06-27-2011, 06:15 AM | #41 |
The Crowbar Commander
Beta Tester
Join Date: Sep 2009
Location: Statesville, NC
Class/Position: Anything. Gametype: CTF/CP (AvD needs fixing) Posts Rated Helpful 28 Times
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As stated above, the offense was nerfed and does seem fustrating to play offense on most CTF maps.. This patch made the game completely inbalanced.... For instance, in destroy, if I go button, I usually have to kill a solly just to get to the SG in the flag room. By that time I usually don't have grenades. Then having to reload my nail gun while firing at it is just tedious.. And going ramp and getting hit with that same pressure hit every 8 seconds makes it nearly impossible to get by the hw, if not slows me down and gets me killed everytime before I even get near the flag. If you infect the fatty (somehow, assuming you make it by his pressured attack) you then have to make sure that someone is there to clean up the kill or else his hp will just start to come back again... .. and when you add that with slow fields it's just plain fustrating. You can also use monkey as an example. Anything that goes lower gets fucked by the same shit. I mean the HW could literally just drop down by the medic and pressure his aim off the sg, and because he missed due to that, he has to reload and thus dies in the process.. Plus you can just slow field at the bottom of the pit and anything that concs gets slowed instantly, and the hw can just go back to the lower spawn to get more every time. Annoying... Openfire, the same thing. Drop his shit in a chokepoint, easy kill, prevents sg kills. Stops ramp concing scouts in their tracks everytime... 8 seconds is fucking rediculous. should be more like 30. I'm obviously more proned to play offense, and I'd like a little help in that department ffs.
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06-27-2011, 08:05 AM | #42 |
[Caleb]
Beta Tester
Join Date: Feb 2011
Location: South Carolina
Class/Position: O Scout, D demo and Engy Gametype: Attack / Defend Affiliations: -nZ [LAW] *TG* M|M TRISPIRAL (Back in the TFC days) Posts Rated Helpful 15 Times
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Ya I gotta agree with moya, and I am pretty much balanced on O and D, I like them both equally.
The fact that someone who has spent years mastering the art of concing can time the most perfect conc, and have it completely raped by a hw who simply right clicks when you get close is INFURIATING. It's one thing to have a demo match the timing of a scout landing on the flag mid conc, I can deal with that because it takes a lot of practice to get used to how fast and "jerky" the scouts move. But any noob can stand on the flag and right click when you get close, the absolute most skill less tactic in this game imo. HW is about the equivalent of a D pyro now, nothing but a complete frustration, and very little skill required. Also, 1 other rant. 3 slow fields is too many. I was playing on drop down and the flag was in the yard, I would go out where the flag is, throw my 3 slow fields in succession so that the next one started when the previous one ended, kill my self with a grenade and by the time I was back, my slowfield had just ended. So this means that it's possible to have a slow field on the flag at ALL times on a lot of maps. *These views and expressions are strictly opinions*
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06-27-2011, 08:40 AM | #43 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Starting and max slowfields are going to be decreased in 2.43 (to 1 and 2 respectively), and they are going to be toned down in other respects as well.
I don't see the distinction you're trying to make between the overpressure and a pipe trap. How are they different? The most perfect conc, just like when dealing with a pipe trap, is either so fast they don't have time to react or is planned so that you make them waste the det/overpressure and you escape afterwards. Except, with the overpressure, if you juke it, you know for certain he can't use it again until the cooldown is up (with pipes, he could get another pipe on the flag before you get to picking it up). But, overpressure cooldown is being increased in 2.43 as well.
