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Old 05-18-2008, 04:39 AM   #245
Credge
FF Loremaster
Beta Tester
 
Join Date: Sep 2007
Posts Rated Helpful 4 Times
Quote:
Originally Posted by -pF-
Um. Soldier does not need a nerf. It's fairly hard already to play decent D with a 4 round clip that takes hours to reload.
Pretty much. Solly is the only balanced class in terms of how hard it is to kill him, how much skill it takes to be proficient, and the reward you get for being skilled with the class. There is no other skill where the effort and skill put in is equal to what is put out.

He is a little overwhelmed with the general speed of the game, but the core of the class is fine as is. Just make him reload faster than the other classes (33% faster is a good place to start) to make him have a unique feature (something he lacks).

Anyway, allow me to give my first impressions on 2.0 and then go into why these impressions have changed.

At first, 2.0 was great. I was excited about it. The HW having awesome spread and rate of fire was very cool and I was excited about it. While I was skeptical about the jump pad (for good reason) my initial response was that it was gimmicky, but neat. I didn't see it breaking games. One thing I did notice, from the very first moment of playing 2.0 was that hit scan weapons sucked balls. Even further, I was getting hit by people while I was around the corner already, something that did not happen in 1.11.

The medics new ability to toss medpacks was welcomed, but I didn't view it as a necessity. However, I did not see this breaking the game either. Explosion radii' where a huge improvement, and still is. I was also rather pleased with the 1.1 second blue pipe timer.

Now, however, all but one of the things I mentioned are reasons why I don't play anymore. 5v and 6v are the only playable formats (with 6v being slightly more broken due to scout/demo/medic combos that can break almost any defense on any medium sized map like monkey, sd2, and the plethora of other maps that are medium sized). Jump pads broke the main reason why seeing an offensive solly or demo wasn't common (but when you saw it, you felt the pain) and, instead, made the demo a class you would see just as much as the medic. This didn't help defense and only bolstered offense.

1.1 second blue pipes made the demo, on most maps, futile for more than just piping the flag while making him an unstoppable spam fest on choke points on maps like monkey and derive. It also made the demo an even better choice for offense.

The medics ability to buff his allies without him being around was pretty . This really didn't do much for defense and only bolstered offense. A medic could fully eachother to the point where they could survive two direct rockets and four shotty blasts at medium range, something comparable to the survivability of the soldier all the while not needing to stop to do this. Demos had, roughly, the same survivability while fully buffed.

Jump pads also made mirvs a common offensive tool.

HW's went from being 'ok' in 1.11 to gimmicky and redundant in 2.0.

Hitscans made using the shotty on defense disadvantageous as a moving target coming at an unexpected time as much harder to hit than a target standing in, roughly, the same area all the time.

The biggest reason I don't play FF anymore is the offense. The effort you put in does not match what you get out. This means that the opposite is true for the defense (the amount of effort you put in is greater than what you get out) on average. The game, also, revolves around SG's. No longer is it a game of capture the flag or defend the point... it's a game of destroying or protecting the SG. No thanks.

When will 2.1 out?
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