09-15-2007, 01:01 PM | #161 |
Stupid Idea Mill
Join Date: Jul 2007
Class/Position: D-pyro/demo O-scout/demo/pyro Gametype: AvD Affiliations: TPF Posts Rated Helpful 0 Times
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If admin mod can do stuff like make Predators in DoD and limb regenerating zombies in CSS I'm pretty sure that eventually someone will make a plugin that overrides the overheat function. And there will be much rejoicing.
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09-15-2007, 01:02 PM | #162 |
Join Date: Jul 2007
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Medic is clunky, seems like you are right on someone healing yet somehow manage to miss them and then they have moved and then you end up chasing them getting in the odd bit of healing. It's so clunky to aim and hit someone with a heal that it's hardly worth it. TF2 did well by making it a gun. You don't have be be so accurate and you know if you are hitting them.
sideways bug sucks, alt tabbing doesn't work well, it works fine for my other steam games, would love the option to show when you have the mic pressed down. Oh I wouldn't mind being able to change the mouse wheel bindings(I never cycle through weapons, always just select the exact one I need), engy and demo construction seems limited and clunky, works well with spy. I just don't get why some things require weapon changes, ie to sentry gun yet a spy can disguise through right click. The game looks good and plays sound, a few bugs set it back but hopefully these things can be addressed in the future. |
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09-15-2007, 01:21 PM | #163 |
Useless
Retired FF Staff
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The medic healing is something that's going to be addressed soon. The rest have been duly noted.
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09-15-2007, 02:43 PM | #164 |
Join Date: Sep 2007
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A little rough around the edges, but a good solid game at the core. I understand why they released early, and I agree with the decision.
Problems I've had: -Game can be kind of choppy at times. It's not system lag-choppiness, although I do get that when things get frantic, and I don't really know how to explain it. Doors, for example, all seem to have like 3 frames of animation rather than a smooth movement. It strikes me as something related to how client and server communicate the FF specific stuff, and I'm confident the FF devs will soon fix this as they further optimize their code. -Movement feels a bit too fast and projectiles feel a bit too slow to be useful against players at that speed. -Rocket needs a larger blast radius, countered by a slightly slower rate of fire. I feel like I'm wasting too many and not causing much damage unless they land right on a guy's foot. -Pyro: I'm annoyed by the IC changes. It now has an arc and a much smaller blast radius than it did in TFC. The flamethrower seems more powerful but has the same problems with range/projectile speed as it did in TFC. Very hard to hit any reasonably fast class with the flames if they are running away because the closing speed between the flame and them ends up being like 7 mph. -A few missing animations. |
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09-15-2007, 02:59 PM | #165 |
Black Mesa Voice Actor
Join Date: Mar 2007
Posts Rated Helpful 3 Times
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Pro:The look is sexy. Period. The hard work you guys put in is obvious and it is pure candy to us frag hogs. The way you have laid out the maps is refreshing and while they are the same maps, they are new all over again.
Con:I am most likly wrong, but with the way the players moved the game felt like they were speed skating around. I am not sure how to describe it but it just didnt feel natural. Overall it wasnt a big deal, but it just made me wonder what that was about. Major Con: The sg's are weak assed guns and are worthless against the weapons of the other classes. And as I feared, they do nothing to ward off the flyers. I am afraid I wont be playing much.
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09-15-2007, 03:03 PM | #166 |
Join Date: Sep 2007
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where is the jump sound?
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09-15-2007, 03:06 PM | #167 | |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
Posts Rated Helpful 0 Times
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09-15-2007, 03:21 PM | #168 |
Hence you're a fuck.
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the sg's increased strength is definately noticed. in tfc it takes a direct nade and 10 nails or so to kill a lvl 3 sg...a maneuver that usually can be accomplished by jumping around a corner and spraying at the sg for a couple seconds.
the sg health boost makes it alot more difficult to pull off this maneuver which is extremely frustrating for TFC players that are used to a very specific routine of killing sgs. playing FF there has been at least 10 instances where i tried killing the sg and instead of finishing it off i just went on my merry way expecting it to have died already. imo the sg strength is good right now it'll just take time for people to relearn how to kill them |
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09-15-2007, 03:22 PM | #169 | |
Winner
Join Date: Mar 2007
Location: CA
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09-15-2007, 03:49 PM | #170 |
The "other" white meat....