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#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington Last edited by squeek.; 06-27-2011 at 08:44 AM. |
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06-27-2011, 12:52 PM | #44 | ||||
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Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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On the flipside, I think you're right in that NERFS to O seem mostly unnecessary. The buffs D got helped level the playing field, but what was nerfed on O I don't think was ever a big problem in the first place. Quote:
Also I will say just having the heavy stand at the cap point on some maps really makes him a target as well. For heavier classes attacking, the hwguy seems to be the #1 target now with lots of incoming rockets and grenades. So even though he can shove you back, he's more likely to die next to the flag too. As for the slowing fields, I haven't found them to be a badly needed feature compared to overpressure, I haven't seen anyone so far who would have a problem with that. Last edited by chilledsanity; 06-27-2011 at 12:54 PM. |
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06-27-2011, 03:40 PM | #45 |
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Join Date: Sep 2007
Posts Rated Helpful 13 Times
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They're already in there, you need to go to Fortress Forever\Scripts and delete/rename the sentences.txt then rename the sentences_female.txt to sentences.txt
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06-27-2011, 03:40 PM | #46 | |
Everyones favorite FreaK
D&A Member
Join Date: Apr 2011
Location: England
Class/Position: Scout, Engineer and Sniper Gametype: Capture the Flag Posts Rated Helpful 17 Times
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Something similar could be said for a Soldier, the kind who stand on the flag, see you conc towards them, then start shooting the floor as you get near to try and splash damage you. Even an Engineer who puts his Dispenser on the flag and binds it to a key, can ruin a perfect conc just by hitting a single key. There's a few classes that can be picked up by a novice and be used to a reasonable level. |
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06-27-2011, 04:03 PM | #47 | |
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Beta Tester Join Date: Jun 2010
Class/Position: anything but Sniper and Spy Posts Rated Helpful 6 Times
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06-27-2011, 04:13 PM | #48 | |
Join Date: Nov 2010
Gametype: Capture the Flag Posts Rated Helpful 38 Times
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06-27-2011, 04:18 PM | #49 | |
Everyones favorite FreaK
D&A Member
Join Date: Apr 2011
Location: England
Class/Position: Scout, Engineer and Sniper Gametype: Capture the Flag Posts Rated Helpful 17 Times
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But the Heavy has one chance to stop you, if he mistimes his overpressure he needs to wait 8 seconds, and longer in 2.43 to use it again, so multiple attackers will run rings around the Heavy. The main problem is not the overpressure but rather the slow grenade. I think all of the Heavy upgrades in 2.42 will be slightly nerfed for 2.43 though, so it should be less effective then. |
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06-27-2011, 04:25 PM | #50 |
[Caleb]
Beta Tester
Join Date: Feb 2011
Location: South Carolina
Class/Position: O Scout, D demo and Engy Gametype: Attack / Defend Affiliations: -nZ [LAW] *TG* M|M TRISPIRAL (Back in the TFC days) Posts Rated Helpful 15 Times
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The difference of a demoman, is he isn't standing on the flag, you can conc past the pipes and grab the flag in mid air. HW completely blocks incoming concs with his fat ass, AND pushes you away when you get close.
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You're not your job. You're not how much money you have in the bank. You're not the car you drive. You're not the contents of your wallet. You're not your fucking khakis. You're the all-singing, all-dancing crap of the world. |
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06-27-2011, 06:27 PM | #51 |
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Join Date: Sep 2007
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Got to play a bit on the weekend. I played 1 pickup game (and watched a few others) and played a few pubs. Boy defense sure got a boost, high capping maps in pickups were extremely low capping. It's completely changed the mentality of what would be a winning number of caps for some maps.
High capping maps are very low capping now, I'm afraid to even think what an already low capping map would be like. I could see pickups now that end at 0-0 pretty easily. The number of nails the medic has seems a bit low. I can understand this change if defense already didn't get a boost with other changes. But now it seems unbalanced in D's favor with all the changes combined. Maybe instead of giving more nails back, just increase the dmg of the nails. That way they can still be just as effective, only one would have to be more accurate to obtain that effectiveness (no blanket shooting a target area until what you're aiming at finally goes down). I haven't really experienced an issue with the sg push. It doesn't seem to lock on any faster or anything, so a good conc is still going to avoid it. In general it should help out OvD maps though. The HW buffs are amazing and completely change the dynamics of the game. It's nice that the HW is viable in soo many more areas now because it has area denial like the other main D classes. He especially is far more usefull on OvD maps. Like preventing instant caps out of the gates from a jumper. And I did get the opportunity last night on ksour_classic to prevent a demo from capping the last cap point from a jump. My whole team went nuts with "owned" comments, and it was pretty epic (first time for us). Flag was dropped on the ground, and standing there I was able to prevent a lot of stuff, cause everytime someone came to jump in (even though the flag was on the ground) they still had to come close to me, so I kept blasting them back. Then when they finally got the flag and ran up the steps, I knocked them off the steps. So ya, HW far more usefull. The jump pads seem a bit too easily destroyable, but work fine in OvD CTF style maps where enemies aren't running to your front door to destroy it. I'm fine with not being able to build one in the enemy base and stuff, but in a full pub in most maps one will never stay up. Perhaps a timer on it before it's allowed to be destroyed, so it will last the same length of time one usually did before it timed out, so it still feels like it can be worth it to build one. Otherwise you can get these dicks who just camp outside your base (which they normally do) and destroy jp's over and over (something they couldn't do until now). |
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06-27-2011, 07:49 PM | #52 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Hammock, I like your medic idea to increase the damage the SNG nails do while keeping a smaller clip. I think that'd be better than increasing the clip size.
