11-28-2010, 07:24 AM | #161 | |
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
|
Quote:
Last edited by chilledsanity; 11-28-2010 at 07:27 AM. |
|
|
11-28-2010, 06:44 PM | #162 | |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
|
Quote:
But here's a simple question. Why ever run a single scout if a medic does the same things he can do but better? Well, you don't... unless the person playing the scout is above and beyond everybody else in the game ever, in which case you'd run a scout because the person playing the scout can take advantage of the reason the scout exists: speed. The jump pad always has and always will be a nerf to the scout and a buff to every other class in the game. Yeah, the scout is used now because of it. But why is he used now? Because he gives everybody a conc. All the jump pad has ever done was nerf the medic and scout. Yeah, the scout is more useful now. Too bad everybody on his team now has a conc. Why run two scouts?
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
|
|
11-28-2010, 06:45 PM | #163 |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
|
I'm just going to make another post and make this real big because I don't know the answer to this. I assume there isn't one.
WHY RUN TWO SCOUTS?
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
|
11-28-2010, 07:49 PM | #164 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
|
What exactly is wrong with the situation you describe? Letting one class buff other players is not "nerfing" it. The medic can heal other players, letting them be more viable on O. Is that a nerf to the medic?
One indicator of good class balance is when a mix of classes is better than all the same class. |
|
11-28-2010, 09:13 PM | #165 |
D&A Member
Beta Tester Join Date: Jun 2010
Class/Position: anything but Sniper and Spy Posts Rated Helpful 6 Times
|
I think what he means is that the jump pad lowers the requirement for a team to have scouts and medics, as it confers one of the abilities of scouts and medics have (large jumps) onto other classes. Of course this ignores the fact that jump pads are static, require maintenance, and can benefit the enemy, especially when badly placed, whereas concs can be performed anywhere as long as the player has sufficient conc grenades. I see his point though.
Last edited by episkopos; 11-28-2010 at 09:13 PM. |
|
11-28-2010, 09:28 PM | #166 |
Join Date: Jan 2010
Location: Switzerland
Posts Rated Helpful 20 Times
|
today I could read a funny conversation. some people think FF would be a success if you replaced the models with zombies...
__________________
Swiss Fortress Community |
|
11-28-2010, 11:26 PM | #167 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
|
Exactly. You can sum up most of the "problems" in this game with this answer. So, that begs the question, is it problems in the game, or problems within the maps themselves?
Snipers are overpowered!! "Depends on the map." SGs are underpowered!! "Depends on the map." (Just to yank 2 out of the air) Snipers can dominate on maps with large yards. Yet with closed quarters maps, they are nearly defenseless. The SG has problems with anywhere a player can get movement advantages, but in semi-close quarters, they can still defend an (smaller)area properly. I know this isn't the whole solution to the problems, and yes, there are balance issues. But I think alot of the "problems" are being blown out of proportion.
__________________
Quote:
Friend me on Facebook Follow me on Twitter |
|
|
11-28-2010, 11:35 PM | #168 |
sKeeD
D&A Member
Beta Tester |
|
|
11-29-2010, 12:45 AM | #169 |
I like Ceyx
Beta Tester
|
WHY RUN 2 SCOUTS :
AVD doesnt make much sense unless you needed 2 jumppads... CTF is useful for when the demoman doesn't miss a det... you can sacrifice a scout for the flag in some situations. IVD speed gets points
__________________
hef |
|
11-29-2010, 10:41 AM | #170 | |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
|
Quote:
Last edited by Elmo; 11-29-2010 at 11:08 AM. |
|
|
12-01-2010, 05:06 AM | #171 | ||||
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
|
Quote:
You aren't letting one class buff the other. You're giving the other classes the EXACT same tool he has. Why does a demoman need to fly through the air like a scout? A medic gives people health. He does not allow them to heal others. See the difference? Quote:
It seems self evident that ever since the introduction of the jump pad, CTF and AVD took a dramatic dive in functionality. Quote:
CTF: Why run a second scout when a medic can do the exact same thing? So, they're a little bit slower. After the scout blows it, the higher health medic will just breeze through. Remember, he has an EXTRA conc. He didn't have to use his original conc grenade to get across the yard. IVD: Yep. Game mode designed around speed. Quote:
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
||||
|
12-01-2010, 05:20 AM | #172 |
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
|
Interesting. For AvD, what's superior to EVERYBODY going soldier on O? Granted, you won't get to the caps QUITE as fast as some other classes (which usually die anyway), but it's very, very effective.
|
|
12-01-2010, 05:25 AM | #173 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
|
All soldiers and one scout to build a jump pad? AvD is a bad example because there are no concs. Soldier has few weaknesses. Do you think they are overpowered? How would you make them less useful on offense?
|
|
12-01-2010, 05:26 AM | #174 | |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
|
Quote:
The reason for the scout isn't to help others move across large spaces in a hurry. That was the engineers job in TFC, and it was a horrible idea back then. The reason for the scout is to move fast. But the problem was never that the scout sucked. The scout was OP before the game friction was changed and then he became slightly UP. The problem was that, despite how OP the scout was, medics were MORE OP. Why run a scout at all when a medic does so much more at a slightly slower speed? So then, you give people a reason to run a scout. Except it's the absolute wrong reason for running a scout. On top of that, it assed up most of the game and now, instead of just removing the fucking thing we have spent some two years trying to balance the unforeseen consequences it has caused.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
|
|
12-01-2010, 05:30 AM | #175 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
No matter how much you want to say the medic is equal to the scout in movement and better in everything else, you're wrong.
