#Remove the tranquilizer gun
28 messages · Page 1 of 1 (latest)
you're right, we need to revome it
tranq and mine layer are both very flawed concepts that need major reworks
tranq especially is poorly designed
There is a reason valva scrapped it
We should replace it with the eepy sleepy
yknow what i really should've kms
Remove the tranquilizer gun
i think it should just go in the sapper slot ... the tranq is just the man-sapper. remove the melee full-crits and replace them with mini-crits or a flat damage vulnerability and you have a good weapon you could use with the revolver OR knife OR to tag somebody who is in a fight with somebody else
it was a worthless joke go somewhere else if you really wanna try convincing someone that it should be a secondary
oh lol
This is so true
Sticky traps are fun and satisfying because the player has to manually activate them. The mine layer, despite being intended for trapping, is more useful for spamming thanks to the increased fire speed.
The mines are simply not fun to get trap kills with because they lack player input for the most part.
The Scotty was fun because you had to think to use it effectively. The Mine Layer fails because it drastically decreases the number of active bombs and removes the need to time traps, which causes it to lack any real skill expression while also being borderline unfair to fight against.
I think something akin to the Scotty would be good
But I think it’s a good opportunity to experiment with ways to make the Scotty more popular, as it’s pretty unpopular in live despite the fact that it is useful
i want a weapon that gives a similar experience to the scotty's chaotic sticky spam
the cyclops does sorta already do the selective trap detonation mechanic (just a tad more difficult to pull off effectively)
considering mines irl are often placed into minefields, it makes sense to rework the mine layer to be able to create a minefield
cyclops is the true successor to the scotty in my opinion
the best part is that selective trap detonation isn't the main focus of the cyclops, so you can switch tactics without having to change weapons
What if you had extra mines you can put out, they have their damage subtracted by the exact amount you would theoretically gain from the cyclops. Then I rather like the idea of having a strange detonation that auto detonates after 30 seconds or if someone touches them
Timing would require some adjustments depending on play testing, maybe it’d have to be bumped down to single digits, really depends on how it’s used