07-12-2009, 05:17 PM | #1 |
Join Date: Nov 2008
Location: West Midlands. UK
Class/Position: Soldier/Demo/Medic Gametype: Capture the Flag Affiliations: #teamfail Posts Rated Helpful 1 Times
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Remove jump pads from competitive play?
I think we can all agree fortress forever is an offence biast game so really do we need something as stupid as jump pads adding yet another biast towards offy?
I'm sure everyone heres played monkey T soldier at least once in fortress forever, don't you find it abit stupid thats it's a "get in free past a posistion" card by just building a jump pad, I mean literally it doesn't matter how good of a soldier you are if the opposition have a jump pad they're getting in T. Jump pads also fuck up the balance, heavy classes such as soldier and demo are supposed to be punished for their heavy armour/mirvs by being abit slower, not with jump pad about. In my opinion jump pads serve no purpose in competitive play other than to make an already offy biast game even more offy biast. It annoys me that you can literally hold no skill what so ever and still get past good soldiers just by having this jump pad. Opinions? |
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07-12-2009, 05:42 PM | #2 |
QUAD ROCKET
Server Owner
Fortress Forever Staff Join Date: Jul 2007
Class/Position: Soldier Gametype: Rocket Jumping Affiliations: -g1 ]qS[ -eC- :e0: [ESAD] Posts Rated Helpful 11 Times
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Keep them, they aren't that good anyway (there are a few maps they are good in). The only class you should be having trouble hitting when using a jump-pad is the Scout. All the other classes aren't fast enough to worry about. Personally I always forgot to build a jump-pad (because concs are far superior) and my team would get on me for it.
So a rundown for the scenarios: - Non-Scout classes are using the jump-pad: Easy to hit. - Scout is using the jump-pad: Get a shotty off and let someone else finish him. - Scout knows how to conc which makes the jump-pad useless (1 conc on way to base, 1 conc to flag, 1 conc leaving base). Last edited by hlstriker; 07-12-2009 at 05:43 PM. |
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07-12-2009, 07:29 PM | #3 |
crystaLcity
D&A Member
Beta Tester Join Date: May 2009
Location: Pittsburgh, PA
Class/Position: Soldier D Gametype: Capture the Flag Affiliations: Goodfellas Posts Rated Helpful 7 Times
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just make it so that defenders dont have to reload
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07-12-2009, 08:02 PM | #4 |
Title title title title
Join Date: Jun 2009
Location: VA
Class/Position: Medic O, Soldier D Gametype: CTF, Water Battle Affiliations: :e0: and n-t Posts Rated Helpful 0 Times
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Maybe make Jump Pads destroyable
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07-12-2009, 08:34 PM | #5 | |
Join Date: Nov 2008
Location: West Midlands. UK
Class/Position: Soldier/Demo/Medic Gametype: Capture the Flag Affiliations: #teamfail Posts Rated Helpful 1 Times
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Quote:
Yeah thats fine in theory but if you're dealing with another player at the time then anyone using the jump pad is basically getting free entry past your posistion. Take stowaway for example if you can get a jump pad up at the stairs posistion you can literally die, and be at that jump pad again before the soldiers finished reloading, in my opinion thats just stupid. The jump pad is like adding another conc to the offy class, and also adding the ability to alternative classes like demo and soldier, the game is fast paced enough without having scouts zooming around with full concs because of a jump pad :/ |
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07-12-2009, 09:06 PM | #6 |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
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I 100% disagree with you. I see and recognize your points, here are my counter points.
#1. If a feature gives you issues during competitive play, only on some maps, then the issue is not with the feature, it is with the maps specifically or the gentleman's rules that are used during competitive play. #2 By adding yet another gentleman's rule, you are adding yet another difference between pub and competitive play, this only serves to further isolate the competitive player base, which is counter-productive to the goal of having many teams in a healthy competitive community. #3 Removing the jump pad from play would continue status-quo on what classes are used in competitive play, as only 3 classes (scout, medic, demo) can effectively reach the enemy's base in an effective time. edit: base not bass Last edited by MonoXideAtWork; 07-12-2009 at 09:07 PM. |
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07-12-2009, 09:11 PM | #7 |
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Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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07-12-2009, 10:44 PM | #8 |
David-
Join Date: Sep 2007
Posts Rated Helpful 18 Times
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The jump pad to me, serves as a quicker exit from the base for offense. I never use it inside the enemy base simply because to me, I already have my concs and I know where I'm wanting to go. An issue for me with jump pads in the base is everyone trying to use it and crowding the way. I either lose a conc because of it or I get killed by passing defenders.
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07-12-2009, 10:53 PM | #9 | |
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Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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Quote:
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07-12-2009, 11:08 PM | #10 |
Title title title title
Join Date: Jun 2009
Location: VA
Class/Position: Medic O, Soldier D Gametype: CTF, Water Battle Affiliations: :e0: and n-t Posts Rated Helpful 0 Times
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Personally, I think the Jump Pad makes up for Teleporters, in a way.
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07-13-2009, 08:12 AM | #11 | |
Join Date: Jul 2009
Location: NL - Almelo
Class/Position: Engi D Gametype: Capture the Flag Affiliations: [BDFC] Posts Rated Helpful 0 Times
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Quote:
1. The engineers needed to head into the enemy base to build the entry / exit 2. They were fragile The jump pad is indestructible, but has a limited life span... The scout needs to build it at strategic point, building takes 5 seconds to complete. Meaning the scout (fragile target) need to stand still for a whole 5 seconds. The jump pads can be very annoying true, a demo or HW flying in at the speed of light. But I'd rather have Jump Pads in or near the base then Teleports, as the teleports can be much more nastier with 2 engineers. With an exit and a entry in the base it can be rather nasty. In my view it's a good replacement for the Teleports.
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07-13-2009, 08:18 AM | #12 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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We know. There ARE (almost certainly) going be 'changes', there are problems with the jump pad in almost all modes of play. Wait until these changes are implemented (I expect 2.4)
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