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Originally Posted by TheUnbeholden
Grenades are another issue. Priming grenades in TFC was a lot of fun, but the problem is that the game essentially becomes a complete spam fest. Anyone who has played openfire_l knows this. Map strategies essentially become the process of finding which chokepoints to continually spam with grenades for 30 minutes. Most classes can carry up to 4 frag grenades each time they spawn, so you're gonna throw at least one grenade at every persons you face.
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This is true, and for the past week (I've been playing TFC because my video card is broken and can only handle Goldsrc games, lol) has irritated me so much. If you join a popular TFC server and pay attention to the upper right 'kill notifications' then it becomes overwhelmingly obvious that most of the kills are from two broken aspects of the game: Snipers and grenades. I am not going to argue against Snipers, no matter how much I think they don't deserve to be in a game where all the other classes have range restrictions. It's a topic for another time, but I do want to address grenades.
Grenades are too powerful, which is ironic, because I imagine their original purpose was to act as a support item, something to give you an edge in a fight or help you finish off an opponent. In reality, grenades are so powerful, that you can essentially use nothing but grenades to combat people in Team Fortress games. You can absolutely neglect using your class weapons, because a single fragmentation grenade is usually enough to take out anyone, as no one runs around all the time with perfect health; They're going to have some 'bumps and bruises'.
The fragmentation grenade is powerful enough to destroy a sentry gun assuming the sentry has a few slivers of health sliced off from its maximum health. Now, take a look at something like the Mirv. It deals an inital blast equal to a single fragmentation grenade, then drops four 'Mirvlets' which act as fragmentation grenades as well. You have five grenades in one with the Mirv. Overpowered much? This is a huge balance problem, but people tend to 'cling' to the Mirv, because it was in TFC and holds some 'memories' or 'nostalgia' with them.
Grenades need to be removed or reworked to act as non-combat tools. Let me just throw a random idea out. Made up on the spot! The Mirv, for example. What if it could be dropped (not tossed, negating any possible use as weapon) and then opened, depositing five yellow manually detonate-able pipes where it disassembled? These wouldn't explode or deal damage, unless the demoman used his alt-fire button. This acts as a 'tool' instead of a weapon. He can now quickly set up pipe traps and is free to deal combat damage with his real weapons, such as the blue pipes or his single shotgun. Get what I'm saying?
Quote:
Originally Posted by TheUnbeholden
* Remove Bunny Hoping. (after a jump you temporarily slow down to 50% of your speed)
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I would be open to seeing bunny hop limited to only the Scout. He is, after all, the 'movement class'. There are too many already-implemented means of movement that, while they require some skill and practice, are not as counter intuitive as bunny hopping. Examples such as grenade jumping, rocket jumping, trimping, concussion grenades, jump pads, and so on and so forth.
Quote:
Originally Posted by TheUnbeholden
* Decrease amount of Grenades to 2. Give them a priming time of 5 seconds before exploding, longer you keep the button pressed the longer you hold the grenade before throwing it (perhaps allow demoman to have 4).
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I am for decreasing grenades, I suggested that one should have two frag grenades maximum and one secondary 'unique grenade' maximum if they were not reworked. In addition, I would like to see a system that 'powers up the grenades', as I suggested a long time ago: The longer you keep a grenade primed, the more damage it deals (working from no damage to 100% damage as intended now). This punishes people who spam their grenades mindlessly without a prime and rewards those who are conservative and use them correctly.
No comment on the Scout bunny hop decrease. I 'unno.