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Old 10-27-2012, 09:18 AM   #21
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I kinda like the idea of the OP damaging the HW. I can't believe that hasn't been discussed before.
Brilliant. I like this.
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Old 10-27-2012, 03:50 PM   #22
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FDA, the reason it damages the HW is because the AC sends a high voltage charge throughout the HW's fat body so powerful that it creates a shockwave.
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Old 10-27-2012, 06:08 PM   #23
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Basically, his own farts are so powerful they damage him.
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Old 10-27-2012, 06:44 PM   #24
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FDA, the reason it damages the HW is because the AC sends a high voltage charge throughout the HW's fat body so powerful that it creates a shockwave.
I'm convinced.
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Old 10-28-2012, 07:11 PM   #25
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i thought it was a gas he emits when he goes super saiyan.

i dont mind OP i like the rage it gives me. dont get rid of it just tweak
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Old 10-28-2012, 07:15 PM   #26
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i thought it was a gas he emits when he goes super saiyan.

i dont mind OP i like the rage it gives me. dont get rid of it just tweak
Alex is a tool don't listen to him.
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Old 10-29-2012, 03:49 PM   #27
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I say remove overpressure and the slowgren and bring back the mirv and nailz but who listens to me?
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Old 10-29-2012, 05:52 PM   #28
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Don't remove it. Again, it hasn't changed any map cap averages, how is it that damaging? Grow a pair you nubs.
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Old 10-30-2012, 03:48 PM   #29
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Don't remove it. Again, it hasn't changed any map cap averages, how is it that damaging? Grow a pair you nubs.
i think it should reflect the momentum of the moving target going the opposite direction backwards so say a scout is going full speed and gets blasted back it goes flying backwards. but a soilder walking only gets pushed back a tiny amount. going slower only gets pushed back alittle. basically it uses momentum/speed of the current player and uses it Against it.

the one problem that it brings the opponent to a complete and total stop other than that i think that it is fine.

Prehaps a charge of electricity over the heavys body when he deploys mostly because it looks cool and people will stop calling it a heavy fart.
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Old 10-31-2012, 12:26 PM   #30
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i think it should reflect the momentum of the moving target going the opposite direction backwards so say a scout is going full speed and gets blasted back it goes flying backwards. but a soilder walking only gets pushed back a tiny amount. going slower only gets pushed back alittle. basically it uses momentum/speed of the current player and uses it Against it.

the one problem that it brings the opponent to a complete and total stop other than that i think that it is fine.

Prehaps a charge of electricity over the heavys body when he deploys mostly because it looks cool and people will stop calling it a heavy fart.
You're basically saying it ought to work a bit more like the slowgren in how it reacts to player speed. No need to figure out any math for it as that's done. Could be worth a look-see
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Old 11-02-2012, 03:29 AM   #31
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yeah but we were talking about making it less effective.. bouncing people across maps seems a bit ridiculous
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Old 11-02-2012, 03:32 AM   #32
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*Imagines front door Schtop defense if this was how overpressure worked* =)
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Old 11-02-2012, 02:31 PM   #33
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yeah but we were talking about making it less effective.. bouncing people across maps seems a bit ridiculous
to go along with what i previously stated, though i didn't actually write it down. would be the player hit by heavy fart would also be given some or all air control. so it could find a wall to slam against to stop it from going to far back or position one self better.
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Old 11-02-2012, 05:01 PM   #34
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to go along with what i previously stated, though i didn't actually write it down. would be the player hit by heavy fart would also be given some or all air control. so it could find a wall to slam against to stop it from going to far back or position one self better.
speak you English?
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Old 11-02-2012, 06:45 PM   #35
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i think it should reflect the momentum of the moving target going the opposite direction backwards so say a scout is going full speed and gets blasted back it goes flying backwards. but a soilder walking only gets pushed back a tiny amount. going slower only gets pushed back alittle. basically it uses momentum/speed of the current player and uses it Against it.

the one problem that it brings the opponent to a complete and total stop other than that i think that it is fine.

Prehaps a charge of electricity over the heavys body when he deploys mostly because it looks cool and people will stop calling it a heavy fart.
God that would be 100% times worse than the current OP. Rofl. The most annoying part is the extreme change in velocity. Wether it's from 1000 to 0 instantly, or 1000 to 1000 in the complete opposite direction instantly. It either needs to work like knock back from explosives do. Or like the slow field, without speeding back up after hitting it. And it needs to be aimed.

Honestly it's just so broken. It's not really about how effective it is for the heavy. It's just the mechanics and interaction for it are fucking atrocious. It's so annoying because of how abrubt and harsh it is. It's like hitting a wall, nothing in this game is as jagged as OP is. Most things in this game seem to flow together well and create a fluid experience. OP greatly contrasts that, and offers you that rough and abrupt feeling. And nothing is a deffinitive shut out like OP is. You can take a rocket that pops you directly straight up, and still have hopes of making it into FR. Get hit with OP and really all you can do is stand there for the second it takes for you to get mowed down.
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Old 11-02-2012, 11:52 PM   #36
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FDA speaks the truth.

A fundamental design philosophy that people differ on is:

Add more

vs

Remove more

I'm all for the latter. Removing caltrops, spy gas nade, is fine by me. I'd rather have fewer tools and less frustration than more tools and more frustration.
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Old 11-03-2012, 04:03 PM   #37
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What makes FDA rage more, overpressure or repeated tranqs?
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Old 11-03-2012, 04:38 PM   #38
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Tbh I'd rather have a working [Insert existing weapon/ability here] than removing features like largos suggests as well as rather than adding new features.

Basically, fix what is broke. Once that is done, THEN work on new ideas/mechanics/weapons/etcetcetc. But don't remove something unless there is very little chance to be able to fix it. The overpressure seems like a relatively easy fix, plus whatever magic squeek or the other devs do.
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Old 11-03-2012, 04:57 PM   #39
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I agree, the flow of the game -- which is one of the most appealing aspects in my opinion -- is utterly ruined by overpressure.

Inhibiting the heavy in some way, shape, or form would be a good addition imo, whether it be some sort of blindness/conc effect/damage/whatever. When a scout is stopped dead in his tracks by overpressure, it's game over, the run is stopped right there. There needs to be a way for the scout to get out of the effects of overpressure while not making overpressure nearly useless. Possibly allow the person affected to maintain air control, and not have them stop dead in their tracks? Maybe have some sort of a crapola-oil effect for the heavy's screen like in Mario Kart when you run over oil? (lol) Dunno.
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Old 11-03-2012, 05:06 PM   #40
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Having a pop-up effect as well as reducing speed by 3/4 wouldn't be too bad. This would allow the scout to maintain air control while still making overpressure useful.
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