02-13-2010, 08:47 PM | #441 | |
UI Designer
Front-End Developer Fortress Forever Staff
Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng Gametype: CTF 9v9 Affiliations: .gr , smr Posts Rated Helpful 46 Times
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So now, the dev should build the game around you and how you think the sniper should be. If that the case, I am going to squeek's house shanking his ass until he gives EMPs +20000% damage and can kill everyone on the map, doesn't run out, and can go through walls. Oh and adds an ingame wall hack.
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02-13-2010, 08:50 PM | #442 | |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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The Engineer example is null. His sentry gun is a completely different entity and obeys the rules of interaction at the cost of safety and safety at the cost of interaction. In fact, the sentry gun is disadvantaged, as people can target it from range (interaction and safety). The Engineer sitting in spawn is 100% safety at the cost of 100% of his own interaction. A SG without an Engineer is easily countered. So, it does way more harm than good.
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I agree with you about the Demoman, though to an extent. The only way you can die from a pipe trap is based on your own decision. You can avoid them and negate the advantage entirely. Getting shot by a Sniper is mostly decided by the person doing the shooting. You can't negate that ability or avoid it, only try to prevent it. Last edited by Bridget; 02-13-2010 at 09:12 PM. |
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02-13-2010, 09:37 PM | #443 | |||||
Join Date: Dec 2008
Location: Inside of your Computron
Class/Position: O/D Sniper, D Engy, D Soldier Gametype: Capture the Flag Affiliations: s^., :e0:, -=[$D$]=-, -AA-, +SUF, .20, [AH(S)]-r, [ . ]-r Posts Rated Helpful 5 Times
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If you play offense, you're going to have to get across the yard AND deactivate security or you're not going to get to the flag. Last edited by TheKing; 02-13-2010 at 09:44 PM. |
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02-13-2010, 10:13 PM | #444 | |
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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And I'm sure you might have something intellegent to say against this or disagree with what I'm saying or w/e, I don't give a shit. But the point stands as is. You're not fair to the newer players that are trying to learn something about this game. And I believe what you stated above makes you look more like a dick then someone who is trying make a point about snipers. Last edited by eomoyaff; 02-13-2010 at 10:15 PM. |
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02-13-2010, 10:29 PM | #445 | ||
Join Date: Dec 2008
Location: Inside of your Computron
Class/Position: O/D Sniper, D Engy, D Soldier Gametype: Capture the Flag Affiliations: s^., :e0:, -=[$D$]=-, -AA-, +SUF, .20, [AH(S)]-r, [ . ]-r Posts Rated Helpful 5 Times
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I haven't read much of the 'defense vs defense' thread but I would argue that offense in general is more difficult for new players because the defense gets the luxury of deciding where to set up and best take advantage of their respective class' situational advantages (where new offensive players might not yet fully understand all of the tools at their disposal). Further, they might not understand that dying a lot more as an offensive player is expected and they might quit when their deaths start racking up. I understand that fortress points are there to try to help direct players towards objective based play, but perhaps adding the TFC feature of awarding kills upon flag capture might help with this? Quote:
BTW there's no need to get on the defensive in a personal way before I even respond - I won't insult you personally unless you come at me with personal insults. I'm only trying to lay down my points and have them heard just like you are and while I will attack an opinion that I think is very wrong, I won't do it in a disrespectful way and I'm not proving anything about your point by doing so. Your opinion is valued and while we might disagree I appreciate everyone's input. I understand that a lot of kids play this game and many of these discussions just turn into flame wars, but that's not why I'm here. Last edited by TheKing; 02-13-2010 at 10:57 PM. |
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02-14-2010, 04:51 AM | #446 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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First, I'll define some terms:
For the following, I am assuming that both the mulch style and the sniper style of combat are good in their own way and that one is not better than the other.
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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.; 02-14-2010 at 05:59 AM. |
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02-14-2010, 05:09 AM | #447 |
Join Date: Mar 2007
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i would change "Mulching has no impact on sniping" to "Mulching has no impact on sniping at extreme distances".
i would say mid to short range mulching has a large impact on sniping it could even be argued that it has a larger effect on the sniping then sniping has on mulching at those ranges. if 'arddvark like' distances are what is making the sniper unbalanced, try a patch with those distances removed. tweaking 3 maybe 4 maps is far more viable then removing an entire class. unless i completely mis understood your post. |
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02-14-2010, 05:20 AM | #448 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Fair point. I'll have to think about that a little bit. I want to say that what I said would still hold true for an average across all distances, but I'm not sure.
EDIT: One thing to note: Once a mulcher is within mulching range of a sniper, the sniper is not really sniping anymore but is instead mulching as well. So, for a sniper to be sniping it's sort of necessary that the mulcher be out of range.
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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.; 02-14-2010 at 05:31 AM. |
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02-14-2010, 06:25 AM | #449 | |
Join Date: Nov 2009
Gametype: Capture the Flag Posts Rated Helpful 1 Times
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Sniping is a mechanic unique to the game, and TF has always thrived on the class diversity. It may be something of a shame if it was deemed that TF meant 'mulch' and that 'snipe' had no place - certainly the sniper class has brought hours of enjoyment to thousands if not millions. And it's not like the current incarnation is an all-powerful, totally insanely broken thing, either. I would agree that it's probably the most annoying thing about FF right now (and TFC then,) but I would temper the actual level of annoyance displayed in this thread. We can live with the sniper as-is, but I think it could be enhanced to be more fun for everyone (snipers and snipees alike) - and I would hope that complete removal wouldn't be necessary. |
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02-14-2010, 11:12 AM | #450 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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i think squeek's above definition is as close to what we have as we've got so far. i still believe that sniping in FF is a niche mechanic, and so probably best saved for the gamestyles where it fits best, so to list a few examples:
Last edited by mervaka; 02-14-2010 at 11:12 AM. |
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02-14-2010, 12:06 PM | #451 |
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Join Date: May 2009
Affiliations: Wazzazzaza Posts Rated Helpful 0 Times
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Yes I first thought elimination and creation (new class) was the way to go, but it has become increasingly clear that there are far too many opinions about this class to just simply remove it.
