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View Poll Results: Is the current Laser Grenade too strong? | |||
Yes | 20 | 51.28% | |
No | 19 | 48.72% | |
Voters: 39. You may not vote on this poll |
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01-11-2012, 02:48 PM | #41 |
Beta Tester
Join Date: May 2010
Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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definitly a bit strong don't bring it back to where it was but a bit of nerfing woudl be in order here.
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01-11-2012, 04:39 PM | #42 | |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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To strong as it is. It's an area denial grenade, it's primary function shouldn't be killing. And to many times I've just instagibbed on it. It should only soften someone up. |
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01-11-2012, 08:34 PM | #43 |
[Caleb]
Beta Tester
Join Date: Feb 2011
Location: South Carolina
Class/Position: O Scout, D demo and Engy Gametype: Attack / Defend Affiliations: -nZ [LAW] *TG* M|M TRISPIRAL (Back in the TFC days) Posts Rated Helpful 15 Times
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Personally, I like the laser grenades super powered like they are. They are so easy to get around, that I think you should get owned if you hit a beam, or the dead center. A laser on the flag is not the end all be all. Ive conced past 2 sets of lasers on the flag and survived. The trick is to conc through them so you are going so fast they only have a fraction of a second to do damage.
Now, when douchebags are killing themselves intentionally just to spam lasers on the flag, I agree, that's bullshit. But that is why servers and pickups have admins, because no matter what you implement into this game, SOMEONE is going to find a way to be a complete douche with it.
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01-11-2012, 08:45 PM | #44 | |||
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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01-12-2012, 12:27 PM | #45 | |
Posts: 1 bajillion
D&A Member
Wiki Team |
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If you believe people are taking advantage of a function, i.e. suicide, then put a limit on that function. When someone kills themselves by typing kill in console or blowing themselves up or fall or what have you then they have to wait an addition X number of seconds to join the fight. That makes the intentional suicide more costly and people will no longer do it on purpose. It will also limit your gripe about the grenade usage without tweaking the grenade. Even though I've honestly never seen it. As I said in my previous post Certain behaviors will exist regardless of the weapon being used. |
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01-12-2012, 02:05 PM | #46 | |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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01-13-2012, 01:34 PM | #47 | |
Beta Tester
Join Date: May 2010
Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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Quote:
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01-14-2012, 02:14 AM | #48 |
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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It's a little much.
How about gren2 limit 1 for soldiers? |
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01-14-2012, 10:31 AM | #49 |
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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I saw a lot of examples, but as I am Professor Moya, with a PHD In FFenomics. I'll go down the list!:
Trailer: You stated that you've conced over two nades while getting the flag. That it's easy to avoid, and the damage is fine. I'd like to see how many times in a row you can pull that off. Surely, everyone get's by the grenade every once in a while. That's not the arguement -- Since the release with what little time I've had to play. In Pub and 2v2's, I've noticed that a good percentage of soldier kills come from laser grenades, downing their amount of rocket kills. The soldiers main weapon should be his primary source of kills, and because of the grenades buff in damage, it's significantly decreased the amount of rocket kills, turning the soldier into a more laid back class. As far as the 2v2's go. You get a soldier playing ramp, and he can just spam those laser grenades, the whole time. Spam lasers, suicide, spam lasers. GL getting the flag. It's easily the worst thing to happen to FF since the Sniper (bewm.) Gwarsbane: You claimed that they are also easy to get by (as a demo no less) on Aardvark's ramp (Shocker.). That's because Lasers are less inclined to hit the target on an incline while the target is going bazillian miles an hour. Those soldiers aren't very smart in those terms. If I just spammed the laser grenade at the top of the ramp at the choke point. You'd be screwed. Cake: You stated that the laser grenades are a pain in the ass when it comes to small hallways/corridors, etc etc etc. And they are. Especially when they can be continously spammed (as I stated above.) I'd find a median between the new and old version of that grenade. Or polish the Verticle grenade I have one more point I want to make: The soldier is a very well balanced class. It's strong on both sides of the field, as a defender, and as a supporter for the offense. From watching players, to playing them, I've seen an amazing amount of material that makes me confident to enough to say that the Soldier would be better off without that grenade. It just makes the class look terrible. The grenade is suppose to be useful, and play a role in serving the players objectives. This laser grenade, with the way it is now, makes it TOO useful. Over-the-top. It makes the Soldier into the new "Pyro" (The most inbalanced class since fortress games started.) Wouldn't mind seeing Squeeks opinion. My Vote Stands: The Laser Grenade is way to strong. And does more good to ruin the game. |
2 members found this post helpful. |
01-17-2012, 04:17 PM | #50 | |
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Join Date: Jun 2010
Gametype: Capture the Flag Posts Rated Helpful 1 Times
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01-17-2012, 07:43 PM | #51 | |
Join Date: Nov 2010
Gametype: Capture the Flag Posts Rated Helpful 38 Times
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If you are good however, and the enemy has 4 medics and they all rush you, and you kill all 4 and are left at low health, you could just suicide and be back sooner before they get back. |
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01-18-2012, 10:24 PM | #52 | |
D&A Member
Join Date: May 2009
Location: Ruining #pickups
Class/Position: SPAWN CAMPING OH NO Gametype: Ragequitting Affiliations: [PMS]. [Shiney] Posts Rated Helpful 26 Times
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I was inclined to agree with you fully at this point. But then I saw...
