10-11-2007, 07:33 PM | #1 |
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Scout Caltrop
Please tell me or direct me to the post if this has already been said, but has anyone found the caltrops thrown as a grenade more beneficial than before? The Scout would release caltrops while running away with the flag, but can no longer do this because they must be thrown and there is a 4 second delay on detonation. Now a Scout can throw caltrops at mid-distance players, but I have yet to see how this is better for the Scout than being able to deter enemy pursuers.
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10-11-2007, 07:40 PM | #2 |
Fortress Forever Staff
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Location: Baton Rouge
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i find it more useful than in TFC. mainly because you can throw it at them right before the last beep and their right in the middle of them unike TFC where they see them and go around them.
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10-11-2007, 07:42 PM | #3 | |
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I dont find it very beneficial, apart from the fact that you can aim the caltrop away from you. The time delay however presents a problem, as being a scout the distance you can travel in 4 beeps is immense, and so holding the caltrop grenade primed is pretty pointless.
It would be better if it exploded upon impact (you could still throw it of course).
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10-11-2007, 07:44 PM | #4 |
Kalikop
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I never play scout but I got to agree with Gambit.Ive seen that tactic used(on me lol) and it works great.I always dodged them before in tfc.
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10-11-2007, 08:08 PM | #5 | |
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10-11-2007, 09:21 PM | #6 |
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The idea of throwing them at a player sounds great, but I guess I have not yet seen it done, so cannot picure it as effective as covering your tracks.
I like the idea of exploding on impact. Might that be a "best of both worlds" type thing? |
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10-11-2007, 10:48 PM | #7 |
Retired Mapper
Join Date: Mar 2007
Location: Tulsa, OK
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Doesnt it blow up if you hold it down and come out of you anyway?
I like the new way myself, even though im never a scout in games, i have noticed that you can pile them in a narrow area and youll die if you walk onto them (as a scout anyway lol). |
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10-11-2007, 10:49 PM | #8 |
Mapper ^^
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My idea for the scout grenade (Caltrop), has already been told.
.-Prime, hold a maximum of 4 seconds. .-Explode with impact. .-Spread range is OK right now. .-Throwing power should be a little stronger, since you are throwing a light grenade. ^^ but I doubt they do that. |
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10-11-2007, 11:11 PM | #9 |
Better than Never
Join Date: Mar 2007
Location: NYC
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It has its benefits and disadvantages. On the one hand it is easier to actually get somebody to hit the caltrop because you can throw it right @ their feet and they can't dodge in time, on the other hand it sucks that it has a timer when you have 1 or more conc grenades left and you are fleeing the base w/ a flag. I'd rather be able to dump them all and then prime a conc.
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10-12-2007, 12:14 AM | #10 |
Retired FF Staff
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The original design had the caltrops sticking on players/hitting them before they had fallen to a rest on the ground. This would have made it a much more effective weapon and also required some rebalancing of the speed penalty of each caltrop etc. Still something I'd like to revisit..
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10-12-2007, 12:28 AM | #11 | |
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Yes, but that way has two disadvantages. 1. The time delay makes it harder for the Scout because he would now have to figure out at which point to prime a caltrop vs just pressing whenever he wants to release them. 2. He no longer has the ability to release multiple caltrop grenades consecutively. This was very useful when being chased from the bottom spiral to the top in 2fort. |
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10-12-2007, 01:30 AM | #12 | |
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I used to use caltrops all the time in TFC but have completely stopped even using them in FF because of that exact reason. I've even unbound +gren I don't use them at all. I've never really saw them as a game breaking feature so I never really complained, I'm indifferent to them really. But my strat (as already mentioned) is when I have the flag and someone's chasing me, I'll click my gernades 3 times and lay out the trap as I run. But now since the radius in which they explode seems smaller (the caltrops themselves even seem smaller), and the fact that I can't throw them all out then prime a conc removes any real benefits in the scouts "role" of flag runner. When I'm goofing off and just want to create some havok I'll use them and throw them at people. But when I'm flag running, I don't even bother with them. Cheers, Hammock |
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10-12-2007, 06:53 AM | #13 | |
Banned
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electrodes that will slow you in place. kind of like a shocker. you throw the weapon and if you get hit, or walk into its radius your speed halves.. thoughts comments? |
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10-12-2007, 12:23 PM | #14 | |
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Yeah nukem I could see that working. Kind of like a 'slow-zone' restricted to an area of charged flat ground. Perhaps it could spread like the pyro's incendiary, but instead leave hard-to-see electrical sparks that could be jumped over if you know what you are doing.
Dospac, I hope you develop those ideas you mentioned for the caltrop and consider implementing them.
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10-12-2007, 01:27 PM | #15 |
FF Loremaster
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Maybe I'm the only one who's done it, but after capping the flag I usually find myself caltropping the front door of my teams base to hamper offensive attacks. Being able to toss them not only allows me to do passing tosses but allows me to be a distance from the door and lay them where I want them.
The caltrop grenade is awesome. |
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10-12-2007, 05:32 PM | #16 | |
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10-12-2007, 05:40 PM | #17 | |
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Much like the Spanish Inquisition. |
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10-12-2007, 07:06 PM | #18 |
-TPF-
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I say we stop hiding what we are talking about as we quake in fear of PETA. Its Cat Drop people, please stop lying to yourself and everyone around you. The scout needs to start droping cats. Really angry ones that claw the hell out of people. d:
(I like the explode on concat idea BTW) [edit] I swear "concat" wasn't deliberate. Should be contact, guess I have cat on the brain. |
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10-12-2007, 07:21 PM | #19 | |
in-game as Dr.Ainpipe
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10-13-2007, 02:26 AM | #20 |
Holy shit, thats kerrigan!
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i gotta agree. its harder to ACTUALLY slow down someone.
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