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Old 04-11-2008, 10:48 PM   #121
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Sg needs to be more powerful it is too easy to take them out, but I think the killing power needs to be decreased a little, I would like to see a level 4 sg though.

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Old 04-11-2008, 11:03 PM   #122
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Quote:
Originally Posted by Skillet
Sg needs to be more powerful it is too easy to take them out, but I think the killing power needs to be decreased a little, I would like to see a level 4 sg though.

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Pretty much. The SG is incredibly easy to take out if you can reach it. The problem with reaching it is that it's incredibly powerful. Chances are, if you're in a spot to take out the SG, you've been damaged.

I think the balance to this would be to simply make the SG less powerful, have less ground and air push (by a little), and to remove the infinite locking distance it has. Of course, once it locks on, it should still continue to fire a small distance after the point it starts to lock on at. Just a little.
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Old 04-12-2008, 02:46 AM   #123
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Can a bullet's damage over distance be modified? As in the longer a nail from the nail gun takes to reach its target the less damage it does on impact?

If that could be done, then you could justifying modifying some of it's too strong of features people are disliking so much, by aiding in one of it's biggest disadvantages.

Long distance sniping from nail guns are deadly to them. SG's can't be put in very strategic spots because some are so out in the open. But if you force the nail gunners to actually have to move in to medium range or closer to do any real damage, that reduces the number of classes that could actually perform long range destruction (Soldier + Sniper, maybe HW).
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Old 04-14-2008, 07:16 PM   #124
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Quote:
Originally Posted by Credge
Pretty much. The SG is incredibly easy to take out if you can reach it. The problem with reaching it is that it's incredibly powerful. Chances are, if you're in a spot to take out the SG, you've been damaged.

I think the balance to this would be to simply make the SG less powerful, have less ground and air push (by a little), and to remove the infinite locking distance it has. Of course, once it locks on, it should still continue to fire a small distance after the point it starts to lock on at. Just a little.
I would agree with this. air and ground push..too much. same with locking distance. Overall power of the sg..leave it..of course,it would be easier to kill one if the solly wasnt hanging on my arse..lol But, thats another topic alltogether..No, i dont want a free ride into the flag room..lol
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Old 04-15-2008, 11:48 AM   #125
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hm

The only thing that i dont like on the sg is the fact that

-it as infinite locking distance
-in tfc u could hide and fire into the sentry from a tight angle and destroy it, in ff it always lock u
- grenades bounce too much : P
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Old 04-15-2008, 02:44 PM   #126
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Quote:
Originally Posted by =AS= zE
The only thing that i dont like on the sg is the fact that

-it as infinite locking distance
-in tfc u could hide and fire into the sentry from a tight angle and destroy it, in ff it always lock u
- grenades bounce too much : P
That is exactly my list...nothing more nothing less.
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Old 04-15-2008, 04:10 PM   #127
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^ thirded
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Old 04-15-2008, 05:31 PM   #128
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Quote:
Originally Posted by =AS= zE
The only thing that i dont like on the sg is the fact that

-it as infinite locking distance
-in tfc u could hide and fire into the sentry from a tight angle and destroy it, in ff it always lock u
- grenades bounce too much : P
/thread
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Old 04-16-2008, 03:59 PM   #129
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Quote:
Originally Posted by greenday5494
/thread
concur.
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Old 04-16-2008, 11:26 PM   #130
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Quote:
Originally Posted by dys
Translates to "Guys, if you make a mistake the machine should compensate and let you get away with it!".

Why do people continuously insist that a one-man show should be acceptable? It could be if the truely top level players can pull it off, but that's about it. Scout isn't always the best option, plain and simple. It could be, but that requires the rest of your TEAM to make it worthwhile or for you to be freaking awesome at it. Otherwise, being a scout is NOT worthwhile.

Change class and do something useful. "medic is too slow" is the usual response to that. Well, sorry, but just because you get a sweaty boner when you feel the wind whip past your ears as you run full force all giddy as a scout doesn't really mean shit to the overall community or game.
I'm wondering why it's acceptable for the engineer to be a one-man show but not for the offensive players to be. Even when playing as a defensive player I don't really like sentry guns at all. Doesn't fit in with the game that much, I guess that's why I've always preferred the qtf-style sentries. Right now the SGs kind of feel like an RPS-counter to the speed of scouts, where the SGs can usually only be remedied by a class other than scout. It enforces the "team" aspect of the game as some people have stated but enforcement of team-play should be a decision left up to the players, where team-players will still dominate solo players, but solo players can still have their fun if they want to. It's not always fun, really, to force teamwork upon the players. Just like how in TF2 you literally can't do anything on a random public server, unless you can convince someone to be your heal bitch, or you play heal bitch yourself. lame

As a compromise between offensive players and engineers I would think that reverting back to how sentry killing in TFC worked would be fine. But then there's still the problem with its groundpush and its infinite locking range.
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