01-24-2008, 06:28 PM | #41 |
OHH! OHHH NOOO!
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I really don't see why people don't like them. They still take some skill to use and you can easly draw your enemies into you're piptrap with them, so...they're still serving the same purpose.
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01-24-2008, 06:32 PM | #42 | |
Nade Whore
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Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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The removal of the caltrops for the scout irks me because it's not a useless grenade. I use it quite frequently. I'm also not too thrilled with the jump pad, because defensive classes like the HW guy shouldn't be able to use it to get into the enemy base and literally become an offensive class..... I mean, concs already exist, they do no damage, and if you are a medic, the conc effect is limited compared to the scout. IMO, the jump pad will become similar to the Teleporter that was in TFC, a headache. |
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01-24-2008, 06:44 PM | #43 |
Its over nine thousands!!!
Join Date: Nov 2007
Location: Poland
Class/Position: midmap pyro / o spy Gametype: AvD Posts Rated Helpful 0 Times
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KubeDawg, IMHO ur wrong. Some annoying snipers will still be able to headshot heavygays in the air, so its not that wrong. And also makes game faster
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01-24-2008, 06:46 PM | #44 |
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The tele was mainly a headache b/c defenders would use it to get back into position instantly. So far, that's much less doable w/ the jump pad (it won't warp you through walls in your own base like the tele). Still testing it, though.
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01-24-2008, 06:51 PM | #45 | |
In the clouds
Join Date: Mar 2007
Location: Halifax, UK
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Flamed my ass too many times! |
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01-24-2008, 06:53 PM | #46 |
Holy shit, thats kerrigan!
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Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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AWESOME!
but i dont like you removed the caltrops. you made a buildable thing, which makes you jump higher. like in TF2. i say make the caltrops like they were in TFC, or make the fuse time shorter so they can be used like in TFC, and like in FF 1.11 |
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01-24-2008, 07:13 PM | #47 | ||||
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 45 Times
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RE: blue pipes
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If you mean "they're far too easy to use effectively against people you can see", well yes, thats the idea Who wants a useless weapon? Remember that the demo weapons share clips, so if u use all your blues deathmatching, then a scout comes in and u have to det your pipetrap, you can't lay another trap until you reload all your pipes. Quote:
Also, you missed off the way that demomen can now easily blue-pipe jump / run, which is an awesome feature. IMO demoman is now a very fun class to play. Sure it needs some tweaks. (thats what beta is for!) Play it a bit more and I'm sure you will learn to love it too |
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01-24-2008, 07:13 PM | #48 | |
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I couldn't count the number of times, my team took over the enemy's basement in 2fort with the use of tele's, and a constant stream of medics/hw's sollies. They were a fun novelty item, but could seriously destroy the intent of a map. How do the jump pads work exactly? Does the scout only get 1? What happens after he places it? Does he have to go back to pick it up? Or does it self destruct after a time? Or self destruct once triggered by the scout? Can it be destroyed by enemy fire? How fast does it take to place it? Instant? Is it like setting an sg? With a buildable timer? Is it small enough to be place pretty much anywhere? Or is it big and can only go in large areas? Sounds like a cool idea, but I don't really know anything about it other than the effect of it. |
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01-24-2008, 07:16 PM | #49 | |
Stuff Do-er
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#FF.Pickup ¤ 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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01-24-2008, 07:18 PM | #50 | |
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01-24-2008, 07:28 PM | #51 |
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RE: Jump pads
