02-16-2008, 06:17 PM | #61 | |||
Interzone technican
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02-16-2008, 06:23 PM | #62 | |
Stuff Do-er
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People say the engi got nerfed, people say the engi got buffed. I'd say that's confirmation that the engi is at a sweet spot. The sniper I can't really comment on.
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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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02-16-2008, 06:23 PM | #63 | |
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The engy's ground push makes the sg a lot harder to take down even with the other adjustments made. That alone is a fair balance to the changes. The sniper NEEDED a change, too many times a sniper running across the map would easily AR me to death. |
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02-16-2008, 06:37 PM | #64 |
Beta Tester
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Location: UK - http://forums.fortress-forever.com
Class/Position: [O] Med Gametype: CTF/Skills Posts Rated Helpful 67 Times
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Just had a runaround offline, it's looking and feeling fantastic. I like all the new little touches and the the extra options in the menu for ones that aren't familiar with the console/commands.
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02-16-2008, 06:43 PM | #65 | |
when ff will out?
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02-16-2008, 07:37 PM | #66 | |
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Demo is much better now, though his blue pipes explode TOO quick now. Just tweak it a little bit, maybe .3 or .4 seconds longer. He's a beast now. Much better controls on pipe placement too. However it's almost too easy to time pipe det with the trails now. Solider is super powerful now, a bit too powerful. I love playing soldier but I think you could tone him down a bit. Rocket jumps are even easier now and he definitely feels faster. However there seems to be a weird lag right after you rj. The nail gren can stay though=) SG models look great, though they are definitely much weaker. MIRV spam in Aardvark to the security bridge is a guaranteed kill now. Medic medkit is great, makes him much more useful. He seems faster and more powerful too. For some reason it feels like his nailgun is faster, but I don't think I saw that in the changelog. I was able to use his nailgun to kill pretty easily when I tried it. Pyro is still superpowered, I know his IC is toned down but he still kills everyone pretty easily with the 3 hit combo. The new arc on the IC takes some getting use to now. Mancannon is cool, but I'd rather see it go away. It just changes too much of the gameplay. Overall this patch makes this game more newb friendly, which is good since it'll attract more players. It feels faster which is always nice, but I'd still like it to be faster/smoother (a la ETF). |
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02-16-2008, 07:55 PM | #67 | |
In the clouds
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02-16-2008, 07:58 PM | #68 | |
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02-16-2008, 08:03 PM | #69 | |
Stuff Do-er
Lua Team
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CHECK OUT THE FORTRESS OPTIONS MENU
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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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02-16-2008, 08:04 PM | #70 |
Fortress Forever Staff
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Hah, squeek had the same thing on his mind.
Yes, check out the Fortress Options menu, people. Last edited by trepid_jon; 02-16-2008 at 08:13 PM. |
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02-16-2008, 08:20 PM | #71 |
[AE] 0112 Ihmhi *SJB
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I and many other testers pushed heavily to get the Pyro's flamethrower push up more for a few reasons. My reasons were, personally:
1) Makes him more viable on O 2) Can survive higher falls As for 2, well... unlike the Spy, he doesn't exactly have the element of Stealth the spy does when he falls. You know, Spy can fall all ninja, Pyro has a huge jet of flames seemingly coming out of his ass, haha. It can help you survive a lot of falls, though, and can be used to great effect with things like the IC+nade jump or the mancannon.
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02-16-2008, 08:43 PM | #72 | |
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FF sniping is a well done part of the game and hopefully it becomes useful sometime in the future. I would love it if sniper was reformed into a class that was acceptable/useful to clan people and could play a role in clan matches!! That said, I've had alot of fun playing the other classes in 2.0. The gfx, class updates, and jump pads are alot of fun and its great not to have the client entity errors anymore. Even though my fav class was nerfed, still have to say "good job dev team"!! |
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02-16-2008, 09:02 PM | #73 |
Join Date: Mar 2007
Location: Belgium
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sniper needs a new autorifle imo.. or some completely different weapon.. it just doesn't fit in
and is it just me or does the muzzle flash appear under the ar instead of where it should be there's hardly any "kickback" from the ar either |
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02-16-2008, 09:18 PM | #74 | |
Interzone technican
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02-16-2008, 09:32 PM | #75 |
Overall I'm disappointed.
I dont like all the jumping around non-sense. And getting conced through a 5 foot concrete wall. Pyros flying just as high and far as medics and scouts (on palmero). Sollys, and with the jump pads heavies too. I didnt test, but can heavies shoot while jumping still, even with using the pads? And can Snipers, while the juggled by a (flying) solly? The door button on Well was removed to further the "speed" agenda. All that is the opposite direction I would have liked the mod to take. Snipers got taken down a notch AND the jump pads (AND the extra bit on crossover) were added making it easier for more classes to get up to the snipe decks. Again, not the direction I would have hoped for. I think the skins (and glows(yes I know I can turn them off)) look silly. I hadent played FF since a few days before xmas, then on xmas I got TF2. So I've been playing that, waiting for FF2.0... and waiting... Then it did come out, and last night I installed and played and it was ok. But really I was just trying to remember how my scripts worked, and how to play. But today while playing I couldnt stand it. My average life span (non Spy) was 5 seconds, because of the onslaught of the flying. I'd come out of spawn, and die. Really, FF has become a lot of what I really was hoping not to see it become. And it's now not at all my cup of tea. So I'm going back to TF2. This game seems really not fun anymore. Good luck with your mod. |
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02-16-2008, 09:42 PM | #76 | |
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I think the sniper needs to be reworked, but I don't think it's an issue of power. I think the problem is he was too powerful. This is coming from me playing as a sniper. it's the first class I picked up when FF came out. It was so easy to return to skill wise and during the first few weeks I found that the class was too easy to play as and I stopped. Now I generaly avoid the class only because of its ease. I agree it needs some changes, but the balance, I think is around. And where were all you jump pad haters when they proposed it and every jumped on me for saying I wasn't sure. No one backed me up lol. I've only played it for short bursts, but I'll throw out something with more insight and info when I've pushed more of the mod to its possibly unbalanced side. |
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02-16-2008, 09:45 PM | #77 | ||
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02-16-2008, 09:46 PM | #78 | |
Interzone technican
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02-16-2008, 09:53 PM | #79 | |||||
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The soldier certainly isn't the GOD of 2.0 in fact i'd say perhaps the pyro or demoman are the most powerful now... but it's very hard to say. The game is very well balanced now, with a decent ammo supply an HW can destroy everything. Soldiers are still very powerful but once they've used their 4 rockets they can be overwhelmed pretty quickly. Dont forget the nail grenade isn't nearly as destructive as the mirv or even arguably the EMP. RE: AvD, yeah i know things are unbalanced in the offense's favour right now. This is mainly because the maps are designed to let 1 lucky offy run finish the map, rather than having the whole team push forward. We're working on a new gamemode type to fix this problem, but no promises as to when it'll surface Last edited by AfterShock; 02-16-2008 at 09:58 PM. |
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02-16-2008, 10:06 PM | #80 | ||||||||
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He was already the integral part of a def-setup in 1.11, which shows he was already powerfull enuff, yet he got enhanced so much .... no logic. Quote:
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