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Old 07-17-2010, 04:46 PM   #8
chilledsanity
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Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted
Posts Rated Helpful 6 Times
Quote:
Originally Posted by Elmo
Before now I think we've been too afraid of changing such things if we could help it -
I can believe this, but 2.0 and 2.1 were such massive changes gameplay-wise, I don't understand why the dev team was afraid of completely changing the game afterwards when they had done it already.

Quote:
Originally Posted by Elmo
or maybe we just didn't have the idea
I can GUARANTEE this wasn't the case. If it was, you guys should just be shot in the head, no offense.

Quote:
Originally Posted by Elmo
If we ensure that powerful SGs WILL go down after continual battering then even with multiple SG's there's a positive feeling that you can make a hole and take them out - even if one by one - they will eventually go down.
Again, I'm confused by this. Even in 1.0, FF sentries succumbed faster than TFC ones. They offer no splash protection, so if you fire at them continuously, it will usually take out the sg and rockets will shove the engineer back unless he has kung-fu timing. A medic with a supernailgun can often overwhelm an ng's ability to keep it repaired fast enough. An O sniper (this is more for AvD) can take out an sg in one hit. Spies have more abilities than ever for messing sg's up. I'm not sure why you think the current sg's don't topple under fire, that's something the soldier excels in.

One thing I thought TF2 did right, was to have powerful sentries, but have them also slow to go up, like it's an investment. It's also much more satisfying when you take them out, because then, like you said, it punches a hole in defense and creates a window of opportunity and feels like an accomplishment. If that's really what you guys want, why the hell did you decrease the build time so they can be almost immediately after one's been destroyed?

Quote:
Originally Posted by Elmo
I could agree a few extra dmg wouldn't have gone a miss in previous pratches but I do feel the general mechanics of the SG need to be played with.
It sounds like you weren't the one who nerfed the sg in the first place. Just remember it's the PUSH that's more crucial for sg defense than the DAMAGE. This is what keeps people from capping flags.

Quote:
Originally Posted by zE
Engeneer is one of my favorite classes and tbh isnt underpowered at all, it powns all dudes that dont conc slide properly, and in adition to that engeneer can defend vs any class with his supershotgun and grens. And gets impossible to off in several maps with a lot of sentrys.
Well you're looking at things from a CTF perspective, where typically the worst thing sentries are dealing with are scouts and medics. I'm looking at this from AvD perspective, where you have demoman flying in with mirvs, soldiers bombarding them with rockets, and even heavies sometimes outgunning them. Out of curiousity, how did you deal with sentries in TFC? Those were MUCH more powerful than FF's and much better balanced for AvD play.
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