02-29-2008, 05:57 PM | #21 |
Beta Tester
Join Date: Mar 2007
Location: UK - http://forums.fortress-forever.com
Class/Position: [O] Med Gametype: CTF/Skills Posts Rated Helpful 67 Times
|
^ he said what I could [edit]:n't at this moment in time.
Yes the skills community are jolly nice. Last edited by Paft; 02-29-2008 at 06:06 PM. |
|
02-29-2008, 06:27 PM | #22 | |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
|
Quote:
|
|
|
02-29-2008, 06:46 PM | #23 |
Beta Tester
Join Date: Mar 2007
Location: UK - http://forums.fortress-forever.com
Class/Position: [O] Med Gametype: CTF/Skills Posts Rated Helpful 67 Times
|
Why have you post that shirt at the end of your total of 2 posts? They don't have image signatures here for a reason. 1) It clutters that page 2) no one cares or wants to see them
No one gives a shirt about your birds. |
|
02-29-2008, 07:17 PM | #24 |
when ff will out?
D&A Member
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
I find it hard to believe that the new patch would have imbalanced the map ff_dev_2fort. The map has the exact same proportions of the TFC original and the increased speed of the offence would barely be noticable because of the tight layout of the map. Perhaps offensive soldiers are slightly more effective thanks to the jump pads but this class was already effective in TFC. With a good defence, offense usually had a hard time capping on this map.
|
|
02-29-2008, 07:45 PM | #25 | ||
Join Date: Jul 2007
Posts Rated Helpful 0 Times
|
Quote:
I've also gotta disagree on your point about concussion grenades... the concussion effect is predictable for a reason, so you can concaim. just adds another layer of skill to the game. the jump pad concept is pretty ridiculous but in reality it's not that bad. caltrops were ridiculous AND useless, so I'd say it's for the better. anyways, if you don't like the style of the game then you don't like it I guess, but I don't think this is as far astray from tfc as you make it out to be. in fact it's probably closer to the original tf than it is tfc, which is nice. FF of course still needs some work here and there but it's a good game overall. Quote:
|
||
|
02-29-2008, 08:35 PM | #26 | |
Guest
Posts Rated Helpful 1 Times
|
Quote:
If you demand teamplay for defense then do so for offense as well. There were times when offence had to gather in enemy base to break through into fr, players sacrificed themselves running into a pipetrap to get another one through. Now you just fly by ... rushing rushing rushing, trying to find the point when the route is free because the deffer isnt on his spot, where is the teamplay there? as i see it even with nowadays voicecomms theres less teamplay than it was 10 years ago with simple comm-binds. If you demand skill to overcome the conc-effekt then why has the conc-effect been reduced for scout/medic? I think the gathers i watched pretty much tell the truth about the balance in this version. So if the dev-team stays with this sort of "balance" and thinks thats right so, then they should make a statement. Would make it easier for me to hit the shift-del key on the fortressforever directory and stop annying ppl in this forum. As it is now i still hope they accept they made a mistake and return to the older versions class-balance. |
|
|
02-29-2008, 10:11 PM | #27 | |
in-game as Dr.Ainpipe
Join Date: Sep 2007
Posts Rated Helpful 0 Times
|
i mean, if you've not played tfc, i encourage you to do so; that, etf, and other tf variations like the one w/ star trek theme (i forget the name); the thing is, a lot of people who play ff have played other tf mods other than the original; i personally have not played a lot of q3tf, nor the q4, but some people have; and the general idea is that on pubs, its generally not a good idea to buff D too much because often times, the casual gamer will camp base, rather than try to cap the flags for the fact that they would like to see a decent kill/death ratio; and as was mentioned, the number of people on O is usually lower than those on D; so to force O to use teamwork to get thorugh D encourages players to mostly become passive D, since O is underdogged by lack of health/ammo bags (while D has respawn nearby), out-numbered odds (as D usually has more numbers on that position), etc;
on D though, its not only easier to get a decent k/d ratio, but you got other factors that benefit D more than O, such as closer respawn (to go back to your position), ammo/health bags, med/heavy armor classes, area denial classes (demo/soldier/hwguy), etc, that don't cripple D as it would O; in clan/leagues its different, since the game is determined by the flag caps/objective completions (as opposed to stats), and certain rules of engagement apply, such as no O vs O to make sure each O has full health/armor/ammo when they reach enemy D (like a fair chance at the flag since scouts only have 75h/50 light class armor); Quote:
as for the OP of skill maps, i think the devs are working on training/tutorial maps that introduce new players to basic concepts/techniques of ff physics, like pipe/rocket/conc/gren jumping, where/how to shoot rockets/launch pipes to maximize its effects, how to use trimping, speed boosts from coming down ramps/stairs, and just basic stuff that goes a long way in both O and D, for 2.1; |
|
|
02-29-2008, 11:06 PM | #28 |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
|
FF, pre 2.0, was very defensive friendly. Both in pubs and gathers. FF, now in 2.0, is very offensive friendly. Both in pubs and gathers. I don't want to say that the jump pad did it, but it did. I'll use monkey as my example.