Join Date: Sep 2007
Location: Tulsa, Ok
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First impression:
Totally kicked ass! There is a few things that i wish would improve, but im not complaining and it still is very fun fragfest of a game. I dunno if its lag, but seems there is a delay in shooting pipes or rockets. My ping never goes above 40, so i dunno. But if its suppose to be that way thats cool, im adjusting and still fun as hell. Im not one to complain, i just adjust! Love the work that yall did and it shows in the outcome of the game. I know there will prolly be updats later on that will inprove, and in my expierence as a programmer i look at the how great a game can and will become. With how great i think FF has turned out, you can see the potential of it growing even more! Anyways good job love it want some more of it! |
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09-15-2007, 03:53 PM | #171 | |
This is still alive?
Wiki Team
Beta Tester Join Date: Mar 2007
Location: Naples, FL
Posts Rated Helpful 3 Times
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I think the Sgs are extremely powerful at closerange, but lack at long range, or at certain angles. On monkey the sg had a great time nailing the people who came from the front. ( sg was on the ledge part)
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09-15-2007, 04:29 PM | #172 |
Join Date: Jul 2007
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Well... it's a load of fun while it won't crash! Hopefully those will be few and far between after the first patch or two.
Most of the changes seem great. The SG might be too evil right now and concin' felt hard but gotta practice that then. Pyro is actually quite badass now, so it will get some more playtime. Oh and conc and tranq effects are simply cool. |
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09-15-2007, 04:41 PM | #173 | |
OHH! OHHH NOOO!
Wiki Team
Beta Tester Join Date: Mar 2007
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What was left of my sanity implored me not to enter...but that voice was just a whisper now. |
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09-15-2007, 04:46 PM | #174 | |
Guest
Posts Rated Helpful 1 Times
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I've been folliwing this mod for a long friggin time, and was pretty excited to hear it was finally coming out. I'm happy with most of the new mechanical changes. The only disappointment I have was the choice for initial map releases. No casbah? No badlands? No rock? No 2fort(would have been a priority, imo)?No avanti? Instead we get basically all the maps that I never really liked(cornfield, cz2, push) Monkey and Shutdown are good inclusions. Mulch_dm is a good inclusion, and I like the new mulch map a lot, although there should have been two arenas! And you have it on servers with a 20 person cap...and it degenerates to snipers and engys and shit in like 10 minutes, if you're lucky. |
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09-15-2007, 04:53 PM | #175 |
Creg
Join Date: Mar 2007
Location: Manchester
Posts Rated Helpful 0 Times
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The improved health for SG's is hard to get used to but i like it!
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09-15-2007, 04:53 PM | #176 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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i think what FF needs more of are more original maps, be it from us devs or from the community. simply remaking all the popular maps only does so much.
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09-15-2007, 04:56 PM | #177 |
Creg
Join Date: Mar 2007
Location: Manchester
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Agreed new quality maps is what we need, the more you play this game the better its gets.
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09-15-2007, 05:33 PM | #178 | |
Stupid Idea Mill
Join Date: Jul 2007
Class/Position: D-pyro/demo O-scout/demo/pyro Gametype: AvD Affiliations: TPF Posts Rated Helpful 0 Times
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Personally I'd rather see a hailstorm of low damage bullets that does the same damage and pushback in the same time but has a more substantial feel to it. The extra spread afforded by suck a scheme could also allow their range to be buffed to the point that you can't just walk up to one and take potshots from what you'd expect to be within range for at least firing if not killing. Maybe if the targetting was such that they fired at anything in normal range, then anything in extended range, then anything shooting at them and they took a while to narrow down their field of fire on distant targets... You wouldn't be able to kill anything from across well but you would at least not need to worry about people just taking 5 steps to the left on entering your yard in crossover and being fine. |
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09-15-2007, 05:45 PM | #179 | |
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09-15-2007, 05:58 PM | #180 | |
Fortress Forever Staff
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Get on the team now. |
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