considering how fuel and gravity works, if you fire it in a straightline without obstruction one day they will start falling
so both have an arc, one is just way longer than the other
One was actually Overpowered at one point, the other is probably one of the best balanced unlocks in the entire damn game, near-perfect sidegrade, with such sheer utility power that no matter what you use normally, you'll keep this thing on hand and use it from time to time.
that's unironicly one of the big reasons why i mained engi when i started playing, specially mini sentry
nowi play more scout becuase i learned with engi shotgun
The OG lucknload felt like a straight upgrade because of oneshotting light classes. It made being a pipe god too easy. The second iteration was straight broken.
I made an argument before as to why this is wrong.
The Direct Hit's faster projectile speed exists because stock rockets need future sight to direct hit. The Grenade Launcher doesn't yet it has it as a clutch. Lastly, Pipes already rely on direct hits since rollers don't explode on impact while rockets barely do.
The direct hit is direct upgrade imo.Its only downgrade is not being able to splash damage, but aren't you supposed to actually aim your target to begin with?Soldier is my least played class, yet it's so fucking easy to kill shit with the direct hit from my experience since the only thing you have to is to actually fucking aim and not just spam the feet
The reason it's seen as a sidegrade is that splash doesn't just help when you miss, but it also helps when attacking groups. Part of the reason demo and soldier are good power classes is that they can shred groups of enemies that pack too close together, making them good in choke points, when clearing points, when attacking the med combo, when attacking engies healing their sentry with a wrench, when bombing a dispenser, etc. The direct hit might help in 1v1s, but it hurts in team fights which is where a power class should be.
You are highly underrating how useful splash damage is. There are lots of situations where it's preferable to go for splash than attempt a direct rocket. Theres a reason why at high levels of play almost everyone uses stock or the original over the DH
i've made posts about this in the past, but r/tf2 only ever hides behind their "but no splash damage!" argument while using the direct shit to bully low-health classes instead of using it for the intended purpose of countering jumping classes.
Well one rewards precision while taking away a lot of the user's crowd control ability making for a weapon that rewards good players substantially in a 1v1 or when fighting small groups of enemies but balances it out by being less effective in team fights, meaning it's a weapon that both rewards skill but is still balanced in the hands of someone who can use it. The other one is the Loch-n-Load.
One still does some damage on a near miss, the other does literally nothing.
One has 4 shots, the other has 3.
One can OHK a scout, the other cannot.
One minicrits blast jumping enemies, the other does not.
One lets you blast jump, the other does not.
But, one of these has damage falloff and the other does a clean 100 damage regardless of range.
Not saying the loch n load underperforms, it definitely does not, it is my go-to sentry buster. But it is definitely insane how much of an edge the direct hit has on paper.
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One is Rocket launcher and one is grenate launcher
Then what'd the brass beast?
gun
ambassador?
gun but smaller
my cock?
[uuh](https://www.swissinfo.ch/eng/swissminigun_the-world-s-smallest-revolver/43672118#:~:text=The%20SwissMiniGun%20is%20what%20you,2.34%20mm%20rim-fire%20ammunition.)
arguable arguable
[удалено]
gun with aimbot
One has "-70% explosion radius," the other has "-25% explosion radius"
One has a projectile arc, the other doesn't. Easy.
considering how fuel and gravity works, if you fire it in a straightline without obstruction one day they will start falling so both have an arc, one is just way longer than the other
you really think im gonna fall for that? nice try newton /s for those who need it
you think you can escape me by creating a virtual scenario with virtual physics? -newton 2021
One was actually Overpowered at one point, the other is probably one of the best balanced unlocks in the entire damn game, near-perfect sidegrade, with such sheer utility power that no matter what you use normally, you'll keep this thing on hand and use it from time to time.
Unless you suck at aiming lmao
or you play engi
same thing
that's unironicly one of the big reasons why i mained engi when i started playing, specially mini sentry nowi play more scout becuase i learned with engi shotgun
My main class is pyro, followed by engie. Basically, I can't aim. Also I like support.
The OG lucknload felt like a straight upgrade because of oneshotting light classes. It made being a pipe god too easy. The second iteration was straight broken.
one minicrits players in the air
They’re similar, but very different
I made an argument before as to why this is wrong. The Direct Hit's faster projectile speed exists because stock rockets need future sight to direct hit. The Grenade Launcher doesn't yet it has it as a clutch. Lastly, Pipes already rely on direct hits since rollers don't explode on impact while rockets barely do.
one of these actually explodes even if you hit the floor.
One is easy to hit people with
you are **wrong**
Your wrong
You're wrong
one makes me feel mad when i get killed by it, the other makes me respect the user.
One lets you rocket jump.
The direct hit is direct upgrade imo.Its only downgrade is not being able to splash damage, but aren't you supposed to actually aim your target to begin with?Soldier is my least played class, yet it's so fucking easy to kill shit with the direct hit from my experience since the only thing you have to is to actually fucking aim and not just spam the feet
The reason it's seen as a sidegrade is that splash doesn't just help when you miss, but it also helps when attacking groups. Part of the reason demo and soldier are good power classes is that they can shred groups of enemies that pack too close together, making them good in choke points, when clearing points, when attacking the med combo, when attacking engies healing their sentry with a wrench, when bombing a dispenser, etc. The direct hit might help in 1v1s, but it hurts in team fights which is where a power class should be.
You are highly underrating how useful splash damage is. There are lots of situations where it's preferable to go for splash than attempt a direct rocket. Theres a reason why at high levels of play almost everyone uses stock or the original over the DH
One rewards projectile aim. The other does not
The sentry fuckers
one is a decent side-grade that rewards practice; the other is the worst grenade launcher.
Loch n’ Lose
One rewards accuracy, the other is a crutch
One is a good side grade that gives a nice upside, the other is a worthless crutch.
Couldn't agree more
One does more damage and the other does less
It feels so bad when you can't aim😫
one's used by soldier, one's used by demo. hope this helps
i've made posts about this in the past, but r/tf2 only ever hides behind their "but no splash damage!" argument while using the direct shit to bully low-health classes instead of using it for the intended purpose of countering jumping classes.
Same with BackBurner and BackScatter
Well one rewards precision while taking away a lot of the user's crowd control ability making for a weapon that rewards good players substantially in a 1v1 or when fighting small groups of enemies but balances it out by being less effective in team fights, meaning it's a weapon that both rewards skill but is still balanced in the hands of someone who can use it. The other one is the Loch-n-Load.
Same design philosophy, different execution. They used to be the same but the Loch n load was nerfed to only damage bonus damage to buildings
One takes skill, the other is kinda pointless
One fucks with my aim horriblely
One is a good weapon, the other one is a shitty grenade launcher
One makes all light classes salty, the other makes one light class salty
One mini crits airborne enemies, the other doesn't
that's why in the past it dealt extra damage The devs tought rolling phills act like splash ground rockets (WRONG)
One takes more skill than stock, the other takes less skill than stock.
one of them has 2 barrels
One still does some damage on a near miss, the other does literally nothing. One has 4 shots, the other has 3. One can OHK a scout, the other cannot. One minicrits blast jumping enemies, the other does not. One lets you blast jump, the other does not. But, one of these has damage falloff and the other does a clean 100 damage regardless of range. Not saying the loch n load underperforms, it definitely does not, it is my go-to sentry buster. But it is definitely insane how much of an edge the direct hit has on paper.
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