Especially since other aspects of gameplay are not yet "perfected", and we will already see changes in the future. Hence I believe a conservative approach would be best. Make it so that the sniper is automatically disabled on some maps (well, aardvark), up to the server on some maps (some CTF maps), and automatically allowed on AvD. Would the snipers out there be okay with this? ps. I still think this class could do well with at least some longrange-nerfing along with closeup-buffing (more skill in actually getting those longrange-shots, and less need to run hide as soon as the enemy approaches). But all in good time I suppose. Last edited by Mikael_hs; 02-14-2010 at 12:09 PM. |
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02-14-2010, 09:23 PM | #452 | |
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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Let's say I'm you. And you -- you would be the new kid on the block. Fresh meat. You would have a little bit of knowledge about fortress forever from seeing the videos or reading the wiki, but you haven't yet practiced what you've seen. Though your willingness to practice what you've seen is being consistently delayed due to my excellent sniping skills. Would you not become frustrated from not being able to actually learn due to my actions? And overtime, would you really continue to learn within that time period knowing that you were going to die a majority of the time just by me alone? I know I would if I were the new player. I would give up and begin to see how not worth it is to run against a power like that. And based off that I'm going to say that the sniper is one of the main reasons why you end up with defense vs defense matches nearly all the time. I'm actually considering changing my decisions to support the newer players. I really don't feel they belong in the game for the sake of the new players. Every noob should have a reasonable right to learn everything the offense is allowed to learn over being mistreated by snipers all the time. So I ask myself, do snipers belong?. No, but only to assist the learning curve, do I feel they don't belong. Sniper isn't apart of that learning curve. They are just a class that anyone can adapt to easily. Last edited by eomoyaff; 02-14-2010 at 09:25 PM. |
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02-15-2010, 04:18 AM | #453 | |
Join Date: Mar 2007
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and before everyone goes crazy this is directly refering to the post i quoted. i know the sniper is strong, im simply trying to point out that its not so strong that it warrents such a strong change. |
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02-15-2010, 06:05 AM | #454 |
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Class/Position: SPAWN CAMPING OH NO Gametype: Ragequitting Affiliations: [PMS]. [Shiney] Posts Rated Helpful 26 Times
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unf unf unf
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02-15-2010, 08:20 AM | #455 | |
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Edit: I also want to add that that is an issue with the sniper. In CTF, 9/10 times, I don't think they are sniping to pick off the best O player before he gets to the base to stop them from grabbing the flag as often. They are just shooting anyone and everyone they can to rack up their K/D ratio. So they aren't actually doing anything for their team or for the D. Yes, once in a while they are going to get that player, but it's more about chance IMO than it is a conscientious decision to kill that player or defend the base. Conversely, in games like hunted or AvD/ID people generally go sniper to take out a specific object. In hunted it's the civi. In maps like dustbowl I always go sniper at the start of the round to take out the SG), or sometimes I'll play sniper on D to pick off the flagrunner trying to jump in. So 9/10 times they are working for/with their team. And they are making that decision to play sniper to help the team/win the game/get the objective/etc.
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02-15-2010, 09:40 AM | #456 |
FF Loremaster
Beta Tester
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The sniper needs an in base purpose.
ETA: But his yard sniping stuff will still exist without a change to him.
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"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan Last edited by Credge; 02-15-2010 at 09:45 AM. |
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02-15-2010, 10:36 AM | #457 | |
Not choking. Yet.
Lua Team
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Location: Scotland
Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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At times, I fear that won't be properly taken into account in the inevitiable changes that are made, just because CTF is the focus for most people.
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02-15-2010, 11:56 AM | #458 |
Join Date: May 2009
Class/Position: [O]Spy [D]Soldier Gametype: CTF \ DM Posts Rated Helpful 0 Times
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eomoyaff's idea is not bad at all. Basically doing what pyro fire already does to the sniper with the single shotty. It would definitly fix the interactivity problem making the game more fun.
But it should be stressed that the sniper isn't as usefull when things get serious. If the sniper should recieve a nerf in regards to being able to get his aim thrown off by small hits from afar, he should recieve a large buff elsewhere such as a powerup secondary grenade like the ones being discussed in the "other" Sniper thread. |
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02-15-2010, 04:18 PM | #459 | |
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02-15-2010, 04:23 PM | #460 |
AKA LittleAndroidMan
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Class/Position: Demo/Medic Gametype: CTF Affiliations: [TALOS] [SR] Posts Rated Helpful 11 Times
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Yea, I said that way back in the beginning of Page 1. Snipers need to balanced, but like Pon said, since most people think CTF is the only viable game type, they're thinking in terms of balance for small-scale CTF, however, snipers have a valuable role to play in competitive AvD. On the other hand, they're pretty much useless in CTF, no matter how good they are. If there's a sniper on the deck, there's one more weak spot in the teams defense.
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