Before 2.0, 2-4 caps were about the average I ever saw anyone get in a gather, minus a few outrageous examples. Now in 2.0, 2-4 is pretty low and 6-8 is the new norm... again, minus a few outrageous examples. I think the fact that it is incredibly easy to land on a jump pad makes the speed of the game incredibly fast. Simply having to hit jump will not fix this and neither will making them destructible. I mean, when a scout only dies 1.25 times more than an offensive demoman, something is up. I think the biggest thing that happened was the mistake to buff several D classes and then give them the ability to get across the yard faster. This also made classes like the spy and sniper less wanted as speed is much more important than it has ever been. There is also this weird ideology that simply because one or two players excels at a class that it makes it a viable choice, a worthwhile choice, or means it balanced. It doesn't. It's no different than saying "THIS MAN CAN DRIVE A ONE WHEELED VEHICLE REALLY FAST AND IT HAS HIGH GAS MILEAGE AND OMG WHY ISN'T EVERYONE DRIVING ONE?!?!" http://www.audiworld.com/news/00/130...heelcycle1.jpg I dunno, lets think about that one for a while.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
|
03-01-2008, 11:39 PM | #29 | |
Holy shit, thats kerrigan!
D&A Member
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
|
Quote:
|
|
|
03-03-2008, 02:47 AM | #30 |
FF LOL
Join Date: Sep 2007
Posts Rated Helpful 0 Times
|
Seems to me that 99% if not all of us that play skills maps read the forums, so admins could just lock their skill servers with a password like "password" and post it up
|
|
03-03-2008, 02:56 AM | #31 | |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
Quote:
Typical offense I've seen is 3-4 guys. Usually have 2 Medics/Scouts running for the flag and a Spy to work the back lines. Sometimes a Solly, Demo, HW, etc. to break through some D. Yes, *one* person goes for the flag. Offense in a good FF game is not four people running around in the flag room (usually). It's one player running with the flag back to their base while another one is heading for relay. Offense in CTF games is basically a combination of American Footbal and relay races.
__________________
Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
|
|
03-03-2008, 02:59 AM | #32 |
Useless
Retired FF Staff
|
I just put all my effort towards touching the flag because I'm incompetent at taking out defense.
I do comms pretty well, though.
__________________
Look at all those dead links. |
|
03-03-2008, 03:29 PM | #33 | |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
|
Quote:
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
|
|
03-03-2008, 06:19 PM | #34 |
Useless
Retired FF Staff
|
I just happened to respawn while you were there.
__________________
Look at all those dead links. |
|
03-03-2008, 07:33 PM | #35 | |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
|
Quote:
that was fun though too bad I couldn't stay on longer.
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
|
|
03-03-2008, 10:41 PM | #36 |
Wizard of Milk
|
If people are having problem with skills in general, from CTF to skill maps, could always just start up the School of Team Fortress again. Popular back in the day, it worked quite well. All beginners had a teacher and worked together until they improved enough where they took care of themselves and then just move on to the next one. The community base isn't as big so wouldn't need as many volunteers at the moment, but it's a start. Honestly, I don't know about anyone here but teaching makes me feel pretty good. I joined when it first came out and it's just fun seeing the person you helped 3 months ago playing in a clan match against you, just seeing how well you kick-started them off. The whole game is suppose to be fun, regardless win or lose. My two cents.
|
|
03-03-2008, 10:58 PM | #37 | ||
Join Date: Jul 2007
Posts Rated Helpful 0 Times
|
Quote:
Quote:
|
||
|
03-03-2008, 10:59 PM | #38 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
|
that's a pretty cool concept man!
I would help out when possible if something like this were to start up, kinda like an official, non-official, FF-Helper group!
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
|
03-04-2008, 11:28 AM | #39 | |
sKeeD
D&A Member
Beta Tester |
Quote:
they are liek awsemo n stuff |
|
|
03-04-2008, 11:49 AM | #40 |
Lock 'n Loll!
Join Date: Sep 2007
Location: 2fort
Class/Position: Scout, Spy, Sniper Gametype: CTF Posts Rated Helpful 0 Times
|
Having an official 'helper' team would be a great idea, especially for a complicated and relatively hard mod like this. I'd volunteer even though I don't have that much time. A special (official) server dedicated to this would also be great, especially if the mod mentions it during installing or something.
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|