07-15-2008, 04:37 PM | #8321 | |||
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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07-15-2008, 05:35 PM | #8322 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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..Want a tissue..? Jesus.
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07-15-2008, 06:01 PM | #8323 |
Join Date: May 2008
Posts Rated Helpful 0 Times
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Well then, 2 tissues is a must!
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07-15-2008, 06:32 PM | #8324 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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dude, you need to shrink that avatar down a bit...
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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07-15-2008, 06:39 PM | #8325 | |
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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07-15-2008, 06:39 PM | #8326 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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well then, my apologies...
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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07-15-2008, 06:57 PM | #8327 | |
Slayer of humans
D&A Member
Join Date: Sep 2007
Location: Mostly on earth though in some alt dimensions
Class/Position: I'm an Offensive Defensive person Gametype: Fortress Forever Affiliations: I'm a merc, only thing that talks is money Posts Rated Helpful 3 Times
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ANYWAYS... The changes that have been mentioned here sound like a change in the right direction. One of the other things I hope that have changed is that you can kill the jump pad and that if you walk over it my mistake it just doesn't send you flying. That you have to actively use it. And that scouts have less concs on them or that they are a little less powerful cause if you get anyone with any kind of conc skill, they can pretty much get past most defense. I've stuck with the game this long I don't see any reason for anyone to give it up as long as they enjoy it even if they find some problems with it. |
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07-15-2008, 07:02 PM | #8328 | |
Slayer of humans
D&A Member
Join Date: Sep 2007
Location: Mostly on earth though in some alt dimensions
Class/Position: I'm an Offensive Defensive person Gametype: Fortress Forever Affiliations: I'm a merc, only thing that talks is money Posts Rated Helpful 3 Times
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07-15-2008, 07:17 PM | #8329 |
Community Member
Server Owner
Beta Tester Forum Moderator Join Date: Mar 2007
Location: Hawthorne, California
Class/Position: Soldier/Spy/Scout Gametype: AvD Affiliations: :e0:Eternal Order Leader Posts Rated Helpful 12 Times
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Yes less charge time
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07-15-2008, 07:41 PM | #8330 |
D&A Member
Join Date: Sep 2007
Posts Rated Helpful 13 Times
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One of my biggest beefs with AvD maps is the scout. Setting up a jump pad for offense is amazingly usefull for everyone on his team and the scout isn't useless since he can still push the flag up.
But on defense setting up one helps the D out in that respect but the scout is soo absolutely useless for anything else other than being an annoying mosquito to O it can be considered a wasted class. Atleast scout D in tfc had caltrops he could really annoy the hell out of people with. Or even his radar was usefull for spotting spys. There isn't really a balance between that class for O and D on AvD maps because of this. |
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07-15-2008, 07:41 PM | #8331 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
I really wish you could ban people from a thread. That would be magnificent.
Mrblowtatoes, whoever you are getting your "inside info" from, do me the favor and kick them in the head. They are wrong. Dead wrong. About everything they say. Every single thing. Now, could we get back to RELEASE trains and quote pyramids, please? EDIT: Hammock, scout is a purely offense class and is intended as such. It might even be worth disabling scout on defense on AvD maps (something GreenMushy is doing for his AvD maps).
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#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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07-15-2008, 08:19 PM | #8332 | |
OHH! OHHH NOOO!
Wiki Team
Beta Tester Join Date: Mar 2007
Posts Rated Helpful 0 Times
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07-15-2008, 08:36 PM | #8333 | |
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Join Date: Sep 2007
Posts Rated Helpful 13 Times
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On larger OvD maps offense can afford to have 2-3 scouts with 2-3 jump pads, and since scout isn't a defensive class they're stuck to running the entire LONG distance to where they need to defend? Palmero for example is such a long run for defence to move up, they too can benefit from a jump pad but loose out cause the scout can't do anything else, whereas offense can have 3 sequential jump pads blasting the team's heavier classes forward while still being able to flag push. Atleast in TFC the teleporter system was balanced in the way that both O and D could gain equal opportunities for them to be usefull. This is just loose loose for Defense with these jump pads, and AvD maps are soo painfully unbalanced because of this the only way D ever wins is if they got a stacked team. And limiting a particular class for certain teams on some maps just reaks of unbalance issues and dictating on how people "should" play instead of letting them play the way they want to. Remove all scouts, remove no scouts, but to remove one team's scouts and not anothers has got nothing to do with an equal game so much as a pathetic attempt to work around inadequacies of classes (except for maps like hunted where there's more of a theme to that one). *Edit* You would be better off removing jump pads from AvD maps straight across the board than removing scouts for one team and not another. Atleast then each team is equal. |
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07-15-2008, 08:58 PM | #8334 | |||||
I like Ceyx
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On a softer note, Jump pads = lame. If you cant conc jump, learn... If you cant rocket jump, Learn. If you are heavy weapons, ROFL AT YOU! FATASS!!!
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hef Last edited by Lynus; 07-15-2008 at 09:13 PM. |
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07-15-2008, 09:10 PM | #8335 | ||
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Jesus. It's that hard to spell "Palermo"? How's that everyone always says "palmero this palmero that". =D
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Charge time is here to balance the power the Sniper has. Quote:
I don't think they should be allowed only in one style of play, they just need tweaking. |
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07-15-2008, 09:29 PM | #8336 | ||
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Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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-Pyro hovering -increased speeds -defensive engi's no longer have enough metal to build a sg after spawning -demoman has less range (this one's a mixed bag) -hwguy is less effective now -walks to the front line for D can be ludicrous on some levels. I actually think the jumppad is pretty cool, but to skew things so much in favor of O and not give D anything to compensate is what breaks it. I love new features and abilities, but AvD has been getting broken in the process. Quote:
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07-15-2008, 09:31 PM | #8337 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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I agree that the D spawns too far back on palermo. That is a map flaw, and a jump pad wouldn't help the D there at all. They spawn WAAAAY too far back. I'll try to get this fixed. EDIT: Chilled, again, that entire list is being addressed in this patch (besides pyro hovering, but sniper and hw are more effective so that should balance it out).
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#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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07-15-2008, 09:46 PM | #8338 | |
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Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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07-15-2008, 10:02 PM | #8339 | |
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Posts Rated Helpful 13 Times
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So defense opts not to run a scout. So now defense is up against a team of offense than can travel 3+ times faster while gaining nothing in return on their side. And your solution is to remove the scout from defense just to limit the potentially useless class. Now you're telling people how to play, so what if someone wants to be useless, it should still be his choice. And here I thought leagues were the only place to be told "how to play" |
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07-15-2008, 10:36 PM | #8340 | |
FF Loremaster
Beta Tester
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Posts Rated Helpful 4 Times
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The biggest issue, though, is that the defense can not use it to any advantage. In TFC, the engineers teleporter could be used for both O and D. There was always balance. To be fair, the jump pad tried its hardest to kill two birds with one stone but just didn't do it. It caused more problems than it attempted to solve without actually fixing any of the issues.
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