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I know this is most likely a stupid question, but would ones like Pirate and Mega Water be banned? Their shields are kinda powerful considering they stop anything short of AOE debuffs like Time Slow, and both Mega Water and Pirateman sport considerably high damage output, as well as pirateman having armor on his own.Bringing another RM into the question, would dynamo be allowed, considering his ability to heal himself as well as others?
Wood is admittedly a annoyance, and the Leaf Rain stack has been a problem for a while. However, the weapon loses effectiveness based on the map and number of players. It's slow speed and clunky aiming aren't very useful when attempting to hit a minimal amount of targets, and if the map is large and open, it's mainly reduced to a path-blocker at most. The fact that you'd ultimately be using one of your teammates in order to set up Leaf Rains instead of using them in actual combat situations seems to at least offset any advantages you get from using it.You are heavily underestimating the effectiveness of long-term invulnerability and teammate-induced leaf rain.Not even considering the leaf rain, invulnerability on a whim is extremely powerful for repositioning or stalling until teammates can arrive, especially considering how much invuln time Wood has.Woodman's leaf rain currently takes 30 damage to activate. The maximum RoF on leaf rain is achievable by 99% of the roster, and helps to eliminate any range deficiencies (or health deficiencies) teammates may have that hinder their effectiveness by allowing them to provide firepower through Woodman until they must use their own attacks to fight (extremely good example of this is Iceman or Timeman, who have insane synergy with Wood.). While not being shot at by his teammates, Woodman provides consistent pressure on any enemies simply by existing. The fact that he can bodyblock and provide damage with no effort resulting in zero health loss is extremely concerning. Ignoring Wood is no good either. Wood can easily force you to move into unfavorable territory in order to not shoot at him due to shield pressure and the possibility of being chunked by body slam. Stray bullets also make up a large amount of Wood's skirmishing power, which are mostly unavoidable -- you will not hit every shot. Also, even with extremely careful aim and no stray leaf rain, Wood can output damage through shield throws or bodyslams.Gyro Man mainly won classes tournaments in the past because he was good at running away, along with his really hard-hitting Gyro Attacks. The new classes build somewhat nullifies this ability to escape due to his decreasing ammo when firing in the air makes Gyro less of a hit and run option, while making him considerably more useful in actual combat since now he can shoot while he flys. Considering Gyro's mainfire damage was halved in this build, I think he's a lot more tame than his previous incarnations that were so powerful.You underestimate the effectiveness of Gyro's mainfire + toggleable flight. Before, Gyro would be forced to ground himself to deal consistent damage, but due to the recent change, he no longer needs to leave himself open if he wishes to do his thing. While his dps suffered around a 30% loss (30 damage every 27 tics > 15 damage every 19 tics), his versatility was boosted by a huge amount, leading to even more situations where Gyro is the sole class left chipping away at enemies (and winning in most scenarios) Search Man, much like Wood Man, mainly revolves around the map in order to gauge his effectiveness (at least with the Homing Sniper in question). It is very easy for him to control a map with long, open spaces. Despite this, he usually has to take himself away from most combat situations and struggles when opponents come up close, due to his lower armor. He's a pretty high risk class if anything, because if he can't get a good aim on opponents, he's more of a liability than a real offensive weapon.Incorrect. While Search is gamebreaking in open maps due to his crosshair shots being 99% unavoidable, he thrives even in enclosed maps. His bouncing frisbees deal an astonishing 24 damage at no ammo cost or RoF deficiency. His job of locking on to people becomes even easier as the crosshair has a small travel time at a distance (the shots themselves also become unavoidable at medium range). His bushes also act as a fantastic juking tool due to there being a ~2 second gap between bush placements.Barring any future nerfs, Searchman is more dangerous to fight up close then he is to fight at a distance, which is saying a lot considering how deadly he is at range. I'm confused as to how Roll and Quint didn't appear on the poll. Roll's ability to rush down any class and hit them with her three hit kill juggling weapon which gives her ammo for a healing item for her or her allies is pretty ridiculous, and the bucket with its stunning to make it even harder to escape should only seal the deal.Regarding Roll, I have no idea what you're talking about. Despite numerous buffs, Roll is still not worth playing. With 75 effective hp, a predictable playstyle, loud dashing, unreliable sources of damage, and a tiny niche being high risk low reward team healing, there is almost no reason to play Roll. Also, "rush down any class"? Are you aware that this patch introduced an insane amount of anti-melee tools?Regarding Quint, his effectiveness shines in public TDM servers. Being a largely uncoordinated environment, Quint can roflstomp large servers with no issue. Seeing as this tournament is a small, teamwork oriented environment with voice chat being extremely prevalent, Quint will most likely see very little success.
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