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Old 11-05-2007, 04:00 AM   #41
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My 1.2 wish is to be a beta tester.
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Old 11-05-2007, 04:22 AM   #42
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My 1.2 wish is to be a beta tester.
beta than what?
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Old 11-05-2007, 05:53 AM   #43
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I think that spies grenades need to be more deadly and more longer lasting (dmg +increased screen blur).
-Unnerfed heavy weapon guy a bit, too easy to run past him as scout
-colors of well must change
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Old 11-05-2007, 06:22 AM   #44
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I can't even figure what the roll of an HWG is supposed to be anymore. He's useless for defense, as by the time the gun warms up, whatever was going to steal your flag is long gone. His immobility also makes him useless for offense.

His best use seems to be as a forward meat shield. Don't fire - just block as much incoming damage as you can before you die. Yeah, fun.

I remember when I first saw the FF HWG, and I was all, “Yes! At last! The perfect HWG! It takes some thought to play, and it doesn’t have the god-awful spin-up time and movement nerf of the TF2 and Q3F HWG’s.”

…Now it has the god-awful spinup time and movement nerf of the aforementioned mods AND the overheat? I mean - I dunno what they were smoking when they decided to nerf him that much but I want some of it!

You can do one nerf or the other but not both. Frankly, the only time the HWG was really overpowered was when they came in groups on maps with no out of the LOF sniping angles or pipe zones (like PUSH). I think one would be much better off reducing his damage, widening his COF, or even squelching the ROF or (god forbid) armor. But taking away mobility on top of the overheat not only makes him useless, but not at all fun to play.

The HWG with mobility was the most beautiful thing I ever saw in a TF remake, it un-pidgeon holed the class, and actually made it fun to play. Please, don't take the TF2 route.

Medic infection also must be reinstated. That was one of the key aspects to TFC, if we lose that, ya midas well switch to TF2.

Only other thing I think this mod would need to be complete is %L locations on ff_hunted, more time for defense to setup on Cornfield (defense is HARD on that map), and better SG’s . (Those things are useless, save in groups.) Everything moves so much faster in this version of TF than any previous that something has to be done to help them - maybe double the health for level 3, and reduce the lock-and-fire time.

Last edited by Saint Thoth; 11-05-2007 at 06:31 AM.
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Old 11-05-2007, 07:35 AM   #45
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lower sg health. for once i might have to agree with own3rs idea of stretching hp across the whole teams sgs, so when a team has 3 fucking sgs, they arent unstoppable. maybe have a health percentage decrease for every additional sg or somehthing. i dont know, but something needs to be done about those goddamned things.
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Old 11-05-2007, 01:49 PM   #46
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an official ff_2fort, all maps have shadow.
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Old 11-05-2007, 03:42 PM   #47
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Quote:
Originally Posted by Skanky Butterpuss
lower sg health.
Bah on that. A medic can take out a sentry gun before I can even get a grenade on him. If anything lower the rate of fire for the medic and scout - then lower sentry gun health.

Please remove the over heating of the heavy weapons guy mini-gun. This is too much like tf2 - its just lame. With the HW's rate of fire, he goes through too much ammo to venture too far from base.

So for the HW - maybe increase the rate of fire, remove the mini-guns overheating problem. If the HW goes through ammo real fast, he will not be able to get too far away from resupply.

The engineer does not do enough damage with his shotgun. before I can defend my sentry gun, a medic can take it out.
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Old 11-06-2007, 04:12 PM   #48
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The TF2 HWG doesn’t have an overheat… It’s the slowing of movement and spin-up time that we’ve been infected with. Take those away and FF will be its own mod again.

I second the Sentry Guns being too ineffective… Individually. They are destroyed far too easily, especially by medics, scouts, snipers, any grenade really. They are also far too easily fooled by fast moving players. A single SG is more or less useless against anything with a conc grenade or even a rocket jump. Everything moves so much faster in FF, save the SG’s, and they don’t block as much area as the old TFC SG’s.

In large groups, well spread apart and well triangulated, they can be pretty damned unstoppable though. This is more of a flaw in map design than the SG’s design though – and it also requires you have quite a few players present to make the army of engineers needed to maintain them. This also generally can’t be kept up save near well stocked re-supplies and a spawn. Everyone of those engineers has to stay near their SG’s to constantly rebuild, supply, and scrape spies off them, so the team with this form of defense, doesn’t have much of an offense.
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Old 11-06-2007, 04:53 PM   #49
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I don't understand people's problem with the overheat.
So instead of just holding down your finger on the fire button, you simply tap it when your almost at full heat - seems to work for me. I keep up the rate of fire just fine.
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Old 11-06-2007, 04:55 PM   #50
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SOOOOO TRUE

Quote:
Originally Posted by Skanky Butterpuss
lower sg health. for once i might have to agree with own3rs idea of stretching hp across the whole teams sgs, so when a team has 3 fucking sgs, they arent unstoppable. maybe have a health percentage decrease for every additional sg or somehthing. i dont know, but something needs to be done about those goddamned things.
just limit the ammount of engineers
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Old 11-06-2007, 08:15 PM   #51
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the whole idea of class balance is making it so no class should have to be limited.
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Old 11-06-2007, 11:26 PM   #52
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Old 11-06-2007, 11:38 PM   #53
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FLARES FOR THE SNIPER!!!!!!!
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Old 11-07-2007, 11:02 PM   #54
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FLARES FOR THE SNIPER!!!!!!!
Seconded. Flares were THE SHIT back in '96. Almost every Quake mod had them then, and TF was no exception :P
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Old 11-07-2007, 11:54 PM   #55
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Originally Posted by leilei
Seconded. Flares were THE SHIT back in '96. Almost every Quake mod had them then, and TF was no exception :P
They were useful as quake was dark. Is ff dark enough to bother?
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Old 11-08-2007, 12:46 AM   #56
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Make the soldier nail grenade a frag/flak grenade.
Demoman pipes are to tumble half-of-an-american-football style.
Demoman to have pipes that explode in larger radiuses.
Scout to have some deadly close range weapon (Yes, I'm influenced by TF2).

And for Pyro VS Pyro, why not have an ice cannon with uber slow guided missiles? They're not shielded against freezing.

Last edited by Focksbot; 11-08-2007 at 01:05 AM.
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Old 11-08-2007, 03:28 AM   #57
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Quote:
Originally Posted by Chainhit
I think that spies grenades need to be more deadly and more longer lasting (dmg +increased screen blur).
-Unnerfed heavy weapon guy a bit, too easy to run past him as scout
-colors of well must change
While l agree that the spy grenade is too weak, his character overall is still very powerful anyways. A scout running past the HW guy is the whole reason for being a scout. l don't see any reason why the colors on well are controversial, but if you really don't like it you can change the textures yourself.
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Old 11-08-2007, 04:14 AM   #58
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You bring back any amount of damage on the Spy nade, you bring back pill spam. Besides, the Spy is powerful enough as is...
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Old 11-08-2007, 06:05 AM   #59
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Quote:
Originally Posted by Ihmhi
You bring back any amount of damage on the Spy nade, you bring back pill spam. Besides, the Spy is powerful enough as is...
A delicate balance indeed.

Oh this guy gets gassed ingame and says...
"HEY I FOUND A GLITCH... MY HP WENT DOWN AND BACK UP WHEN I STEPPED INTO A GAS GRENADE".
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Old 11-08-2007, 11:23 PM   #60
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We need bots and training mode.
Some media would be nice too.
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