12-24-2010, 06:18 PM | #61 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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Fortress Forever Design Philosophy One Day
We believe that no one should suffer as a result of someone else's actions. Whether you win or lose as an individual should be dependent upon how you perform as an individual. Fortress Forever Design Philosophy Next Day We believe that the Sentry Gun should be tied to how well the team works. If you have a bad defensive team, then the offense should easily be able to come right in and drop the Sentry a-okay, no matter how hard the Engineer tries to keep it up. I can totally understand a good defensive complementing the Sentry Gun, but as of right now its more like the defensive team has to babysit it because of how fucking fragile it is. That is a totally different scenario. I would approve of the former. You know, if the defensive team kept it up because its complementary instead of because it's so easy to go down. Last edited by Bridget; 12-24-2010 at 06:20 PM. |
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12-24-2010, 11:23 PM | #62 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quote:
The SG being reliant on teammates doesn't break that rule. Plus, the SG is not a player/individual.
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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.; 12-24-2010 at 11:23 PM. |
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12-26-2010, 02:52 AM | #63 |
I like Ceyx
Beta Tester
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what he said
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04-17-2011, 02:41 PM | #64 |
Join Date: Mar 2011
Gametype: Capture the Flag Posts Rated Helpful 0 Times
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Defending SGs against mirvs
As has been said, are there no police where you live?
Either way, in the situation of a physical altercation, with your training, you should be able to control him without injury, right? _________________ The goose gabbles amid the melodious swans. http://www.chung-sim.com/asus.p4c800-e.deluxe.html |
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04-18-2011, 12:00 AM | #65 |
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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Personally, I think the SG is fine as it is, if anything, instead of lowering the damage of the mirv, increase the health of the SG, to the highest possible health so that a perfect mirv will still kill it, but ones that aren't quite perfect, the SG can be saved by an Engineer, And there's nothing stopping a fully charged sniper shot killing it. If a sniper can wait 5 seconds to unleash a powerful shot, it should be able to take out a level 3 SG.
If that change was made, it would be harder to kill from rockets, normal pipes, and other weapons. But the Engineer still needs to fear some weapons, hence how a perfect mirv, detpack and sniper shot can still one shot it. But it would have more survivability in general. Also, I think a soldiers nail grenade should not be able to one shot it when an engineer is hitting it, nail grenades are another one shot SG weapon, if the health was higher, I think it should be high enough for an engineer to save the SG if a nail grenade is right on the other side. Otherwise of course a nail grenade should one shot it if no engineer is around. It's just nails and a grenade after all... So I'd be up for an SG health improvement. |
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05-28-2011, 06:17 PM | #66 |
[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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If a MIRV class is able to get within throwing range of an sg on a "normal" (normal as in not a/d or quick cap maps) map, there is a problem.
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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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05-28-2011, 09:45 PM | #67 | |
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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Quote:
Jump Pads, pipe jumping, grenade jumping, bhopping skill, trimping skill and fighting ability all take hand, and often enough a defense has its hands full with other classes attacking, such as scouts and medics. So it isn't hard to get to a flag room or close to an SG as a Demo. If you're going to add something to a thread, try to make it productive instead of basically saying anyone who has trouble defending an SG against Mirvs aren't very good. |
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