Declined Enable Atomizer on JB

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Xene

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The Atomizer needs 5 hits to kill blus and has a triple jump, it's really good for people who want to escape without killing blus off the bat, why disable it? Give rebellers more opportunity to rebel, it takes skill to pull off maneuvers with it, might as well disable the boston basher because you can 3 shot half of the blu team if you're good at it.
 

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No, It makes it unfun to compete against in any kind of minigame like climb and deathrun. It wasn't removed because of rebel potential. It was removed due to it being extremely powerful to reach some unfair spots and breeze through any mini games.
 

Xene

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No, It makes it unfun to compete against in any kind of minigame like climb and deathrun. It wasn't removed because of rebel potential. It was removed due to it being extremely powerful to reach some unfair spots and breeze through any mini games.
I mean jetpack is allowed? And double jump itself gets you past minigames also, keep in mind it works the same as any other melee, you need rebel status.
 

TK

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I mean jetpack is allowed? And double jump itself gets you past minigames also, keep in mind it works the same as any other melee, you need rebel status.
Although you are correct the jetpack is enabled pyros have another option to switch to. Scouts would not, therefore give a disadvantage to the warden. Double jump is still featured however you just rebel in order to attain this where as the atomizer would allow it without rebelling. Another disadvantage to warden. It's a no from me for this idea
 

Xene

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Although you are correct the jetpack is enabled pyros have another option to switch to. Scouts would not, therefore give a disadvantage to the warden. Double jump is still featured however you just rebel in order to attain this where as the atomizer would allow it without rebelling. Another disadvantage to warden. It's a no from me for this idea
In elysium.tf you need rebel status to recieve triple jump with Atomizer, so it is possible to code it.
 

MisterGuac

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Even then, it is very common for blues to accidentally bait a scout, which would give the scout a huge advantage in minigames. If you knew how to use the triple jump wisely, you could get through minigames very quickly. Additionally, the jetpack only has 2 uses until you have to recharge it, while the atomizer doesn't, you can just jump to your hearts content. -1
 

Xene

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Even then, it is very common for blues to accidentally bait a scout, which would give the scout a huge advantage in minigames. If you knew how to use the triple jump wisely, you could get through minigames very quickly. Additionally, the jetpack only has 2 uses until you have to recharge it, while the atomizer doesn't, you can just jump to your hearts content. -1
If the scout doesn't rebel, blus can just say no double / triple jumping. If he is rebelling, refer to what I said earlier. There's no reason for it to be disabled.
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Buns

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Enough reasons have already been said to give a -1 to this. I know from experience that adding this back will make things really unbalanced for the warden. Before making these suggestions, try to look at both sides (in this case, red team and blu team) and see what will be overpowered, balanced, or underpowered. But since this weapon was op back then and caused many problems that were very difficult to fix, I would rather have this not in the game.
 

The Orange Birb

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-1

All minigames would become even easier for scouts, which rebelling would be way too easy for them.
 

Kyo

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-1 for reason stated above.
 

Blizzard

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+1 The actual game allows scouts to do things like double jump and triple jump , he should have his abilities back.
 

Xene

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All minigames would become even easier for scouts, which rebelling would be way too easy for them.
rebelling would become easier? thats all up for the blus to decide, if the blus cant counter double jump they dont deserve to counter triple jump, also warden can just restrict triple jumping in minigames, he can already do it for double jump
 

Eight

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Declined due to majority opposition.
 
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