07-12-2010, 11:56 AM | #1 |
WhenNailGrenWillOut?
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Defending SGs against mirvs
Are there any ways to defend my sentry gun while a mirv explodes near it? I keep hammering the fucker but I get fucked up from the mirv. Is there any way at all? Or is it like 1 mirv and my sg is guaranteed gone.
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07-12-2010, 01:14 PM | #2 |
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It all comes down to placement. If the grenade is far enough away, you can sometimes crouch and maneuver around the gun so that each or most of the smaller successive explosions are absorbed by the front (relative to your position) of gun and not your face allowing you time to tank the gun with your wrench. However, if the grenade lands right at the base of your gun, there's no point trying to save it. The MIRV is terribly overpowered, but the development team so far doesn't give a shit.
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07-12-2010, 04:33 PM | #3 |
Gets tickled by FF
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Your post has a point, fine. But will you please stop with this stupid attitude towards the development team you have acquired.
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07-12-2010, 07:47 PM | #4 |
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We give a shit. We give a huge shit.
EDIT: The initial explosion, and each bomb that comes out, is as powerful as a frag (they used to be stronger pre-2.4), so there's no hope if it lands right on top. If some of the bombs are far from your sg, you might be able to repair right in the middle of the explosions and keep it alive. Most likely, you and the gun are going to die if you try it. Last edited by Crazycarl; 07-12-2010 at 07:55 PM. |
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07-12-2010, 09:34 PM | #5 | ||
Heartless Threadkiller
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07-13-2010, 01:23 AM | #6 |
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Yes, the MIRV is supposed to be powerful. I'm well aware. Instead, it's too powerful. I am going to offer the same suggestion I gave a long time ago. Fragmentation grenades need to be made into Anti-Personnel grenades. They should do 100% damage to players and 25% damage to buildings. MIRVS can then be made into Anti-Structure grenades. They do 100% damage to buildings but 25% damage to humans. Get rid of the bomblets. Keep the initial explosion.
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07-13-2010, 02:28 AM | #7 | |
QUAD ROCKET
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This is a really interesting idea. Though I think the bomblets should be kept and the damage of the initial explosion + bomblets should be tweaked. |
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07-13-2010, 05:58 AM | #8 | |
Nade Whore
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07-13-2010, 06:52 AM | #9 |
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Yeah bro, because realism is really what's fueling this game.
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07-13-2010, 09:51 PM | #10 | |
Heartless Threadkiller
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So.... what exactly IS your problem with a grenade that fucks shit up?
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07-14-2010, 01:19 AM | #11 | |
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07-14-2010, 03:18 AM | #12 |
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Everything's good in theory.
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07-16-2010, 10:51 PM | #13 |
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Once upon a time sentries would push somebody flying at it straight back because it was a meanass sentry gun and took some planning to take out. Not only would this kill invaders, but it also made it difficult to get close to them, granting an extra layer of protection. Then push got reduced heavily, so everybody short of a bunny hopping hwguy could run right up to it. This led to mirvs taking out sg's being a commonplace occurence, rather than requiring careful manuevering to pull off, causing a balance shift.
Nerfing the mirv isn't a good solution, because it would just be a reaction to nerfing something else that used to work. And I agree, they SHOULD cause a lot of damage. This is a general question that does depend a lot on map layout, but due to changes in FF, the new answer to this question is you can't really stop this by yourself if a demoman has a hard-on for your sentry. As I understand it, the expected approach now to keeping your sentry alive is to get your teammates to babysit it in addition to yourself. In TFC it was possible to keep your sentry up by yourself under most situations. In FF, it's expected that it takes you and a couple teammates to do the same thing as a way of promoting teamwork. |
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07-16-2010, 11:16 PM | #14 |
if(0>1){printf("broked");}
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Temporary SG Shield? Would only last long enough to protect against a nade or two. Have charge-up.
Last edited by Pixel; 07-16-2010 at 11:17 PM. |
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07-20-2010, 08:58 AM | #15 |
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A problem Ive been realizing is the wrench repair mechanic has about a half second delay, not sure if its designed that way or what, but I know its annoying. It would be nice to get this fixed. I know its not a latency issue.
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07-20-2010, 09:08 AM | #16 |
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I'm guessing that is purely messaging and latency.
Maybe/probably the HUD update is slower once it's received the message back from the server. That might be possible but there won't be any intended latency to to actually repairing it. I don't think the hud is the fastest thing, I'm doing some new stuff now and there is lag between hitting it and it updating on the hud - I'll try to take a closer look anyway but not sure we can do much/anything about it.
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07-21-2010, 08:08 PM | #17 | |
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As far as the mirv conversation goes, it's already been lowered, and if your sg gets mirved then you need to be able to judge if it's savable or better to just dismantle and run like hell. As the mirv is now with mirvlets being equal to a frag grenade each, well, I've seen plenty of people run right through them and survive, I think its fine where its at. The biggest issue with mirvs or any other grenades is the whole explosion slowing thing that was added in 2.4, if you get caught by the initial blast, you're pretty much boned. Focus your opinions on what the cause is rather than just randomly blasting things.
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07-22-2010, 12:00 AM | #18 | |
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07-22-2010, 02:07 PM | #19 | |
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07-23-2010, 06:20 AM | #20 |
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I've noticed that as well. Nades on the ground are pretty easy to block with the SG (I remember doing ring-a-round-the-SG blocking nade damage for ages on plasma). It's rockets and flying nades that pose a problem.
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