Good good , let the hate for through you . <| sep |> Well , I was opening a can . <| sep |> When is it ? <| sep |> I love how that one guy in the photo has his protective paper face mask on . <| sep |> Air Strike I was worried about that . I was thinking that rapid 48 damage rockets would be able to help it stand along with the other launchers , since in the time you could shoot two stock rockets you would deal around 232 damage with very little falloff even on miss due to the larger splash and lower damage while rocket jumping if all the rockets hit their target assuming my changes are taken into account . If not , then they would deal up to 260 in that time , which is more likely since you ' d have more time to get cloer to your targets before the rockets explode . It would have to be used at a closer range to compensate for the slower projectile speed , especially vs . airblasting Pyros , though I think they would have a problem similar to currently where they can ' t actually airblast more than one or two of the projectiles because of the sheer number of them on top of that , the reflects would be less effective due to the slower projectile speed and the reduced damage . I was originally considering the smaller 25 % damage penalty , as well as a smaller 10 % 15 % projectile speed penalty . I ' m still hesitant though what if such a change makes the launcher too strong ? 60 damage rockets or 68 damage rockets with rampupfalloff if we are going by the current system fired that fast would be able to quite easily take out or otherwise cripple teams within a single clip , while still being to act like an slowfiring explosive shotgun on the ground . A somewhat noticeable difference , sure , but 25 % is almost half that of 40 %, so I don ' t think it should be too major . Besides that , it ' s still moving almost 4 x the speed of a Scout , so that combined with the blast radius increase should mean that whether or not an enemy can see the rocket would be null and void , so long as you fired it near them . Spam would also make their dodging somewhat fruitless , as the explosion would normally reach even the height of a double jump assuming it hits the surface where the Scout originally jumped from . BASE Jumper A good point though I ' d mention that a major part of my rework of all the weapons is removing the minicrit status from most weapons , such as the GRU and Escape Plan . The MarkedforDeathstyle stats would seem to fit better on something that ' s supposed to be actively used in combat like CritaCola , rather than something that ' s primarily used outside of it , or to get out of it . I ' m not entirely sure about the ' deployable once per jump ' stat , though I did try to insert a cooldown of sorts that should make multiple deployments harder to manage maybe have each parachute also be limited to a few seconds , so you couldn ' t maintain it for long periods of time ? . I don ' t think we could nerf the strafing effectively though you are probably spot on with comparing it to the preGM Booties . I wouldn ' t say its outofmeta as much as people just aren ' t use to firing skyward unless they are fighting a jumper or a Scout . NonDH Soldiers without a Reserve Shooter are put at a clear disadvantage , since they usually won ' t have any surface to splash their rockets off of . Grenades are a bit easier if you can account for the arc , since they have a fuse and can explode in the air , while stickies are controllable . Heavies still have a monstrous damage output , so he ' d still be able to reasonably take out the Soldier if he isn ' t too far away and if one of my older changes is taken into account , he would have an SMG like the Sniper as well . Scouts have their pistol and can sometimes take advantage of their mobility to get close , while Engineers have a sentry that can deny certain areas or a quick to deploy minisentry , as well as their own Pistol . Snipers still have their instabullet rifles and SMGs , while spies have the impressively accurate revolvers so long as they space out their shots . Pyros and Medics are really the only ones at a disadvantage , though that ' s typical Pyros are mostly screwed whenever they aren ' t at close range on the ground and Medics are turned to gibbed cheese regardless , though a CC might be able to help them out . If I may just rant for a second I really hate these weapons the more I look at them . Their concepts are cool , but they just don ' t fit well with everything else in the game as they are , and balancing them is a fucking nightmare !