05-19-2008, 08:37 PM | #261 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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Basically, the reason for lowering SG health is that, as of right now, a medic can not consistently take down an unguarded sentry gun. If the engi is out of position/dead, a medic has to really struggle to get the SG down. This is a major problem, and it's a major reason as to why demomen are used as SG killers instead. Build time is being looked at as a compromise to reducing SG health/push. And, air AND ground push are absolutely out of control currently. See startec or 2mesa3 for proof. EDIT: By the way, SG is not the only thing that is changing. Everything will be tested, and it will be tested well.
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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 Last edited by squeek.; 05-19-2008 at 08:45 PM. |
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05-19-2008, 09:01 PM | #262 |
Nade Whore
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Like the hard cap? :/
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05-19-2008, 09:11 PM | #263 |
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Squeek: Those sound like awfully offense-oriented changes. I'm amazed people are having trouble taking out an unguarded SG as a medic, the supernailgun is evil against those. Not to mention they can conc-jump past them, which is my reasoning against wanting more air push. Air push prior to 2.0 was pretty strong, now I see scout just fly past SG's coming straight at them, with the air push barely even noticeable. Maybe it's dependent more on the angle.
As for build time being a compromise, please don't look at it that way, build time is inconsequential to the changes you're talking about, it constitutes only a fraction of the time involved. That's like justifying a weaker Sg based on wrench damage or engineer health, it's really secondary. And as for throughly testing the changes, forgive me if I'm skeptical seeing as how hard 2.0 messed up defense for AvD maps. |
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05-19-2008, 09:15 PM | #264 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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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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05-20-2008, 12:57 AM | #265 |
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Alright I'll drop the sg thing. I probably wouldn't show so much interest in it if it didn't feel like AvD was getting neglected these days.
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05-20-2008, 01:29 AM | #266 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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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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05-20-2008, 01:56 AM | #267 | |
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05-20-2008, 08:46 AM | #268 |
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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Like lowering the CP Area height to make CP piping viable...
*gets shot for mentioning this for the 347th time* |
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05-20-2008, 10:05 AM | #269 | |
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Dustbowl: -Multiple areas where sg's are bugged, something that's been present ever since 1.0. If AvD was being tested extensively, this shouldn't have happened. I recall noticing it my first or second game of FF on dustbowl and it's been ignored for a long time. (I have been told this is now fixed however) -Engineers now start off with 50 metal instead of enough to build an sg, making for even more of a pack scramble -1.1s timers make life harder for demomen at the gates and in longer stretches -Since the game is over when O caps, if the map is balanced, O should only cap all 3 points about 50% the time. Right now I think it's more like 90%. Cornfield: -Jump pads, new speeds, and pyro hovering make this a JOKE for defense now. If you disagree, by all means let me demonstrate on a server somewhere. Palermo: -A very confusing map for someone not familiar with it Finally, there's the sheer number of AvD maps v. CTF. There were 2 AvD maps at launch and one has been added since then. There were 6 CTF maps at launch and god knows how many now. I realize these are harder to make, but for someone who doesn't play for CTF, that doesn't leave a lot of options. |
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05-20-2008, 01:40 PM | #270 |
Useless
Retired FF Staff
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Most of the AvD fixes, especially for cornfield and palermo, are gonna require a mapper.
GingerLord already fixed Dustbowl, but that was a pretty simple change... fixing cornfield and palermo is gonna require some work, and cornfield will probably need a total redesign. It was never particularly d-friendly, and it's even less so now.
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05-20-2008, 02:24 PM | #271 |
Retired FF Staff
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I always thought Palermo should never have been included, the lighting is a joke for starters before you even get around to the fact its unfinished.
Horrible map. |
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05-20-2008, 06:41 PM | #272 |
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Cornfield isn't so bad if you have a team that knows where and how to play...that being said it doesn't bode well for pubs...
Palermo feels so awkward...I dunno what it is... I'm glad to hear Dustbowl was fixed...It just steals all my resources when jumping into CP2 pit with all the nades and pipes going off...maybe that's why TF2 didn't include nades...it just eats resources in those kind of spammy situations... I'd like to see someone remake Avanti or Warpath...Avanti seems like it would port perfectly over to the source engine. |
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05-20-2008, 07:06 PM | #273 |
Holy shit, thats kerrigan!
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palermo is my most favorite map of all time, the only problem with lighting is the lgihting in the room above the door. toooooooo dark.
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05-20-2008, 07:08 PM | #274 | |||
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par·a·noid (pr-noid) adj. 1. Relating to, characteristic of, or affected with paranoia. 2. Exhibiting or characterized by extreme and irrational fear or distrust of others: a paranoid suspicion that the phone might be bugged. There's no distrust or irrational fear. I'm expressing what was, I thought, established fact with the 2.0 patch since everyone I've ever talked to about it experienced the same thing from 1.11 to 2.0. It's much like the engineer buff in 2.0. Edit: Quote:
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05-20-2008, 07:08 PM | #275 | |
Stuff Do-er
Lua Team
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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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05-20-2008, 07:09 PM | #276 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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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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05-20-2008, 07:11 PM | #277 |
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except the engineer was buffed... well at least the SG ground push was.
hitscan... didnt change. unless valve did something with the Source engine that we dont know about. squeek you quick little devil! |
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05-20-2008, 07:16 PM | #278 | ||
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It's also been an issue in TF2 after the goldrush patch (same thing, engine patch was released around the time that patch came out). Hitscan weaponry has always been dodgy in HL2 though. Quote:
Speaking of, I should probably update that thread. Edit: Let me explain the damage thing a little bit more. A direct rocket does some 80-85 total damage (armor class doesn't matter, that 80-85 will be split between health and armor depending on armor class). The engineer not only has a unique armor class (addressed in the wiki), but takes less damage over all (some 25-35 damage) compared to all other classes. Go check it out sometime. It'll blow your mind, man.
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05-20-2008, 08:58 PM | #279 | |||
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