Fortress Forever

Go Back   Fortress Forever > Community > Tips and Tutorials

Reply
 
Thread Tools Display Modes
Old 12-24-2010, 06:18 PM   #61
Bridget
Banned
 
Bridget's Avatar
 
Join Date: Sep 2008
Class/Position: Soldier
Gametype: AVD
Affiliations: TALOS
Posts Rated Helpful 5 Times
Fortress Forever Design Philosophy One Day
We believe that no one should suffer as a result of someone else's actions. Whether you win or lose as an individual should be dependent upon how you perform as an individual.

Fortress Forever Design Philosophy Next Day
We believe that the Sentry Gun should be tied to how well the team works. If you have a bad defensive team, then the offense should easily be able to come right in and drop the Sentry a-okay, no matter how hard the Engineer tries to keep it up.

I can totally understand a good defensive complementing the Sentry Gun, but as of right now its more like the defensive team has to babysit it because of how fucking fragile it is. That is a totally different scenario. I would approve of the former. You know, if the defensive team kept it up because its complementary instead of because it's so easy to go down.

Last edited by Bridget; 12-24-2010 at 06:20 PM.
Bridget is offline   Reply With Quote


Old 12-24-2010, 11:23 PM   #62
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
Quote:
Originally Posted by Bridget View Post
Fortress Forever Design Philosophy One Day
We believe that no one should suffer as a result of someone else's actions. Whether you win or lose as an individual should be dependent upon how you perform as an individual.
This is worded a bit incorrectly. More accurately, we think that a team should never be better off if one member was absent; a member of a team should not be able to negatively affect the overall performance of the team.

The SG being reliant on teammates doesn't break that rule. Plus, the SG is not a player/individual.
__________________
#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

Last edited by squeek.; 12-24-2010 at 11:23 PM.
squeek. is offline   Reply With Quote


Old 12-26-2010, 02:52 AM   #63
Lynus
I like Ceyx
Beta Tester
 
Lynus's Avatar
 
Join Date: Mar 2007
Location: MI
Posts Rated Helpful 11 Times
Send a message via AIM to Lynus
what he said
__________________
hef
Lynus is offline   Reply With Quote


Old 04-17-2011, 02:41 PM   #64
Omiffeflalawn
 
Join Date: Mar 2011
Gametype: Capture the Flag
Posts Rated Helpful 0 Times
Defending SGs against mirvs

As has been said, are there no police where you live?

Either way, in the situation of a physical altercation, with your training, you should be able to control him without injury, right?
_________________
The goose gabbles amid the melodious swans.
http://www.chung-sim.com/asus.p4c800-e.deluxe.html
Omiffeflalawn is offline   Reply With Quote


Old 04-18-2011, 12:00 AM   #65
FreaK367
Everyones favorite FreaK
D&A Member
 
FreaK367's Avatar
 
Join Date: Apr 2011
Location: England
Class/Position: Scout, Engineer and Sniper
Gametype: Capture the Flag
Posts Rated Helpful 17 Times
Personally, I think the SG is fine as it is, if anything, instead of lowering the damage of the mirv, increase the health of the SG, to the highest possible health so that a perfect mirv will still kill it, but ones that aren't quite perfect, the SG can be saved by an Engineer, And there's nothing stopping a fully charged sniper shot killing it. If a sniper can wait 5 seconds to unleash a powerful shot, it should be able to take out a level 3 SG.


If that change was made, it would be harder to kill from rockets, normal pipes, and other weapons. But the Engineer still needs to fear some weapons, hence how a perfect mirv, detpack and sniper shot can still one shot it. But it would have more survivability in general.

Also, I think a soldiers nail grenade should not be able to one shot it when an engineer is hitting it, nail grenades are another one shot SG weapon, if the health was higher, I think it should be high enough for an engineer to save the SG if a nail grenade is right on the other side. Otherwise of course a nail grenade should one shot it if no engineer is around.

It's just nails and a grenade after all...

So I'd be up for an SG health improvement.
FreaK367 is offline   Reply With Quote


Old 05-28-2011, 06:17 PM   #66
Trailer
[Caleb]
Beta Tester
 
Trailer's Avatar
 
Join Date: Feb 2011
Location: South Carolina
Class/Position: O Scout, D demo and Engy
Gametype: Attack / Defend
Affiliations: -nZ [LAW] *TG* M|M TRISPIRAL (Back in the TFC days)
Posts Rated Helpful 15 Times
If a MIRV class is able to get within throwing range of an sg on a "normal" (normal as in not a/d or quick cap maps) map, there is a problem.
__________________
You're not your job. You're not how much money you have in the bank.
You're not the car you drive. You're not the contents of your wallet.
You're not your fucking khakis.
You're the all-singing, all-dancing crap of the world.
Trailer is offline   Reply With Quote


Old 05-28-2011, 09:45 PM   #67
FreaK367
Everyones favorite FreaK
D&A Member
 
FreaK367's Avatar
 
Join Date: Apr 2011
Location: England
Class/Position: Scout, Engineer and Sniper
Gametype: Capture the Flag
Posts Rated Helpful 17 Times
Quote:
Originally Posted by Trailer View Post
If a MIRV class is able to get within throwing range of an sg on a "normal" (normal as in not a/d or quick cap maps) map, there is a problem.
That's talking about player skill though, of both the attacking force and defending force, and of course where the Engineer has put the SG. 90% of the time it is a Demoman doing the Mirving, and on any map, a good Demoman can make their way around a map and base very fast.

Jump Pads, pipe jumping, grenade jumping, bhopping skill, trimping skill and fighting ability all take hand, and often enough a defense has its hands full with other classes attacking, such as scouts and medics. So it isn't hard to get to a flag room or close to an SG as a Demo.

If you're going to add something to a thread, try to make it productive instead of basically saying anyone who has trouble defending an SG against Mirvs aren't very good.
FreaK367 is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 01:27 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.