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Old 04-30-2006, 09:31 PM   #11
o_arqentus
 
Join Date: Jan 2006
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Quote:
Originally Posted by AfterShock
If you played TFC now, you would realise that playing against offense that try to use their movement skill vs your DM skill is actually the most fun way to play. The biggest problem/annoyance for defense players is actually the opposite: spamming grenades without any movement/bhop skill at all.

The whole fun of TFC is that you can use movement skill to achieve goals, not just fighting skill.

Whats more fun as demoman?
1. Laying a pipetrap and trying to det just when the enemy comes onto it
2. Laying a pipetrap then having an enemy throw 2 grenades on you.
*knip*
I think you are mixing BH for speed, with normal jumping & running.

Most of the examples here seem to talk about a static defence. People who do not move from one spot, and get killed because of nade spamming.

No offence, but do you think people before the BH speed increase where stupid? A defender that stays fixed/static on one spot is a dead man. This is something everybody knew before BH for speed increase was widely used.

Bunny Hopping is mostly referred to the misuse of the physic to increase the speed to 200% of normal. Because of this increase in speed, it littler creates the effect of having twice the amount of attackers on the defence then before.

Also, Offence has always been movement based, Defence has also been movement based. Your example uses static defenders ( only stupid noobs did that ). Nade spamming, please ... Somebody who is that stupid to try nade spamming, is a dead offence player. You can close the gab of a nade spammer with minimum damage before he has the chance to prime his second nade.

Now, i see some people saying. No, no, its not Unreal Tournament. No no, its no fun, because without BH200, people in the defence will get bored. Really? In a normal none BH200 game, the defence has a bit of spare time ( mostly 5 to 10 sec max unless you have a very slow opponent ), and that time is used to resupply, communicate with other defenders ( who may be under attack ), to reload and get ready for the next wave, alter tactics. With BH200, the wave is none stop.

Reloading is not a issue anymore, because its a DM game. You live, Your opponent dies. Next opponent is already there, again, you live, or you die ( but at that point, you a: have less ammo, b: have less health ). You die, spawn, again, back. Tactics go out of the door because its a DM game, period. Anybody claiming they have free time with BH200, is kidding themselves. O and don't worry, i retested the TFC 170% cap yesterday. Like i said, TFC has become UT. The same as when i played for a stretch a few year or 2 ago ago.

Defence in the past, only used jumping to minimise damage or harder to hit. We mostly used something called Stealth between waves to surprise the attackers ( what i noticed yesterday was missing on every server ). People jumping around like monkey's sure, making all that noise ... Very good defenders O_o. Daim, the level has dropped sinds the old days...

Somebody made a reference that BH200 creates surprises because you are not on the same spot as before? Heuuu, that tactic of not staying static on the same spot, has nothing to do with BH200. Normal running has the same effect. But, like i said before, it created more pressure on the defence players because of the increased game speed resulting from the BH170 ( need to refer to 170 in fact, sinds that was the speed limit yesterday ).

Quote:
Originally Posted by Paft Dunk
Bunny-hopping is a skill which a player takes advantage of air control/gravity.(Which we all know)
Nothing wrong with that. Same goes for Rocket jumping or Conc jumping and any other form of none intended advantage.
Paft Dunk, i said it before ( do people actually read anymore? ). BH Speed increase is whats called a freebie. RJ, ConcJ are both speed increase ability's that require resources ( and increase your vurability ).

The problem with the BH Speed Increase, is that Offence who need to travel longer distances then Defence, get the most "use" out of it, putting defence under a lot more pressure becouse the waves are none stop. It increases the speed of the game, and i said it a dozen times before, it creates a Unreal Tournament Dead Match where tactics go out of the door. And none stop jumping like a monkey, fast reflexes win the day. You know what the current game play reminds me off? The Soviets there way of winning wars. None stop cannon fodder. Where before BH, attackers needed to link up to suppress the more heavily armed defender while one slipped passed, now its just one after another suicide run, taking a chunk out of the defender.

Now, i also noticed some people seem to think the term Bunny Hopping is the same as Jumping when in a fight. Wrong. BH is a reference used to do long stretches of distance using this tactic ( making you look like ... yes, bunny's ). Jumping during fight is used to minimise rocket impacts ( from the people who actually bother to shoot at the feet regio *lol* ), nade damage, and making yourself a harder target. Its NOT used for long periods of time.

Pfew ... Take it how you like it. I'm not going to wast my time explaining it again. I wonder why i even bothered, sinds most of the people who are left in the TFC world hardly remember the pre-BH times, and have switched to BH as a lifestyle. And i'm sorry to say, TFC of today is just a re-branded UT, fit for dex monkey's. Ho well ...
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