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ninjai 90627
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Steam ID: bumms4life1234
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and ubers aren't op? it makes it so that whoever is ubered can't take any damage, which is a severe threat to scouts in particular btw. The sandman is a BALANCE to the uber. And mind you hitting a moving ubered pair is no small feat, you only get 1 shot and a recharge before the uber runs out.
#  May 20, 2009 at 10:12 AM
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Specialty: Demoman
Steam ID: Fluffy Tiger Plushie
 
There are already enough counters for a game mechanism that was meant to grant invincibility, which is the übercharge.

- Demoman traps
- Pyro airblast
- Soldier Rocket Juggling
- Counter-Über

i really don't think that the sandman stun for über pairs was really necessary...
#  May 20, 2009 at 10:20 AM
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ninjai 90627
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Steam ID: bumms4life1234
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there are counters to the uber, but none of them can prevent it. And ubered individual is BOUND to do damage, and if the medic is smart he'll be ubering someone who's already doing plenty of damage, in the past there has only been one recourse for survival, and that is to turn tail and run. There is only 1 mechanic in the game that can PREVENT/STOP an uber, to save your team mates, or yourself from that heavy thats mowing you down, or that soldier that is about to destroy a sentry, and that is the sandman.

Now i agree, it is a little frustrating spending all that time to get your uber up only to get knocked down once you've used it, but it isn't like there isn't skill involved with INTENTIONALLY hitting a target with the sandman, just as there is skill involved with getting direct body shots with the demo instead of spamming the ground.

What I think is op is the engergy drink, a simple fix would be to say that explosions knock you down, or some other adverse effect so that demo's aren't wasting their sticky ammo on an immune scout.
#  May 20, 2009 at 10:30 AM
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Chro 77370
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You're wrong in multiple ways.

First of all there should be no direct counters in this game, its not rock paper scissors.  What you do is make a balanced weapon and use it, you don't design a weapon to counter a specific class.  You'll say sapper and razorback and you can look at my past arguments on why valve is wrong.

Secondly, you're comparing the sandman on the fastest strongest class in the game to an uber which is all the medic really has.  Not to mention the 40 seconds it takes to charge up the uber, so don't say its balance to the uber.  Theres weapon balance and then class balance, sandman breaks both of them. Weapon balance because double jump is not the scouts strong point, its his speed.  Give him normal or demoman speed when using the sandman and it could be balanced.  It breaks class balance because, as i said before, it gives the strongest, fastest and most versatile class the ability to one-shot people.  Enabling people to get picks that they should have no chance in getting.  Not to mention it takes full player control away with no chance to fight back when the class already has enough strong points.

Thirdly, the sandman works on everyone, its not made to balance uber.  It stuns people, stunning ubers as well is just a side effect.

Lastly, you're talking to a demoman and you whine about how hard it is to hit with a slow arching projectile?  No dice.

Oh, and ubers aren't over powered.  They make the medic a balanced class, without ubers medics balance goes out the window.  So giving scout, the medics #1 enemy a way to counter when the medic has lived long enough for the scout to make 2-3 suicide runs is again, broken.

#  May 20, 2009 at 10:33 AM
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/Thread now.
#  May 20, 2009 at 10:43 AM
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ninjai 90627
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Quote:
Originally Posted by Chro

You're wrong in multiple ways.

First of all there should be no direct counters in this game, its not rock paper scissors.  What you do is make a balanced weapon and use it, you don't design a weapon to counter a specific class.  You'll say sapper and razorback and you can look at my past arguments on why valve is wrong.

Secondly, you're comparing the sandman on the fastest strongest class in the game to an uber which is all the medic really has.  Not to mention the 40 seconds it takes to charge up the uber, so don't say its balance to the uber.  Theres weapon balance and then class balance, sandman breaks both of them. Weapon balance because double jump is not the scouts strong point, its his speed.  Give him normal or demoman speed when using the sandman and it could be balanced.  It breaks class balance because, as i said before, it gives the strongest, fastest and most versatile class the ability to one-shot people.  Enabling people to get picks that they should have no chance in getting.  Not to mention it takes full player control away with no chance to fight back when the class already has enough strong points.

Thirdly, the sandman works on everyone, its not made to balance uber.  It stuns people, stunning ubers as well is just a side effect.

Lastly, you're talking to a demoman and you whine about how hard it is to hit with a slow arching projectile?  No dice.

Oh, and ubers aren't over powered.  They make the medic a balanced class, without ubers medics balance goes out the window.  So giving scout, the medics #1 enemy a way to counter when the medic has lived long enough for the scout to make 2-3 suicide runs is again, broken.


You're assuming too much and making accusations. Noone is arguing, we're discussing opinion, your tone is out of the question.

1. fastest STRONGEST CLASS? What the hell are you talking about. 125 health, and die at the whim of any class? When souts get hit, 9/10 times they die.
2. Removing the double jump IS a severe strong point to the scout, it gives him the ability to attack from above and avoid fire that he would have otherwise taken in the main thourougfares (sp? too lazy to use google too early in the morning :S)
3. Normal/Demo speed on a class with only 125 health? yeah the sniper has that, but he also has the ability to avoid any direct fire by standing 100 yards away, whereas the only way for a scout to do damage is to get in your face.
4. its NOT rock paper scissors? Offense, defens, and Support. Triangle, 3 classes per role, another triangle. It is a very complex rock paper scissors, but it still is one nonetheless. The only thing is there are three different types of rocks, and in order to be effective in countering the scissor you need all three parts. (its a convoluted analogy i know, but I'm not doing a very good job explaining.)
5. Noone is whining about how hard it is, I'm inferring that it isn't a noobs weapon, not everyone can use it. And on top of that, it isn't like the demo where you lob grenades, and people die because of splash damage, you need a direct hit, not only that, but a direct head shot. How many times do you do that per game black irish cyclops? (lol)
6. And ubers being OP, that is just my opinion because i play as the scout most often, and when I do, any time an uber comes strolling around, i die, or nearly, and have to retreat, so I danced with glee the first time I unubered a heavy . I hardly ever get a follow up kill after the sandman, because the scout is so WEAK (how this guy thinks its the strongest class i have no idea) i normally die if i rush up there to finish off my victim, leaving up the damage to be done by another class.
#  May 20, 2009 at 10:51 AM
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pylb 78350
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I don't even see why Ubers need a counter, they are supposed to be "overpowered".
#  May 20, 2009 at 10:52 AM
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BUICK 82538
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pylb i havent seen you in ages damn
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Copyright 2007-2008 All Rights Reserved

Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
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