With or without the jump pad, you're wrong. The run speeds are not equal. The conc speeds are not equal. The movement abilities are simply not equal. EDIT: I can show you an infinite number of moves that a scout can do that a medic can not do (try to conc->rampslide from schtop FD to the enemy button as a medic).
__________________
#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.; 12-01-2010 at 05:32 AM. |
|
12-01-2010, 05:36 AM | #176 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
|
How so? I'm not married to the thing, so convince me. Though I'm not in charge of adding and removing features, I'd like to hear what's bad about it.
I'm tired as hell of managing expectations of what such-and-such class should do based on how people have played them in the past. Those arguments don't interest me. |
|
12-01-2010, 05:36 AM | #177 | |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
|
Quote:
It's not like most AvD maps have multiple paths to take. They're linear because they focus is on pushing. Sure, some have a grate you can blow up, or on one cap they have two ways to take the flag. But by and large, you've got one linear path to take the flag. The whole 'sniper shoots somebody to the cap' or 'demoman blasts somebody to the cap' thing is a design oversight that completely undermines the point of the game mode and the jump pad just adds to this oversight.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
|
|
12-01-2010, 06:09 AM | #178 | ||
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
|
Quote:
The design behind it was to make the scout useful. Ok. He already was because he was fast. The problem, though, wasn't that the scout sucked or that he wasn't useful. HE WAS! The problem was that the medic was INSANELY over powered. Pre 2.0 people typically ran 5v5's. In these 5v5's people ran 2 medics, or a medic and a demoman, the vast majority of the time. At some point people also started playing 4v4's and people ran four medics or three medics and a demoman the vast majority of the time. More often than not people ran 2/4 medics because it was better. People didn't run the scout because the medic had the following traits:
It's very self evident why the scout wasn't used. However, instead of addressing these things in the 2.0 patch by nerfing the medic and changing the physics around, the dev team deemed it a great idea to introduce the jump pad. And so it was. And so here are some consequences:
There are many more, but the only benefit to including the jump pad is:
* Quick edit: This is absolutely irrelevant because the game was the very definition of being playably unplayable. The game went from functioning fine to not functioning fine all in the name of 'balance'. Mind you, there have been other changes that have been taken for granted but have still had a marked outcome on the game. Things like increasing fall damage. The only class impacted is the scout. A medic will just regenerate that health. Why even include it? Why not just lower the scouts health by an average of 8? Again, done 'in the name of X'. I mean, why don't we have teleporters in the game? "SO EXPLOITABLE!" No, that's not the reason why. You can design something to not be as exploitable and you can patch it after things happen. The reason we don't have teleporters in the game is because we don't want heavy classes on offense. We don't want to see heavy weapons guys appearing suddenly with full health in an enemy base. So what makes it O.K. design to give the scout something that functions as a lesser teleport just so he gets played? Why not give the scout something that only impacts him and makes it function as a true buff instead of some over-arching net offense buff that has had a dramatic impact on more than just the scouts playability? Mind you, a lot of the negative things that happened as a result of the jump pad were simply oversights and then the dev team sort of disbanded and then others took over and all was well... but then the jump pad was never removed and then attempts were made to balance the game around it just for the sake of saying 'hey guys, we have this brand new feature that TFC doesn't have, come check us out!' Everything about this infernal fucking thing was handled wrong. I'm not saying intentions weren't in the right place, because everything was intended to be great. It's just that that piece of crap is the very reason FF died hard after the competitive season that 2.0 came out during. It's the reason I've quit over and over and over again. It's the reason there were tons (relatively speaking for FF of course) of people complaining that AvD was completely FUBAR thanks to this thing. Just nothing good about it. Quote:
The jump pad changed the scouts design philosophy when there was never anything wrong with the design philosophy. It was a change for the sake of change. That was the problem with it. Also the fact that it literally assed up the entire game to the point where, after 2.0, the competitive scene completely died because of it. And that's not some weird correlation between two events. That is the reason for it happening. It was discussed here pretty heavily as well as on IRC and in game.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan Last edited by Credge; 12-01-2010 at 06:11 AM. |
||
|
12-01-2010, 07:00 AM | #179 | ||
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
I didn't read your whole post, Credge, because your premises are false.
The design was to make movement more accessible and to make other classes more useful. Here is an excerpt from the original post that sparked the jump pad: Quote:
Quote:
Once #ff.pickup started, multiple scout O was common, even before 2.0 was released.
__________________
#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 |
||
|
12-01-2010, 11:31 AM | #180 | |||
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
|
Quote:
Also if you have to say "AvD is a bad example", for the mixed class formula that should be a warning sign right there that something's not working. Quote:
Quote:
Last edited by chilledsanity; 12-01-2010 at 11:41 AM. |
|||
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|