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03-31-2016, 12:04 PM | #1 |
I like to spam binds
Beta Tester
Join Date: May 2009
Class/Position: Scoooooot Gametype: Capture the Flag Posts Rated Helpful 73 Times
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Hey, I've cut down on my weed smoking significantly!
WOuld really like to see the scout zoom gun and spy grapple hook implemented. As FDA said, I play FF for the acrobatic movement aspect, and giving classes more options to be acrobatic is a good thing. |
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04-01-2016, 04:26 PM | #2 | ||
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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Cloak was implemented due to engine limitations. Spy sabotage of the SG was an additional element to assist other O players. We found it a bit over-powered, so the SG was given a "cloak detection" circuit(ping). I think some players have jumped toward the "uber fast paced" side of the game, while ignoring the subtle "strategy" part of it. Bunch of Scouts and Medics run in, occupy the attention of the D. Spy should then have the ability to "sneak in" while everyone is distracted with the light classes. Spy then sets up something to help disrupt the D and allow the light classes to get the flag and run. It's a shame that we rarely ever see this happen.
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04-01-2016, 06:57 PM | #3 |
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Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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No, spy is a BS cheap gimmick.
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04-02-2016, 02:23 PM | #4 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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That's your opinion, and that's fine. I just happen to disagree with it.
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07-20-2016, 02:07 AM | #5 |
Join Date: Nov 2012
Location: In a gofer hole
Gametype: AvD/IvD Posts Rated Helpful 12 Times
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Well, it's been over a month since jump gun was introduced and we've had plenty of time to test it out in pickups. There are definitely some cool routes/jukes opened up by jumpgun.
However I'm afraid jumpgun has opened up way too many cans of worms to be worth it. It increases the difficulty of airshots; airstrafing and concs already make airshots hard, but jumpgun gives scouts instantaneous airjuking. Handhold conc+jumpgun indoors is insanely strong combined with decent jukes, to the point where I feel bad for demomen. By making movement so easy it reduces the importance your other movement. Take for example ff_destroy battlements; prior to jumpgun you could strafe jump from capture points to battlement entrance or back. Trimping/double-jumping also becomes far less important when you can press a button to do it automatically. Although it was billed as an answer to HWG's overpressure I find demos to be most affected by jumpgun. I have escaped so many pipetraps that I dead to rights should have died from because jumpgun pushed me above and out of range of pipes. It makes a huge difference in engagements with every defense class. So while the whole overpressure into jumpgun counter is kind of a neat dynamic, I think it messes with the balance of all classes way too much. I'd rather scrap overpressure and jumpgun, as I feel the game would be more stable balance wise. Also with the upcoming rework of pyro, I feel the other classes being stable is important. I'm actually interested and looking forward to pyro changes, and don't have anything against making more classes viable, PROVIDING they fit within the preexisting framework of game play. |
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07-20-2016, 06:29 AM | #6 | ||||||
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Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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Now I don't really play that often, so I can't really say. But I feel like you're mostly basing opinions off of your own cheap applications of the gun, while most people haven't even been on the receiving end of it enough times to really develop the proper reactions for it. Quote:
But my main reaction to that would be: So? And? Airshots are not some integral gameplay design. First of all, F'ing A m8, pull out your shotgun. If someone is in the air, let hitscan take care of it. (kind of like how it really should be in any airborne scenario when your main concern isn't "hit mad wicked airshots yo") Solly, engi, HW have SSG, engi has sentry, HW has AC, demo has shotty. (sure the shotty is shit, but if your demo is the last defense and he already missed his det, oh well, good bye flag, O deserves to move it) Secondly, I still think that's another thing that comes down to reactions we haven't built up as a community. I'm sure the first time some solly missed an air in TF2 because of scout double jump, he probably thought "omg how will Airs ever be a thing when scouts can abruptly change direction in air?". But now we have frag videos where soldiers either predict/wait for the double jump, or just fire a second rocket after. If jgun is more abrupt than tf2 scouts double jump, I don't know, but I accept the challenge either way. Quote:
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It's made for very cheap scenarios. Like you said destroy bats can be a big culprit, and it doesn't even come down to lessening the importance of any current legit battlement exit. The fact that using the Jgun after any trivial amount of explosive knock back for a battlement exit is what really makes it cheap. Basically if you're higher than normal jump height, Jgun will get you out bats. And the the design of that spot means it's all over in a split second before you're safe behind cover. It's also cheap around phantom ledges, where you had to walk around or trimp, you can now just Jgun. Quote:
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So basically, in terms of class balance I don't think it's anywhere near as bad as you say. In terms of movement balance I do think it's pretty bad, because the skill curve is esentially: Useful movement tool for new comers, cheap gimmick for vets. And Either way, I don't care if it stays or goes. Also I don't see why OP needs to go with it. (seeing as how it's been a part of the game, independent of the Jgun for quite some time) But before OP does go the HW class needs an extremely thorough looking into. Because while 3 or 4 HW's in our community would be fine without it, the rest would be pretty crippled by its removal.
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07-20-2016, 06:41 PM | #7 | |
Stuff Do-er
Lua Team
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I think the criticism that the jumpgun allows for cheap escapes is totally fair, and it's the thing I'm least happy about with it. If anyone has any ideas for how that could be corrected while still meeting some of the goals in the above link, I'm all ears. As for OP, I agree with FDA that it can be frustrating. It ended up as a far less interactive mechanic than we had hoped it'd be, I think. The original idea was to make the overpressure a projectile, but that got scrapped for what is currently in the game before we ever tested a projectile version. Still unsure if a projectile version would be any better or not.
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#FF.Pickup ¤ 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.; 07-20-2016 at 06:42 PM. |
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07-21-2016, 03:11 AM | #8 |
Join Date: Jun 2011
Location: USA
Class/Position: Soldier & Medic Affiliations: ( ir :: ) iv| K^ † Posts Rated Helpful 80 Times
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RIP Fruitcake
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07-21-2016, 05:44 AM | #9 | ||||
Join Date: Nov 2012
Location: In a gofer hole
Gametype: AvD/IvD Posts Rated Helpful 12 Times
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As a side note on airshots; I do think pulling out hitscan shotgun is the safe play. However airshots with projectiles are something I find inherently fun, and are something I don't want to discourage more than they already are. Quote:
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Would it be possible to remove the vertical aspect of jump gun? As in make it purely a boost horizontally? That would stop a majority of the cheap escape applications, while still allowing overpressure countering. Turn it into a horizontal kick starter, say boost to max bhop speed on fire. It would still allow for jgun+conc jukes etc, but would remove the more annoying escape routes problem. Last edited by Fruitcake; 07-21-2016 at 07:39 AM. |
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