11-23-2010, 11:38 PM | #1 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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Normal games in Fortress Forever on server browser
Sick of pickups? Want an actual challenge instead of playing by a strict standard that only allows weak classes that die in two hits on offense? Got your priorities in order instead of considering your skills in a video game a form of real life merit? Sweet - come play some public games on one of the many available public servers.
Unsure how to do this? 1. First download and install Fortress Forever. I prefer 2.41! 2. Restart steam, open the games tab, then start the game. 3. Open up the server browser and search for a game! 4. Double click the server title to join. Good luck and thanks for not contributing to the cancer that is killing FF! |
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11-23-2010, 11:42 PM | #2 |
AaaaaaaTATATATATATATATA!
Join Date: Feb 2010
Location: Florida
Class/Position: Pyro Scout Soldier / Offense Gametype: CTF/AvD Posts Rated Helpful 0 Times
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Excuse me while I go wait for Xonotic.
Last week [ot] was the cancer that's killing FF. Are we now in the "drawing straws" period? Last edited by Eon Seig; 11-23-2010 at 11:43 PM. |
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11-24-2010, 12:10 AM | #3 |
D&A Member
Join Date: May 2009
Location: Ruining #pickups
Class/Position: SPAWN CAMPING OH NO Gametype: Ragequitting Affiliations: [PMS]. [Shiney] Posts Rated Helpful 26 Times
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7:00 PM - zE: eh tbh i like some stuff in us but a lot of stuff in us messes with my nerves 7:00 PM - zE: like watching fox news 7:00 PM - zE: its like wtf |
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11-24-2010, 12:49 AM | #4 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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I never said this was going to be an easy task, Raynian.
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11-24-2010, 12:50 AM | #5 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
You never answered my question in that other thread.
A challenge to do what?
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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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11-24-2010, 01:15 AM | #6 | |
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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Quote:
http://forums.fortress-forever.com/s...22276&p=478458 If yes, I can answer that. He was saying in that thread it's tough to stop people from CAPPING compared to pickups because in pubs you routinely deal with offense that has far more attack power. For example, in pickups, having 5 soldiers on offense come at you while only one teammate is helping you to defend typically isn't something you have to worry about. I honestly thought you were just making a smartass comment there, I didn't realize you actually weren't following what he was saying. Last edited by chilledsanity; 11-24-2010 at 01:18 AM. |
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11-24-2010, 01:17 AM | #7 | |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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Quote:
I am sure you can go suicide-demo in a pickup or something, but it isn't practical if more than one person does it or if one person does it for too long. Teams have to focus on running the flag. That demand will always keep them from going out of their way to take the gun down, so there's less challenge for the Engineer there than one in a pub. The pub Engineer has to deal with suicide-demos and Snipers and the like; numerous amounts of them consistently. That's because score is arbitrary in the pub. There's no downside for players going out of their way to kill the gun. The result is that the weak gun, made weak to compensate for low numbers and more objective-oriented gameplay in pickups, is shit in public play. I could easily say "Well, just balance it for the pub! Fuck the pickup players!" as I have in the past, but that's a bit dishonest. It's wrong of me to vilify the pickup players simply because the gun has been balanced in their favor over the public player. It's impossible to come to a compromise that will please both crowds. The only solution I see is branching FF into public and competitive modes where the games and their aspects can work differently, whether this is done via server configurations within the same game or the separation of FF into two different games. |
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11-24-2010, 01:35 AM | #8 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Forget it, sorry. I can't seem to articulate my point.
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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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11-24-2010, 01:40 AM | #9 |
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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See I find this statment a bit baffling, since in my eyes that's EXACTLY what TFC did. All I can figure is that the pickup crowd is unwilling to go back to old TFC-ish values or else something in FF is radically different that they don't work anymore (though I still haven't seen anyone point to SPECIFICS of this). Like what was so bad with 1.11 values that they broke pickup play?
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11-24-2010, 01:40 AM | #10 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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ITT Bridget speaks truths. I followed his four step process and fun was the result.
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11-24-2010, 01:45 AM | #11 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
This is a good point, actually. 1.11 wasn't that bad for pickups, except for skimming.
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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.; 11-24-2010 at 01:46 AM. |
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11-24-2010, 01:48 AM | #12 |
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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1.11 wasn't that bad for AvD! Tracking on the sg could have maybe been a little better, but that's the sort of thing that could be inched forward until the pickup crowd thought it was too high. As for skim cap, that was never a big deal in AvD either way.
