06-07-2011, 10:14 AM | #81 | |
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06-09-2011, 01:20 PM | #82 |
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I have a couple quick questions about the changes, sorry if they've been answered elsewhere already:
-What's the time duration of the slowing fields? Hwguy's repulsor move: -How many times can it be activated (once per life? infinitely? ammo based?)? -If it can be activated multiple times per life, what is the cooldown between firing? -Can it be activated instantly or does it have to charge up first? -Does it have a significantly different effect between aerial players and grounded ones? Last edited by chilledsanity; 06-09-2011 at 01:21 PM. |
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06-09-2011, 04:02 PM | #83 |
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slowfield duration is 6 seconds, radius is 176.
"overpressure" can be activated instantly with the +special key, and takes 6 seconds to recharge. Grounded players lose friction for 1 second when they are hit, but they are affected a little less. The radius is 128 but we might increase it before release. I think faster-moving players are affected more than slower ones, but I'm not sure. By the way all the ffdev variables will be available with sv_cheats enabled, so you'll be able to mess with these values yourself if you want. |
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06-09-2011, 05:01 PM | #84 |
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Well I'm skeptical that the slowing field will make much of a difference the way it's implemented. It seems like it should either last longer, slow down more, or else not have a primer. Otherwise it seems pretty sloppy to use effectively. Say you're in a flag room and see a scout fly in. He could conceivably be in and out before it goes off, and even if you do completely nail him, it doesn't slow him down THAT much. Judging from the video, it slows him down literally about 1 second, especially since he maintains his inertia. In theory, the slowing field seems like the obvious counter to the jump pad, what's the problem with making it last a similar duration as that?
The overpressure on the other hand sounds badass, this could really turn hwguy into a better defender. Last edited by chilledsanity; 06-09-2011 at 05:02 PM. |
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06-09-2011, 05:27 PM | #85 | |
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06-09-2011, 05:27 PM | #86 | |||
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I'd like at least 182 radius. And many have said they'd like it to last longer (even just up to 7 seconds). I believe both should be done to improve it's usefulness.
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But what's your thoughts on halving gren timers chilledsanity? It's not even been tried in beta so I'm not sure how it'd work out - but I know at least one other developer feels as I do. Well as you know (I presume) jump pads are now destroyable but last indefinitely. But I get what you're saying, I'm not convinced by slowgrens as they are to be honest. Concept yes but I think we need to do something. At the very least I want a larger radius which will, in turn, increase the time anyone caught inside is slowed.
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06-09-2011, 06:09 PM | #87 | |
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Last edited by episkopos; 06-09-2011 at 06:13 PM. |
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06-09-2011, 08:08 PM | #88 | ||||
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*** I just realized since these are specialty grenades, the majority of the time in AvD I won't have access to them anyway, so the discussion about them for me is kind of moot point. This further makes me wish they were deployables so they could be used in more situations by D, but oh well. *** Quote:
Also my use of "In theory" in that sentence could be swapped "using common fucking sense." The jump pad gave O a clear advantage being able to ferry players to the front lines faster. Gee, does a mechanism for D that slows them back down sound like a natural counter to you? Quote:
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-Spy gas: lasts 10 seconds and affects the player for 10 seconds -Concs: primed deployment, no duration, but knocks the player away and disorients for about 10 seconds -Caltrop: instant deployment, not sure of the lasting time, but long, lasts rest of player's life. This has primed deployment, lasts 6 seconds, and slows a speeding scout for about 1 second. The risk of running through it seems low compared other control-based grenades. Don't get me wrong, I'm not saying it's worthless. It just sounds a little inadequate compared to other control-based grenades, especially when you consider this is replacing a mirv. Also "the don't knock it before you try it" is kind of a cop-out without explaining WHY these values were decided on. Like what happened with a longer duration? I intend to try it, afterall, I said I was SKEPTICAL and explained why, not "this sucks and I'll hate it," although for some people, I'm not sure they understand the difference between the two concepts. Last edited by chilledsanity; 06-09-2011 at 08:11 PM. |
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06-09-2011, 08:51 PM | #89 | |
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TFC's caltrops were way cooler, instantly coming out from the scout, in FF they were easily avoidable. As for the slowing field, in CTF I never really saw it stopping an incoming enemy, so much as slowing down an outgoing enemy. It's very difficult to time a nade for an incoming enemy perfectly. And the timing is different per offensive player to boot! But once you see an incoming enemy it's much easier to time a nade to prevent him from escaping. Problem is, that doens't help AvD at all, since the whole point is to stop the incoming guy, not an outgoing guy. But it could definately be usefull, that coupled with the overpressure ability (what i'm looking forward to most) will most definately change the HW mechanics, and to me seems to give him more viability in more situations. |
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06-10-2011, 01:31 AM | #90 | |||
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06-10-2011, 03:47 AM | #91 |
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Map Vote?
Will there be built in map voting in 2.42?
I ask because for the Australian servers, the admins are kinda noob and lazy and don't know how to install source-mod or whatever it is to use external map voting. So as you can imagine, ff dies with 3 people in server on CZ2 for 30 mins with no way to change the map Last edited by MASH; 06-10-2011 at 03:48 AM. |
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06-10-2011, 03:59 AM | #92 |
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No, sorry. Run your own server (or try to help out with the existing server(s)) if you think other servers are not doing it right.
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