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Old 03-28-2007, 10:28 PM   #1
own3r
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Frag grenades

In tfc there is a skill in priming frag grenades and using them in combination with the weapons for the given class. I like this its quite good fun, but what I don't like is what it does for gameplay. Humour me for a minute, TFC with fewer or significantly weaker frag grenades might be quite cool. Frag grenades could be used to bolster weaker classes whereas already strong classes such as the soldier have no real need of them with a rocket laucher and super shotgun.

This would have a big affect on gameplay but I would be interested to know if the DEVS have thought about this, or even if they could test it out to see if it works.

This would definatly be a powerful ballancing method for the classes which to be honest are not ballanced in TFC.
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Old 03-28-2007, 10:32 PM   #2
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It'll definitely take some of the "spam" out of the game like they said they wanted to do.

Did they state if they're removing concs? I just re-read it quickly and all it takes about is how the Scout's doublejump is more effective than concing was.

-Ryu
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Old 03-28-2007, 10:37 PM   #3
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The Devs reduced the radius. Spamming won't be as affective. You'll need to have a target and be on target.
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Old 03-28-2007, 10:39 PM   #4
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Quote:
Originally Posted by Ryu
It'll definitely take some of the "spam" out of the game like they said they wanted to do.

Did they state if they're removing concs? I just re-read it quickly and all it takes about is how the Scout's doublejump is more effective than concing was.

-Ryu
Re-read it again, he mentions how when they removed "them" (concs) the game seemed better to them. He also doesn't mention concing at all when asked about it, saying that the doublejump is better for them
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Old 03-28-2007, 11:22 PM   #5
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Ok, guys, the classes aren't all supposed to be balanced in terms of DMing ability. A soldier is SUPPOSED to be able to beat up most other classes most of the time. The issue is that all classes should be usefull. In TFC, the sniper wasn't played in clan games and the pyro wasn't played at all.

If the reduced grenade radius rewards people being more accurate with their grenades than that suits me just fine.
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Old 03-28-2007, 11:38 PM   #6
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Quote:
Originally Posted by own3r
In tfc there is a skill in priming frag grenades and using them in combination with the weapons for the given class. I like this its quite good fun, but what I don't like is what it does for gameplay. Humour me for a minute, TFC with fewer or significantly weaker frag grenades might be quite cool. Frag grenades could be used to bolster weaker classes whereas already strong classes such as the soldier have no real need of them with a rocket laucher and super shotgun.

This would have a big affect on gameplay but I would be interested to know if the DEVS have thought about this, or even if they could test it out to see if it works.

This would definatly be a powerful ballancing method for the classes which to be honest are not ballanced in TFC.
classes arent intended to be balanced in fortress mods. youll not very often catch a scout able to DM a soldier, likewise youll not likely catch an HW that is as effective at making flag runs as the scout. whats important is that the classes perform their roles appropriately.

EDIT: oh hello there Nezumi, for some reason i completely skipped over your post :X
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Old 03-29-2007, 12:47 AM   #7
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Normal grenade radius is smaller and there will generally be fewer about. Will do the trick, we hope.
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Old 03-29-2007, 12:38 PM   #8
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Originally Posted by Dospac
Normal grenade radius is smaller and there will generally be fewer about. Will do the trick, we hope.
Generally be fewer about in the official FF maps though, right? That doesn't stop a custom map designer from placing grenades all over the place, unless the number of grenades you can carry is dropped.
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Old 03-29-2007, 04:11 PM   #9
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Quote:
Originally Posted by Dospac
Normal grenade radius is smaller and there will generally be fewer about. Will do the trick, we hope.
Cool, I was really hoping you guys would do this.

As far as TF2 goes, I think a lot of people here are being biased. I would love to have two different gameplays of a fortress style game to play on. (FF being the new and improved TFC that we all know and love, and TF2 being a new style of Fortress in all aspects.) Would you really want the same game made with the only difference being the graphics? If I got tired of one, I could go play the other.

I think that some of the changes that they have made will make it a pretty fun game. I am also a little disappointed with the fact that they did take out conc grenades, but that is because back in the day when I played on a 56k AOL connection I could actually stay offline and play conc maps for hours. I am sure that there will still be skill maps in the game to play though. Oh man those were the days, wow that brings back some memories...
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Old 03-29-2007, 04:13 PM   #10
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Oh damn, hadn't heard about concs being taken out in TF2. What nades do the scout/medic have instead?
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Old 03-29-2007, 04:34 PM   #11
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None. Awesome huh?
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Old 03-29-2007, 04:44 PM   #12
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Quote:
Originally Posted by Formaldehyde
None. Awesome huh?
Wait a minute..... Don't you look forward to spending endless hours of hitting a fatty with a "healing ray" so he can go on offense?

FUN, FUN, FUN....

Woot! Loot at my leet healing skills! Hey, lets go play a healing map and roxors through it in 15 mins.... weeeeeeeeeeee Then we can get in that leet healing guild "h3"!
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Old 03-29-2007, 04:52 PM   #13
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I know this is a shocker...but just because you played medic in TFC doesn't mean you must play medic in TF2.
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Old 03-29-2007, 05:27 PM   #14
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Quote:
Originally Posted by GhOsT
I know this is a shocker...but just because you played medic in TFC doesn't mean you must play medic in TF2.
/me Patiently awaits shocker jokes.
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Old 03-29-2007, 05:34 PM   #15
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1. LOLZ maybe there going too ad a shock truper clas intoo the game noob valve!!!111

2. hay i got idea. maybe the medic shud have dephibrilator things to ressurect teammates which take 3 minites to use. that wud b awesum.




One, two or neither?
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Old 03-29-2007, 06:27 PM   #16
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Quote:
Originally Posted by Dospac
Normal grenade radius is smaller and there will generally be fewer about. Will do the trick, we hope.
Thank god.
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Old 03-29-2007, 07:51 PM   #17
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Quote:
Originally Posted by Dospac
Normal grenade radius is smaller and there will generally be fewer about. Will do the trick, we hope.

Good to hear, if the spam is really bad then cull the ammount which can be held a bit.
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Old 03-29-2007, 08:46 PM   #18
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The default nade bags give 2/1, we haven't changed any classes gren capacities. Not saying we won't if the need arises though.
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Old 03-29-2007, 09:03 PM   #19
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This is turning into the same port about nades before, and i'll say the exact same thing.

Learning how to use grenades and prime and toss them at the right time is a major skill of the game, so people are either posting this because they suck at it, or they always get killed by it. soooo. roar.
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Old 03-29-2007, 09:12 PM   #20
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Quote:
Originally Posted by Dospac
The default nade bags give 2/1, we haven't changed any classes gren capacities. Not saying we won't if the need arises though.
So it is harder for an Engy to get 4|4 now, then? Okay, I like that. Query: do the classes still spawn with the same amount of nades?
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