01-22-2007, 08:29 AM | #101 |
Join Date: Jan 2006
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The visual tagging thing just doesn't seem right. Maybe instead of the red boxed thing around the player model something could come up on the HUD showing the general direction of the person rather than a pin pint location vissible through walls etc.
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01-22-2007, 08:35 AM | #102 | |
Join Date: Dec 2004
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01-22-2007, 08:58 AM | #103 |
Join Date: Aug 2005
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personally Im looking forward to seeing how useful it could be for an attacking sniper who can take out the front line defenders, or to be a front line defender.. would be cool seeing him able to actually contribute more directly to a CTF gameplay!
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01-22-2007, 09:25 AM | #104 | |
Join Date: Feb 2005
Location: kidderminster, uk
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you're saying that one vs one sniper will result in going for the tag first and then the kill? i think not. shoot the fucker in the head and get it over with. |
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01-22-2007, 09:32 AM | #105 |
Join Date: Feb 2005
Location: Europe, Front Yard
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good point but i can still imagine many people tagwaiting the other sniper for the "power" of it and bugging the enemy.
also sometimes people will just miss the headshot and tag the enemy. |
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01-22-2007, 11:06 AM | #106 |
Join Date: Jan 2005
Location: Ireland
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Anything that disrupts sniper wars is fine by me. Especially things that explode and maim them.
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01-22-2007, 11:37 AM | #107 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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well you're in for a disappointment then, Stephen.
IVaquaL: the range of the tagging system is shorter than that required for a sniperwar. |
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01-22-2007, 04:13 PM | #108 | |
Join Date: Mar 2005
Location: Europe
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I would be happy if the dev team proved my opinion wrong, but as I see it now, it is essentially a wallhack. If I were to slap a tagging system in TFC, Q3, Q3F, ETF, QWTF, I would have a considerable advantage over those that did not. And, looking at Fortress Forever, there are no significant gameplay changes that would make such a feature less effective than it would be in other TF games. |
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01-22-2007, 04:52 PM | #109 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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he means value in CTF, working as part of a team. in TFC, this blatently doesn't happen, especially not in pubs.
and remember, theres a range, and that the guy has to be shot in the first place. |
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01-22-2007, 05:41 PM | #110 | |
Join Date: Jul 2006
Location: Missouri
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01-22-2007, 05:52 PM | #111 |
Join Date: Dec 2005
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01-22-2007, 06:19 PM | #112 |
Join Date: Jan 2005
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I think I can say that out of all the matches I have played in my 6 years of playing organized TFC I can count on 1 hand the number of times I've seen a sniper used. Most of the time it was to take out a hwguy in a water tunnel (well or tempest). I think 1 time a clan we played used a sniper on D for epicenter. Other than that the only times I have ever seen a sniper in organized play is when one team is just getting blown out of the water and somebody switches to it to goof off.
The fact remains that most maps just don't cater well to snipers. Most of the time it's just more effective to plop a soldier or a hwguy in a chokepoint rather than risk a sniper missing and in turn inflicting 0 damage to the enemy that got by. |
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01-22-2007, 06:34 PM | #113 | |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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Which is too bad, 'cuz that map rocks. Especially with uncapped bhopping |
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01-22-2007, 10:19 PM | #114 | |
Join Date: Jun 2005
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01-22-2007, 10:48 PM | #115 |
Join Date: Jun 2005
Location: Yorkshire
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A slow flashing "blip" would be kinda cool for the sniper tagging system. 'Cause when the blip fades for a second/two ... he could have gone anywhere. :X:X:X
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01-22-2007, 11:48 PM | #116 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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i'm pushing all sorts of ideas like that to the devs, i dunno whats hot and whats not with them though.
i recently put forward the idea of a one dimensional type radar that uses the same tagging data (and possibly to show teammates too), similar to OFP: http://forum.ge/uploads/post-49-1148411702.jpg but it got poopooed in irc because my conceptual art sucked. |
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01-23-2007, 12:19 AM | #117 |
Retired FF Staff
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At one point(I think originally? don't remember) I suggested the intermittent pulse type of animation for the tag effect, mainly because there were issues with how smooth we could get the location effect. Basically, if the pulsing glyph animated over the interval we wanted the location to update, the effect would look seamless and also accomplish what Mervaka has recently suggested. We could go in that direction for balance reasons. Right now I haven't seen a case for needing to nerf the effect in that way though. Tweaking the duration and range, and notifying the player of their tag should be enough yo.
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01-23-2007, 07:21 AM | #118 |
Join Date: Apr 2006
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maybe I missed it, but how exactly does the Sniper tag the enemy. Does it have to actually be with the Sniper rifle. Or can they use that lame ass AR or nailgun? Please tell me it's the Sniper rifle only. And how long does it last exactly? Sorry trying to catch up with this thread.
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01-23-2007, 01:11 PM | #119 |
Fear teh crowbar.
Retired FF Staff
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The target has to be shot with the sniper rifle. The AR no longer has the infinite range it doesn in TFC either, so it won't be as lame but instead should be a useful last ditch defense weapon. Up close of course.
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01-23-2007, 03:44 PM | #120 |
Join Date: Jun 2005
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what's conc, gren, and rj skimming like? can you maintain some speed for a while or is it fairly abrupt?
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