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11-25-2010, 06:15 AM | #13 |
I like Ceyx
Beta Tester
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Each team has the same exact SG/HWGuy/etc to deal with when playing the game.. either on CTF/AVD/or ID. One team runs offense, the other runs defense...... half-time.... switch.
Seems fair to me... BTW Bridget - thanks for derailing my attempt to get people more involved with competitive gameplay. Such a newb.
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hef Last edited by Lynus; 11-25-2010 at 06:17 AM. |
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11-25-2010, 06:41 AM | #14 | |
UI Designer
Front-End Developer Fortress Forever Staff
Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng Gametype: CTF 9v9 Affiliations: .gr , smr Posts Rated Helpful 46 Times
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Quote:
Let's take a look at Exchange, very small hallways, which leads to the D making the O rage hardcore, aka a low scoring map. Now let's look at Congestus, very open map, very O Friendly, high capping map. Different Gameplays just in two CTF Maps.
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Maps : Haste |Scrummage |Mulch_Trench Voltage | Exchange Classic | Fortsake ricecakes: I demand SGs get a buff squeek.: buy it a gym membership 'I have an eye for design' - Kube 2014 |
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11-25-2010, 06:45 AM | #15 | |
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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Quote:
1. Pub AvD does NOT switch sides. One team caps and the game is over. It doesn't reset, the map changes to something else. The fact that you didn't know this alone I think indicates how much you play it. 2. True, the stats don't change between gamemodes, but the rules and tactics do. When is the last time you saw 7 soldiers playing on O in a pickup game? I've seen this several times before in pub I/D and AvD. There's not much of a defense for it. People simply play stronger classes for O in pubs than they do in pickups. Old sentries and heavies had a better chance of slowing this down. Current ones do not. 3. I/D does switch sides, however if it used to take an average of 10+ minutes to be done with a round, and it routinely becomes 2-5 average (that's INCLUDING wait time for the flag to respawn after capping), it kind of sucks and just feels like taking your turn to win or lose, depending on whether you're on O or D. Is it fair? Technically yes, both teams switch sides. Is it fun? Not really. I find it infinitely more fun not KNOWING which team will win. Last edited by chilledsanity; 11-25-2010 at 07:09 AM. |
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11-25-2010, 07:12 AM | #16 | ||||
I like Ceyx
Beta Tester
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And for the record I've known this and always thought it to be a problem... and I believe I've requested this to be fixed. Quote:
You're problem is wanting to focus too much on relying on sentry guns... They should be the last resort of defense when all else has failed... should not be there to prevent them from getting in your flagroom. Quote:
the bottom line is you can't blame getting raped as an engineer or a heavyweapons guy on the class. it's the fact that people dont follow the objectives in the game mode.
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hef Last edited by Lynus; 11-25-2010 at 07:33 AM. |
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11-25-2010, 09:15 AM | #17 | ||||||||
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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Short version:
You keep saying things over and over like you don't understand what's being discussed. It's like if I was trying to identify a type of fish and you keep asking what color its feathers are. I don't think there's any point in discussing it with you further if you keep this up, you haven't shown any evidence that you UNDERSTAND the problem. Feel free to prove me wrong however, I've tried to point out the specifics of what you're saying below: Long version: Quote:
"in pickup games the engineer gets most of the kills so i really dont see what the fucking problem is.... " "either on CTF/AVD/or ID. One team runs offense, the other runs defense...... half-time.... switch." I can totally accept if someone has a valid argument about something and provide points to back it up. I tend to find it frustrating when people make blanket statements about something where it's obvious they're not fully understanding the problem to begin with. Quote:
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11-25-2010, 09:44 AM | #18 |
I like Ceyx
Beta Tester
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So what exactly do you propose be changed?
Higher damage output? Higher Health? What? Going to sleep. Goodnight.
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hef |
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11-25-2010, 11:28 AM | #19 | ||
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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11-25-2010, 01:41 PM | #20 |
UI Designer
Front-End Developer Fortress Forever Staff
Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng Gametype: CTF 9v9 Affiliations: .gr , smr Posts Rated Helpful 46 Times
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It's not just the SG, it's also Pyro with it's uber-flame push, and jump pads.
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Maps : Haste |Scrummage |Mulch_Trench Voltage | Exchange Classic | Fortsake ricecakes: I demand SGs get a buff squeek.: buy it a gym membership 'I have an eye for design' - Kube 2014 |
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