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09-03-2008, 05:09 PM #1
A Solution for Natascha
I posted a reply to a gentlemens post which i thought could be worked on to make natascha a gun that people can use without making it over powered.
Here is the original quote:
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Quote:
Originally Posted by Blodia
personally i don't think the trade off is worth choosing natascha over sasha. maybe with some more tweaking it could be more appealing like what was done with the kritzkrieg, i see a lot more medics using the kritzkrieg now.
here are 3 suggestions that may make it a better trade off.
1. give it some more ammo, e.g. around 50 or 100.
2. make it slightly more accurate. using the crosshair as an approximation, reduce the crosshair size by around 25%.
3. increase heavy speed when spinning gun. when you spin sasha your speed is reduced to 1/3 of you maximum i.e. from 240 to 80. for natascha make it around 1/2 i.e. from 240 to 120.
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Here is my Reply:
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1) Giving it more ammo will do little for it as a good heay has ammo management on one of his priority lists. Always picking up dead peoples guns.
2)Making it more accurate will help some for medium/long range where the spread of Sasha means not all bullets get in. You will effectively trade the 25% damage drop with a X% more bullets hitting per second. Not a bad idea though Im not sure it will fix Natasha completely.
3)Increasing the heavy spinning speed will help in the original objective which was to get the heavy less medic dependent, NOT less medpack dependent which is what the gimicky sanvich effectively does (great for arena where there are no medpacks).
Id like to propose a hybrid of your ideas: Tighten up the cone a bit AND make the heavy move faster while spinning ONLY when a medic is not healing him. As soon as that healing beam hits bring him back to normal speed. When the medics takes off the beam give a few seconds of cooldown and then give him back his speed
Problem solved. Natascha weilding heavy does not stack with medic on the front lines while giving him more mobility to avoid the damage a sasha weilder would have mopped up through healing. He looses the close quarters effectiveness as a trade off for medium range effectiveness with slowing thrown in to change the strategic importance of a heavy. Careful! The idea is not to make him a medium range killing machine. He still has 25% damage loss, just that he is going to get an X% tighter cone. This X% is what will decide the balance of the game.
Cheers ///
What do you guys think?
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09-03-2008, 05:24 PM #2
Re: A Solution for Natascha
As a person unable to play Heavy and has always been opposed to the slow, I couldn't tell you if it's a good or a bad idea. I'd be happier if Valve chose a different idea for the unlockable minigun, but again, I couldn't tell you what Valve could do to make Natascha better.
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09-03-2008, 05:25 PM #3
Re: A Solution for Natascha
Sounds fine to me. Now, let's watch as Valve implements that suggestion in (checks Spy event calendar) no fewer than eight months.



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09-09-2008, 11:17 PM #4
- Join Date
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Re: A Solution for Natascha
You know, I find natascha just as powerful as the sasha (but that might be to playstyle with the heavy).
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09-09-2008, 11:30 PM #5
Re: A Solution for Natascha
I can't use Natascha because it's hopeless against pyro ambushes. Sasha has enough power to occasionally save you, but slowing down doesn't help. Otherwise, they're balanced, so I keep the old one.
Give a man a fish, and he'll eat for a day.
Give a fish a man, and he'll eat for weeks!
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09-10-2008, 12:17 AM #6
Re: A Solution for Natascha
Yea i think more ammo would be somewhat useless 'cause even i probably the worst heavy in all of tf2 keep track of my ammo.
And yes valve needed to keep their end of the deal by making the heavy more mobile so i like the idea of faster spin up/down of faster movement while spinning
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09-10-2008, 12:32 AM #7
Re: A Solution for Natascha
Natascha is supposed to help you prevent other people from running away. This acts as an excellent support weapon because even though you may not have the killing power, your teammates will have an easier time killing whatever you're slowing down. This also means since people are slower, you're actually doing more damage to them while they're running away.
What your problem is that you think that Natascha is ineffective because 1. you are running out of ammo since it takes more ammo to kill something and 2. you are not killing stuff as effectively. Hense, that is the tradeoff. Of course its going to take more ammo to kill. Of course you're not going to kill as much. Natascha works better as a "no running away" and support weapon. You're simply using the weapon wrong. If you're trying to defend yourself, use sasha.
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09-10-2008, 09:43 PM #8
Re: A Solution for Natascha
Thats exactly the problem Yoshi. . .Its "supposed" to do it but it doesnt. I think you need to get some play time in with it to see for yourself but most experienced heavies agree that Sasha is better at doing both of those jobs at the end of the day. Sasha kills off most guys that Nat would not have and in general most guys get away from nataschas weak grip unless they are close, in which case Sasha would have taken them down 25% faster anyway. It really has been talked about to death. The concept was great but the execution was not.
I think my solution fixes both the guns problem and the fact that they really did not fix the heavies dependence on Medic but on Medpacks. A Sandvich weilder still has to poke his slow spinning body out in the open where he will take massive amounts of damage fast (cause every one targets a heavy). Considering he has no medic he will get little time exposed before he has to pull back a considerable amount to eat his sandvich which takes 4 seconds. Most likely a med pack is 4 seconds away anyway.
My solution in a sense is some extra speed while spinning to dodge stickies and rockets that a normal heavy would have had to take with a medic linked, giving him more time on the front lines without the medic.
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09-13-2008, 04:57 PM #9
Re: A Solution for Natascha
Natasha barely trips you up with it's supposed (slow down) function. It doesn't slow you down to half speed and geez about only 1 in every 10 bullets actually hits you so the momentary speed decrease is pretty bad.
I'd say it's only good for defense as attacking it's all but worthless it seems. Pretty much like the kritzkrieg


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