I've have a few chances to play with the new updates and first off, I am impressed with the ideas that the devs were able to turn into actual weapons and grenades. Short of the issues and bugs, this patch really feels like the best one since the beginning of FF's release. I like the laser grenade, but I feel it's a bit too weak of a grenade. I think if the lasers spun a bit faster and did a small amount more damage, it'd be a better grenade. I also like the training map, but should be improved upon for future FF updates to include class-specific techniques for all classes. Example, showing someone how to quickly build a level 3 SG. Soft clipping is my favorite part of the update, hands down and that's simply because I've been waiting for it for a loooong time heh. I don't think I have an issue with any visual parts of FF that were updated. I love the stars and Zzzs above conced/tranqed people's heads and the new HUD features are great! Concaim makes FF feel more like TFC when concing. The dizziness effect is perfect. I think to make the SG still a beast without completely nerfing it, the SG push should be decreased by 1 or 2. I'm not sure what the ground push multipler does, but something should be done to decrease the overall push, but not back down to 2.41 values. I haven't had the chance to test out the reworked Medkit yet, but hopefully it'll be easier to infect players since the melee hit detection has been improved. I like both additions to the HW guy, but I think the slowfield is OP. I've already seen that devs are addressing this issue, so I won't go into it. The overpressure special ability is a GREAT thing for the HW, actually making him a contender as defense instead of just mirvin' it up. What a great way to counteract the chaotic speed of FF. The new Warpath is stunning. I just wish the community were bigger because I can imagine having a BLAST on that map with a full server. All in all, good update. Way to go guys! |
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06-27-2011, 10:06 PM | #53 |
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Class/Position: SPAWN CAMPING OH NO Gametype: Ragequitting Affiliations: [PMS]. [Shiney] Posts Rated Helpful 26 Times
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I renamed sentences_female to sentences in 2.3, but with 2.42, it overwrote that file - and it didn't give me another sentences_female. Hence why I need another person to upload it for me. :x
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7:00 PM - zE: eh tbh i like some stuff in us but a lot of stuff in us messes with my nerves 7:00 PM - zE: like watching fox news 7:00 PM - zE: its like wtf Last edited by Raynian; 06-27-2011 at 10:10 PM. |
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06-27-2011, 10:31 PM | #54 |
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Ahh, I see. I never straight renamed any of the files, I just copied and renamed the copy, so I didn't get that problem
Last edited by Hammock; 06-27-2011 at 10:31 PM. |
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06-27-2011, 10:50 PM | #55 | |
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06-27-2011, 11:06 PM | #56 | |
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06-27-2011, 11:09 PM | #57 | |
Nade Whore
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Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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06-27-2011, 11:12 PM | #58 | ||
Heartless Threadkiller
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Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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06-27-2011, 11:20 PM | #59 |
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But it doesn't address the issue that i'm talking about.
I'll use ff_destroy as an example. You build a jump on your batts in an OvD game that jump pad will stay up all game nobody is there to destroy it. But if you build a jump pad on your batts in a pub that's a full game (ie: both sides have offense) that jump pad is sitting outside your base undefended with enemy offense running right by it. There isn't anywhere in the front of your base you can build it where an enemy O won't see it and destroy it. Hell even I would stop and take it down just to hurt the enemy O. In pubs they don't usually care soo much about capping the flag instantly, so it's not like it's a scout spending a good few seconds shooting the thing to take it out, it'd be some heavier class that will be completely satisfied that he accomplished at least 1 thing that run by taking down the front door jp. Hell even right now we have spy players who camp outside the batts, just waiting for a scout to start building a jp just to back stab him. That's how patient some of these pubbers can be. So instead of building a jp once a minute like before, in theory a scout could be building one every run in a pub. So what would be the point? So my suggestion was to just make the jump pad indestructable for the given amount of time a jump pad was already lasting (60-90 secs?). That way a scout wouldn't consider it a waste of time to just build one, and after the 60-90 second mark it becomes destroyable, if it's not destroyed then that's gravy. If it is, then it's nothing different than how we're playing now. Having an engy upgrade it would not negate the fact that it's going to remain undefended and just be destroyed at the earliest convienence of the enemy O. |
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06-28-2011, 01:13 AM | #60 |
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Join Date: Apr 2009
Gametype: Capture the Flag Posts Rated Helpful 0 Times
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wow.
Just about unplayable. Hope new update fixes crashing. 8 times in 2 hours. same crash. "R6025: pure virtual function call" Last time couldn't re-connect crash over and over and over. |
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