#Chekhov's Punch you should take mini-crits from melee but only in medieval mode

47 messages · Page 1 of 1 (latest)

harsh lantern
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In medieval mode, The Chekhov punch is basically unusable in medieval mode due to most classes using melee so it's a glass canon weapon (you deal 195 dmg at a cost of needing 2-3 melee hits to get killed) so i propose the "On wearer: Take crits from melee damage" to be replaced with ""On wearer: Take mini-crits from melee damage"" but ONLY during medieval mode.
That way, if you need 4-7 melee hits to be taken down so at least, you would be able to survive at bit longer while not be made out of paper mache.

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Chekhov's Punch you should take mini-crits from melee but only in medieval mode

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glass cannon weapon on a slowest class in the game is basically unusable unless after having three stored crits, you get increase movement speed (to like speed of pyro, sniper, engineer) to capitalize on the 195 melee hits. while not being outranged by huntsman snipers and flare gun pyros.

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or better yet, remove Medieval Mode from TF2C

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just so i don't have to came up with these stupid balance changes

vernal nacelle
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i've seen heavies successfully use the chekhov's punch in medieval mode, it's just harder, which it should be

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i also don't think weapons should be balanced around the worst mode

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they should just work as advertised

harsh lantern
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or tell me guys, how would you balance Chekhov's Punch around Medieval mode?

vernal nacelle
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i wouldn't

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it becomes more powerful for the same reason it becomes weaker: (almost) everybody is using melee

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crit melee 1-taps 7/9 classes

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nearly no need to worry about overheal since few medics run shock in medieval

harsh lantern
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and also you have 65% increased melee range with chekhov's punch (hidden stat)

vernal nacelle
harsh lantern
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while also being on a slowest class

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at that point, if you want to kill 7/9 classes in one shot plus the last two, just go spy

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just image if the chekhov's punch was for scout

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105 dmg per hit

rocky nebula
vernal nacelle
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they gave it to heavy because he's fat and slow

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chekhov's for scout would be busted as hell because it'd be free crit meatshots all day

harsh lantern
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basically, with chekhov's punch heavy, you have to play like a spy but at that point, just go play spy.

vernal nacelle
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i also think you're forgetting the chekhov's punch is hardly meant for melee

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it's supposed to combo with your ranged weapons

rocky nebula
harsh lantern
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so, you're telling me that chekhov's punch was never made for medieval then you're stuck with a slowest 300 Hp Class with 65 dmg fist with sandwich

vernal nacelle
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wait you're so right

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critical sandviches

harsh lantern
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yeah. case closed

vernal nacelle
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chekhov's heavies in medieval should be the team medic

harsh lantern
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crit sandwiches heal for 3x the health (120 -> 360) and act as large healthpack when dropped

vernal nacelle
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with overheal!

harsh lantern
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yes

narrow vessel
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Some of the most fun in medieval I've had was running around using the Shock Therapy with a Chekov's Heavy. Not really contributing anything just wanted to say that.

harsh lantern
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i would say that huntsman sniper and spy is the meta of medieval mode since no demoknight exist

vernal nacelle
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flare + harvester

harsh lantern
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also pyro

vernal nacelle
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jump pads + anchor

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(rare teamwork win)

harsh lantern
rocky nebula
fleet current
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Tbh jump pads in medieval mode should be replaced with trampolines

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Just wooden and such

harsh lantern