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01-20-2012, 04:13 PM | #53 |
crystaLcity
D&A Member
Beta Tester Join Date: May 2009
Location: Pittsburgh, PA
Class/Position: Soldier D Gametype: Capture the Flag Affiliations: Goodfellas Posts Rated Helpful 7 Times
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it doesnt matter if a bad player dies a lot and gets more nades.. they are bad players and are going to waste the nades anyways
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01-31-2012, 11:24 PM | #54 |
[Caleb]
Beta Tester
Join Date: Feb 2011
Location: South Carolina
Class/Position: O Scout, D demo and Engy Gametype: Attack / Defend Affiliations: -nZ [LAW] *TG* M|M TRISPIRAL (Back in the TFC days) Posts Rated Helpful 15 Times
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After playing many 2v2's 4v4's and pubs, I have completely changed my mind about the lasers. The damage output is completely ridiculous, and on MANY MANY pickups there are certain players who love to spam the shit out of them constantly. Lasers make this game completely broken now and are the most rage inducing aspect this game could ever have.
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02-01-2012, 12:06 AM | #55 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
I agree, but I'm beginning to think it might need a more involved solution than just a reduction in damage.
The problem with the current laser grenade is that the center is 100% consistent at dealing damage, which means that if you intentionally put the center of the grenade at a point that a player must pass through (directly on the flag being the prime example), you essentially force them to take damage or wait out the duration of the grenade (ironically/sadly, this is a problem that was identified with the nail grenade that we were trying to fix). This, combined with the long duration of the laser grenade means that it is an amazing tool for point denial (not necessarily area denial, as only the center is truly denied), but is also entirely non-interactive and totally frustrating. Plus, the long duration means that you're almost always wasting too much time if you try to wait it out, and it certainly doesn't help that the damage is currently so high that you die if you touch the center. So, to solve this problem without changing the fundamentals of the grenade, we have two options:
The problem with both of these options is that they are mostly a masking of the real issue. The first just reduces the probability that you'll be stuck in the non-choice of waiting out the grenade or taking the extremely high-stakes gamble of trying to miraculously dodge the damage. It potentially reduces the frustration, but doesn't fix the actual issue. The second has the potential to cut more directly to the problem, but it still likely leaves the laser grenade as most useful when spammed on a single point, as that would still probably be the most consistent way of insuring damage dealt. Given that, though, the second might be a good choice for a quick band-aid (it's already coded). A solution that I am thinking about looking into seriously is to cut out the center of the laser grenade entirely. As in, make the lasers start a certain distance away from the grenade itself, leaving a safe circular gap in the center. This solves the point-denial problem entirely as it removes the potential for 100% consistent damage; the only way of dealing damage would be with the rotating beams, so throwing it directly on a flag would be far less useful and throwing it in out front of you and taking advantage of the more predictable movement of your enemies would become a more viable use of the grenade. One thing that I haven't figured out, though, is how to show this visually without it looking completely weird (laser beams coming out of thin air).
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02-01-2012, 12:45 AM | #56 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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The thing hovers anyway; we could make floaty emitters pop out and spin around. There's be no need to even have the grenade remain in the center.
Or replace "laser" with "ball of plasma". |
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02-01-2012, 12:48 AM | #57 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Indeed.
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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 |
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02-01-2012, 08:54 PM | #58 |
[Caleb]
Beta Tester
Join Date: Feb 2011
Location: South Carolina
Class/Position: O Scout, D demo and Engy Gametype: Attack / Defend Affiliations: -nZ [LAW] *TG* M|M TRISPIRAL (Back in the TFC days) Posts Rated Helpful 15 Times
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I think that both should be done. Cut out the center, shorten the duration, and lessen the damage by about 25% or so. 1 laser nade max too.
The solution to alleviate spam has actually encouraged even more spam.
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02-01-2012, 09:01 PM | #59 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Game design is hard.
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02-01-2012, 11:51 PM | #60 |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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If you just take out the center you can still put two lazers on opposite sides of the flag.
I don't think it's possible to stop people from spaming the flag. |
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