05-25-2011, 07:07 PM | #41 | |
Stuff Do-er
Lua Team
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That sort of spam-to-be-most-effective grenade isn't all that great, especially when the victims never feel that their deaths were deserved. The laser grenade is similar to the nail grenade, but also entirely different. It does damage in an area, making people want to avoid it. But, the damage is dodgable if you behave in a certain manor. This creates an interesting dynamic, because if there is no one around, you can dodge the damage fairly easily (meaning spamming is less effective, and damage from it always feels deserved [you failed to dodge it well]); but, if there is someone around (say the soldier that threw the grenade), your movement as you dodge the damage becomes MUCH more predictable, making it easier for the soldier to hit you. Once you get into that loop, there is a lot of depth and interactivity (avoiding damage makes me easier to hit with rockets, should I take some damage from the laser grenade? should I hang back and wait? etc...) All are viable and potentially logical choices, dependent on both the situation and the actions of each player. That is what we are looking for. Anything can be made effective. We want to try to make our mechanics effective, interactive, deep, and fun wherever possible (and jump roping laser grenades is rather fun ).
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05-25-2011, 08:17 PM | #42 | |
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Plus a "boost" to defending a cap point by just adding another person who's going to stand on top of it, isn't really a boost soo much as a lame annoyance. Like I said, I myself am looking forward to this new HW, I see soo many situations where he'll be way more viable. @squeek - How do these new lasers work on the verticle factor? Yes the randomness of the explosion was frustrating, but it was effective, because even if a concer chose to go over a nail grenade it could still explode and either kill/disrupt his movements. Picture if you will openfire water tunnel. A nail grenade tossed there could stop incoming concing scouts. How would the laser grenade be effective there? Because the nails were unpredictable, usually a scout would still make his attempt to conc over them and if it didn't explode he got through. If we knew when the nails were to actually explode, almost any competant scout could adjust. But if lasers don't explode, the scout will just determine whether the lasers are high or low, and just go over/under them. The lasers do seem aimed more strongly at targeting normal walking people. That is unless even getting slightly clipped by one will almost insta kill a scout. It'd be cool if the solly could select whether he wants his lasers to rotate vertically, or horizontally. Because a horizontal plane isn't always practical. Last edited by Hammock; 05-25-2011 at 08:26 PM. |
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05-25-2011, 08:55 PM | #43 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
That is potentially a good point, Hammock. The laser grenade is not great at killing people that are going to be moving vertically. It might be something that needs addressing, we'll just have to see what happens when the patch gets released.
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05-25-2011, 09:19 PM | #44 |
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Well the HW should be better at air targets now and that could compensate and be something to consider when playing in teams. Especially in that position with his overpressure to push enemys back.
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05-25-2011, 09:52 PM | #45 | |
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Question about that time delay 2ndary nade of the HW. It looked like in the video it only effected players and not projectiles. Does the player exit the time delay at the same speed he entered it? And what if he had a HH conc go off inside of it? Would he exit the bubble at his new conc speed? Or a predetermined speed? |
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05-25-2011, 10:27 PM | #46 | |||
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*Edit* Now i wait for squeeks much better worded reply
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05-25-2011, 10:32 PM | #47 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
The slowfield only affects players and it puts people inside it in slow motion. All movement is the same (your speed on the speedometer doesn't change as you move through it); you are literally in slow motion.
EDIT: Elmo beat me!
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05-25-2011, 11:18 PM | #48 |
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So theoretically, you could (Use ff_destroy to visualize):
1. conc from yard into the base 2. prime a 2nd conc asap 3. just as you enter the time delay (top ramps) it goes off 4. prime your 3rd while inside 5. Exit Time delay at warp speed towards flag 6. Blast out of flag room with your 3rd conc the instant you touch the flag. Theoretically this seems possible the way you just described how it works. If it were to ever happen.... well seems like 1 in a million chance on its own, and would take lots of practice with the HW to time his nade perfectly if you were to actually try and plan that. Sounds fun though |
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05-25-2011, 11:24 PM | #49 |
Stuff Do-er
Lua Team
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Yes. Think of the co-op skill map possibilities!
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05-26-2011, 12:27 AM | #50 |
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05-26-2011, 01:25 AM | #51 |
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I agree! God damn those skilled players! You shouldn't be able to avoid something with skill!
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05-26-2011, 03:13 AM | #52 | |
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Actually, as a long time Soldier player, I really like the laser grenade over the nail grenade. The nail nade had a semi-random direction to the nails, but they were pretty much useless, unless wedged under an SG. They basicly did nothing for what they were originally intended: Area Denial. The Laser Nade may be predictable, but the damage dealt is higher, PLUS a solly can always "bounce" a target into the path of the laser. It leaves an incoming O player vulnerable to attack while they try to avoid the beams. The damage that the beam deals balances out the lost "explosion". In all seriousness, this is my favorite change of them all.
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05-26-2011, 04:13 AM | #53 |
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Looks Delicious. I can't wait to check this out when it's out. Good job Devs.
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05-26-2011, 02:01 PM | #54 | ||||||
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11-16-09:
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yay Last edited by chilledsanity; 05-26-2011 at 03:31 PM. |
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05-26-2011, 04:04 PM | #55 |
sKeeD
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lol see chilled? Sometimes the wall listens
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05-26-2011, 04:15 PM | #56 | ||
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07-29-2009 - Dev forum
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Done: ff_monkey Done: ff_bases Done: ff_warpath Forever Doing: ff_medieval (beta#99999999) Last edited by Elmo; 05-26-2011 at 04:20 PM. |
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05-26-2011, 07:45 PM | #57 | |
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Well, apparently not, as it was independent of me.
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05-26-2011, 08:41 PM | #58 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
It was an idea trepid_jon came up with I believe back when we were testing 2.1. It got talked about internally for a while and was finally put in for testing once it was figured out that Source has the capability for slow motion entities built in.
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05-26-2011, 11:03 PM | #59 |
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Well regardless, I think it's great (though I still think it would be cool if ng had a new buildable). It feels like something that should have gone hand in hand back with the 2.0 additions.
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05-27-2011, 04:08 AM | #60 |
Stuff Do-er
Lua Team
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It was initially an engineer buildable idea, but it fits extremely well with the HW and its nice to get rid of the MIRV overlap.
Engineering getting a new buildable sometime in the future seems likely, but we don't have many ideas.
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