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09-17-2008, 12:46 AM | #1 |
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The rant about classes thread!
Just a thread where you can rant about classes. I posted this mainly because I don't see a whole lot of interesting happening on these forums. I'll start off.
The medic. I have a problem with most people who play medic. They don't heal you when you're at 8 HP and standing right in front of them. People have forgotten (or just don't care) what a medic is all about: The heals. The flagrunner part was just picked up because people figured, "Hey, he's the second fastest class. He's got concs. LET'S GO GET THE FLAG!" After all, why would they be called the medic without healing? |
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09-17-2008, 12:51 AM | #2 |
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09-17-2008, 12:53 AM | #3 | |
[AE] 0112 Ihmhi *SJB
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Honestly, I just think we should split the medic into two classes - one more support and Medic-y like TF2 (but not as useless in battle), and one that acts like the current Medic's "Heavy Scout" role.
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09-17-2008, 01:16 AM | #4 |
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Class/Position: Sniper/Demoman Gametype: CTF Affiliations: :e0: Co-leader Posts Rated Helpful 6 Times
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Medic is more of a combat medic than a medic medic. That's why it said Combat Medic as the name in TFC. At least, I think it did.
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09-17-2008, 01:17 AM | #5 |
Bearskinner
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That's just dumb. The medic has ALWAYS been a combat/capping class. Just because they can heal doesn't mean they're supposed to. Especially not in FF. An engineer could follow you around all day throwing supplies at you, but that would be just as stupid. You can heal yourself with supply bags and dying means almost nothing anyway. Why would they bother healing you if you could just run back to where you were when you died in like 5 seconds?
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09-17-2008, 01:36 AM | #6 |
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Class/Position: Sniper/Demoman Gametype: CTF Affiliations: :e0: Co-leader Posts Rated Helpful 6 Times
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I hate people who play sniper all the time.
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09-17-2008, 01:39 AM | #7 | |
Heartless Threadkiller
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Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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Because a healthy O player in the enemy base NOW is different than an injured(or repeatedly sniped) player in the enemy base 5 minutes from NOW.
It isn't the CLASS that has a problem.... it's the people playing the class. I have(and will continue to) call players BY NAME before they run into a hazardous situation(when I am playing as a medic) so that I can beef their health up. Chances are, even if they die, they clear out the D so I can get out with the flag. In TFC, I have played the reverse role, and been the beefed up distraction so a faster team mate can get the flag out. I don't know how many times I have to say this. PLAY FOR YOUR TEAM! Even in a pub. Even if no one else is... lead by example! Promote teamwork! It will spread like infections used to!
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09-17-2008, 04:46 AM | #8 |
Stuff Do-er
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If you've ever played as the hunted or as a medic on hunted, you must know that medics CAN heal and can do it VERY well. If you don't know that, you need to learn that it is true. A medic makes the difference between a dead civ and an escaped civ everytime a spy gets too close.
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09-17-2008, 09:30 AM | #9 |
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The issue with the medic revolves mainly on map. Some maps the scout simply can't be used effectively on and medics are required while others the medic isn't even needed.* You can say it balances out, but that's like saying that the pyro could be used on some maps. The point should be that all classes should be viable on >most< maps. I don't think there's anything you could add or change to alter the current classes without making one class incredibly overpowered over the other.
Maps need to be made with the classes in mind. Every defensive class needs to have a position which he can really do a lot of damage and all offensive classes need a route which uses his abilities to their fullest**. The new dropdown is a great example of this (back entrance for spy, bottom path for medic, top for scout) as is plasma. I dunno. I think the biggest problem with most classes being OP or UP deals entirely with the maps that get played and made. They are either super-tight and focused on DM or super-open and focused entirely on concing. There are very few maps with instances and effective uses of both. * This does not mean that the scout is better, it's just that the medic isn't needed. You'll often find people switching to medics when a defense is better than what scouts bring. You'll probably also notice that the team that brings medics starts to cap again. This ties in with maps more than the skill of the players playing. ** Personally, I think all offensive classes need a unique movement tool or ability. The pyro and spy have them (if you call the pyro an offensive class... maps need to be made with yards that don't have random crap scattered around so the pyro can backwards flame-bhop appropriately) but the scout and medic do not, effectively making them the same class with a different flavoring. In previous TF games it's been O.K. as the scout had a true speed advantage while the medic had the superior firepower, however, I don't see the scout as having the same level of advantage in FF though. I think the game is balanced pretty decently... just some minor changes to the classes and better maps need to be made. If I had the time I'd start working on some maps but I've been a bit busy lately learning how to make videos... and now I'm playing WAR. I think once I finish this video I've been working on I'll have the time to map. But, until then, please map makers, think of the classes while you think of designs.
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09-17-2008, 11:37 PM | #10 |
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I second the notion to make the medic more heal-y. I don't care whether it was in TFC or not, its a good design decision to make the medic more fit his purpose. Give some of the better offense power to the scout but make the medic an instant "That guy has to be healing people" rather than a conditional "pro medics heal civs in hunted only, otherwise medic is a scout" type of medic.
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09-18-2008, 12:25 AM | #11 | ||
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09-18-2008, 02:04 AM | #12 | |
Stuff Do-er
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09-18-2008, 02:11 AM | #13 | |
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Though, if the medic were to be split in to two classes, I think the best thing to do would be to combine the sniper and medic (sniper weaponry, medic heal packs and medikit... remove the disease and concs) and then give the weaponry and grenades of the medic to a new class while also giving this new class a unique weapon/ability that made him the appropriate choice for maps like 2fort where a scouts finesse is of no use. But that doesn't even sound very good.
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09-18-2008, 01:33 AM | #14 | |
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10-06-2008, 04:10 PM | #15 |
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Good Medics
I've noticed that I was the only medic that new what he was supposed to be doing: Saving his team's ass.
I've seen some medics stare at me for like 10 seconds while I'm burning, and just run off to get killed by a HWGuy. Only one medic I came across thought: "Hey, this guy's been calling for me for like three minutes and he has a weird green glow on him. I wonder what will happen if I finally tried to heal him." I want to see more people knowing what the hell a medic is supposed to do. So the next time you play, play as a medic and help us. We need your support. Please? |
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10-06-2008, 05:37 PM | #16 | |
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10-07-2008, 01:16 AM | #17 |
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Pyro is WAY over-powered!
I've been playing for about a week and this is my biggest complaint. They also cause way too much lag. I know you guys wanted to pyro active, but damn he needs to be balanced a little more, more importantly, cut down on the amount of lag he causes. I noticed the SGs don't move as fast either, interesting to me. Dunno if people feel it needs tweaking. These are the first of many impressions the game has left on me for the first week after many years of TFC. Sorry if they've been expressed\discussed many a time before. I'm really enjoying FF, just wish more people would play. |
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10-07-2008, 01:20 AM | #18 | |
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10-07-2008, 02:45 AM | #19 | |
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But, as I've said like... a billion times, the pyro is overpowered for the wrong reasons. His mechanics don't fully work like they should and his movement skills, the ones that made him fast in previous versions, don't work due to new mechanics introduced in 2.1. He does more damage than he should while using the wrong weapons while being incredibly unforgiving. The ONLY reason why a soldier is still preferred is because of the explosion radius and stopping power of the rocket launcher. It's just that much better than the IC... otherwise the pyro is above and beyond what a soldier is capable of. It's a bad situation.
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