1 jump pad aint gonna make an offy HW a good idea We tried it in beta, and it still sucks. It is gonna make make offy pyros/demos/soldiers more possible, but because you are running a scout (who is spending a little time building pads, rather than running flags), it balances out (rather than 4 medics, perhaps you'll have 1 scout 1 sol 2 medics). Also, it's nowhere near as powerful as a conc. Right now you can just about clear the SD2 midmap from a pad at front door. (where as a conc takes you straight to balcony). Answering your questions: A scout gets 1. It takes ~ 1 sec to build. It's about the same base size as a SG but only chest height. It self destructs on a timer. It's invincible to enemy fire. Enemies can use it. You can't det it. (the pad will be the subject to this weekends beta test so this could change!) RE: "I've heard rah rah rah". I guess theres a big mouthed beta not telling you the full story Currently they are bugged due to collisions with solid state physics models which causes them to sometimes fire you 1 meter, sometimes 100. Jiggles just uploaded a fix. So yeah. Don't listen to them RE: Caltrops Caltrops are an ability which annoy the other team, rather than increasing the enjoyment of your team. The jump pad is the opposite. Caltrops are usually placed in the enemy base near defensive positions. Defenders stand there and as soon as they are placed they know where the caltrops are and don't stand on them. Offense come running in and get spiked. The only time they are useful is when defenders accidentally tread on them (didn't know there were there), and theres not much skill in accidentally treading on something. It's like being headshot by an aimbotter, nothing you can do about it except smash your head on your keyboard Caltrops are also guilty to spawn spamming, front door spamming, etc. Stuff like that ruins the game. Yes i can see why they can be beneficial in certain situations, HOWEVER, the jump pad will be much better and I hope you'll thank me for it in the long run! |
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01-24-2008, 07:33 PM | #52 | |||
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01-24-2008, 07:34 PM | #53 | |
Stuff Do-er
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But, what about jump pad used with a conc? Will that ruin some maps (cong, session is what I'm thinking; it'll make them even more O sided)?
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#FF.Pickup ¤ 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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01-24-2008, 07:35 PM | #54 |
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Wow, I have to be honest in saying when I stepped away from FF it would be for good because of the lack of direction...but I must say this will bring me back to try it again if not to play consistently.
In regards to the engy's not being buffed, perhaps something could be done with their dispensers...maybe an instant health/armor buff taking all of the resources out of the dispenser with a say...10 minute recharge...or perhaps a different SG version...maybe instead of rockets one that has a flamethrower...I don't know, don't think that engineers should get the shaft TBH. The jump pad is a great idea, the yards on some maps (especially aardvark) are massive, and even if you're a soldier or pyro on offense, you can't help but getting pegged 9/10 times in the yard. I do feel however, that the distance a player travels should depend on their classes speed...i.e scouts get the most benefit while heavies/sollies benefit less as their role isn't specifically an offensive class, have to maintain a fair balance. We should keep in mind that in order to place a jump pad in a beneficial area, it will be exposed to enemy fire, and easily destroyable (disregard that, its indestructable...o_O) , you couldn't put a jump pad in a small room and have it benefit. Perhaps give spies an ability to convert a jump pad they find into one for their team, or have it change the direction the other team travels, so if the pad is sabotaged it will send the team flying in the opposite direction instead of the one desired. All in all, I am very impressed with the work that the team has brought and the leadership that Aftershock has brought, Kudos devs! |
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01-24-2008, 07:37 PM | #55 |
Its over nine thousands!!!
Join Date: Nov 2007
Location: Poland
Class/Position: midmap pyro / o spy Gametype: AvD Posts Rated Helpful 0 Times
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Rutabeggar:
Sabotageable Jump pads FTW! |
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01-24-2008, 07:37 PM | #56 |
Fortress Forever Staff
Join Date: Mar 2007
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Yeah I should have added that the jump pad also prevents snipers locking down the midmap so much, and that horizontal velocity is added to by the pad, so faster classes will still get a faster push from it.
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01-24-2008, 07:39 PM | #57 |
Its over nine thousands!!!
Join Date: Nov 2007
Location: Poland
Class/Position: midmap pyro / o spy Gametype: AvD Posts Rated Helpful 0 Times
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I didnt found anything about 3 weapon slot system... Will it be implemented?
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01-24-2008, 07:43 PM | #58 | |
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It could be quite entertaining, cloaking near one and watching a fatty thinking he's going to be super man and fly in to rescue his team only to see him fly backwards into a wall... |
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01-24-2008, 07:46 PM | #59 |
Its over nine thousands!!!
Join Date: Nov 2007
Location: Poland
Class/Position: midmap pyro / o spy Gametype: AvD Posts Rated Helpful 0 Times
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^up
That's what I meant :P |
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01-24-2008, 07:49 PM | #60 |
no war but class war
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Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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Man. Feels like the week before christmas!
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