Thread: Over pressure.
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Old 10-26-2012, 03:28 AM   #17
Trailer
[Caleb]
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Join Date: Feb 2011
Location: South Carolina
Class/Position: O Scout, D demo and Engy
Gametype: Attack / Defend
Affiliations: -nZ [LAW] *TG* M|M TRISPIRAL (Back in the TFC days)
Posts Rated Helpful 15 Times
You're only 10 feet past the HW on your screen. Whenever I OP someone as HW, they are always right beside me on my screen, it never once has warped them back to me. It always makes perfect sense that it was either well timed, or a miss. As a scout on the otherhand, it seems to warp back. I also experience this with pipes though. Many times I will think I conced through the flag, and am home free only to be warped back and dead.

The range isn't as large as it seems to a lot of people. The reason you get warped back 20 feet isn't because OP has a 20 ft range, it's because of hit reg / lag comp. The range is really only about a radius of 5 feet, so you do have to actually be quite close for it to work.

Source has shitty hit reg, add characters flying through the air at 500 mph and you are destined for problems.

The cool down is maybe a little low, but it is also highly map and team work dependent. If the cool down is extended, I don't think it should be by more than 5-10 seconds. Lets look at and compare a few things. (This is pickup style play comparisons before you noobs start freaking out and/or saying go pyro)

Lets start out on destroy with HW ramp and soldier button. If one player goes button, what are the chances they make it (assuming it is a good soldier of course)? Generally, a one man team will get owned by a good soldier in that spot. Now, what happens if 2-4 players all rush button? I would say that even the best soldier in the game can only stop 2, MAYBE 3, but probably not.

Apply this same scenario to an HW at button, and you have the same result. No HW is going to be able to stop all 4, 2 or POSSIBLY 3 will go down, but most likely just 2.

Let's compare both classes ability to stop conc momentum. An HW stops you dead in your tracks and you are so close that the AC then shreds you apart in like 1 second. The soldier either stands in the back of a narrow corridor and shoots right in the center when you land and uses his 20 ft splash radius to hit you anywhere in that corridor OR predicts where you are going to land and shoots his feet when you do.

Rockets pop you up however, so it does leave a little more opportunity to still get away, but you usually don't.

The key difference I see is that the soldier damages himself in the process, but the effect is nearly the same. The soldier pays consequence for his tactic but the HW really doesn't.

Now, on larger maps like phantom, OP does seem a bit OP.

What do you think of these OP ideas.

Make overpressure pop up enemies like rockets do.

OR

Make OP do 1/5 damage to the HW like foot shooting soldiers have to deal with for their tactic

OR

Make it so the HW can only use OP a set amount of times per life. So instead of every 15 seconds forever, every 15 seconds but no more than 5 times per life or maybe even cool down / larger time frame ( every 15 seconds but not more than 5x/2 mins).

Still ironic though, despite all the HW OP rage, map cap averages remain the same on all maps, so although it seems damaging to the player caught by it, it doesn't seem all that damaging to the offense as a whole.
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Last edited by Trailer; 10-26-2012 at 03:34 AM.
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