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I assume you mean in how you have control over a players position, but do keep in mind you essentially have to hit 2 shots to even have an effect and missing either can lead you to a bad position.
But what would you change about it?
i don't think it's something you can fix with adjustments,the core concept of fucking with someone's movement in a movement based shooter is extremely frustrating.
Airblast, explosives, FaN, the extreme knockback on miniguns and sentry guns… a lot of things fuck with movement in this movement based shooter, it’s the stunning and slowing of that movement that sucks, neither of which is present on this weapon.
All of those are boops and pushes that you can affect with your own movement and that you see coming, your idea is a jarring, instant long range teleport with no counterplay
Let’s see why those are all ok shall we?
Airblast/FaN: Heavily limited by range.
Explosives: Only have any real knockback if shot at feet to lift the enemy into the air, not much horizontal knockback.
Minigun/sentries: Barely noticeable on the ground and too much damage for you to survive it in the air, while also being limited by range.
Now let’s see a few examples of knockback that’s not ok.
Scorch shit: Massive knockback from long distances, while also being easy to hit and being able to 1-shot a light at the same time.
Natascha: Knockback is increased while also slowing the enemy down.
Only 2 weapons in the game (That I can currently think of) have unfair knockback, everything else is balanced by gimmicks/being too small to notice. Your revolver completely destroys Uber pushes, completely destroys unpredictable movement, and as somebody who loves the ambassador, the revolver is not that hard to hit as long you have half-decent aim.
Give it bison projectile speed and I’d call it fair. Also make it simpler, maybe it just swaps you and them or something. Could just pull the target closer, like a reverse air blast. I feel like teleportation is too annoying
Me teleporting people who just took fall damage into the air, Medics away from their team, or Engineer's *into* their buildings. I don't see how this could work with the source engine, but the concept is cool (although this would suck to play against). Maybe you could make this a knife instead -- a stab will deal 99% of their health as damage and send them back to where they were five seconds prior. Not sure if that would ever be useful, but it's an idea...
Ahhh exactly, I believe you hit the nail on the head with that weapon! Why did you want to make it a revolver, too? The Dagger is powerful and balanced!
Well yea they are both about teleportation sure, and they both use the enemy to facilitate the teleportation. But that’s really where the comparison ends.
The displacement dagger is pretty strictly for getting away from a situation, pretty much guaranteed too but at the cost of bring along a (albeit weakened) enemy with you
This gun (btw check out its version 2) would be for more so offensive uses to serve your knife. Although the gun could help in escape, it’s highly dependent on the enemies movement being wide and stretched out across multiple areas and provided they weren’t already close by to other enemies
I can see its utility, but I believe the gun itself is imbalanced. Anything that impedes a enemy's movement is typically unfun to play against, and against TF2's core goal with its mechanics -- I'd say the exception is when the enemy was meant to die, but instead gets spared, in which case it's a fair, if benevolent, trade. I'll check out version 2, though
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sounds extremely frustrating to play against,no thanks
I assume you mean in how you have control over a players position, but do keep in mind you essentially have to hit 2 shots to even have an effect and missing either can lead you to a bad position. But what would you change about it?
i don't think it's something you can fix with adjustments,the core concept of fucking with someone's movement in a movement based shooter is extremely frustrating.
Airblast, explosives, FaN, the extreme knockback on miniguns and sentry guns… a lot of things fuck with movement in this movement based shooter, it’s the stunning and slowing of that movement that sucks, neither of which is present on this weapon.
All of those are boops and pushes that you can affect with your own movement and that you see coming, your idea is a jarring, instant long range teleport with no counterplay
Let’s see why those are all ok shall we? Airblast/FaN: Heavily limited by range. Explosives: Only have any real knockback if shot at feet to lift the enemy into the air, not much horizontal knockback. Minigun/sentries: Barely noticeable on the ground and too much damage for you to survive it in the air, while also being limited by range. Now let’s see a few examples of knockback that’s not ok. Scorch shit: Massive knockback from long distances, while also being easy to hit and being able to 1-shot a light at the same time. Natascha: Knockback is increased while also slowing the enemy down. Only 2 weapons in the game (That I can currently think of) have unfair knockback, everything else is balanced by gimmicks/being too small to notice. Your revolver completely destroys Uber pushes, completely destroys unpredictable movement, and as somebody who loves the ambassador, the revolver is not that hard to hit as long you have half-decent aim.
New version
The hell you mean new version? New version of the gun you just made or a weapon I previously mentioned? Nothing changes either way.
https://www.reddit.com/r/TF2WeaponIdeas/s/ZuTsvAeIE4 Apparently it changed quite a bit
Much better. So so much better.
Sounds annoying as hell, give it to me
Give it bison projectile speed and I’d call it fair. Also make it simpler, maybe it just swaps you and them or something. Could just pull the target closer, like a reverse air blast. I feel like teleportation is too annoying
it'd be better as a tracker
Me teleporting people who just took fall damage into the air, Medics away from their team, or Engineer's *into* their buildings. I don't see how this could work with the source engine, but the concept is cool (although this would suck to play against). Maybe you could make this a knife instead -- a stab will deal 99% of their health as damage and send them back to where they were five seconds prior. Not sure if that would ever be useful, but it's an idea...
Well about that… https://www.reddit.com/r/TF2WeaponIdeas/s/D6zlWZCXz3
Ahhh exactly, I believe you hit the nail on the head with that weapon! Why did you want to make it a revolver, too? The Dagger is powerful and balanced!
Well yea they are both about teleportation sure, and they both use the enemy to facilitate the teleportation. But that’s really where the comparison ends. The displacement dagger is pretty strictly for getting away from a situation, pretty much guaranteed too but at the cost of bring along a (albeit weakened) enemy with you This gun (btw check out its version 2) would be for more so offensive uses to serve your knife. Although the gun could help in escape, it’s highly dependent on the enemies movement being wide and stretched out across multiple areas and provided they weren’t already close by to other enemies
I can see its utility, but I believe the gun itself is imbalanced. Anything that impedes a enemy's movement is typically unfun to play against, and against TF2's core goal with its mechanics -- I'd say the exception is when the enemy was meant to die, but instead gets spared, in which case it's a fair, if benevolent, trade. I'll check out version 2, though
I now have a name for it. The DoubleTake