Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

Reply
 
Thread Tools Display Modes
Old 01-23-2009, 06:33 PM   #1
Credge
FF Loremaster
Beta Tester
 
Join Date: Sep 2007
Posts Rated Helpful 4 Times
What would YOU like to see changed?

Thread is as simple as that. What would you like to see changed? It doesn't matter how extreme or odd it seems. Just list it. SERIOUS CHANGES ONLY! Don't joke around here.

Be descriptive with each change. Instead of saying "Nerf the pyro" suggest how, give a percentage, write up an example, etc. Want a new feature for a class? Maybe make a sketch, write up a bit of something about it. No fluff is required! All that matters is a well fleshed out idea.

Want to just see some values changed but don't know the exact details? Don't worry! Take a rough guess at what they are. Use a base of 100 for best results.

Some examples include:

An increase to railgun damage from 100 to 120.

A decrease to rocket travel speed from 100 to 90.

An increase to heavy armor absorption from 100 to 150.

I would also like to see a weapon replace the super shotty on the engineer. I'm calling it the Lock-On-Aparatus. Essentially it's a target painter that acts like the link gun in the UT series (video below... the secondary fire... the constant stream). Once a target is painted, the sentry gun will lock on to that target at a further distance, will be able to follow its target through walls (but will not fire) and will instantly fire at the enemy once it becomes painted.

The gun will do minor health damage (1 a second) but will drain armor rapidly. When used on an ally, it will repair armor. When repairing armor, it drains cells.

Also, limited range.


Things like that are what I'm interested in reading.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'"

Ronald Reagan
Credge is offline   Reply With Quote


Old 01-23-2009, 09:42 PM   #2
Tyrant
Beta Tester
 
Tyrant's Avatar
 
Join Date: Mar 2007
Location: Winnipeg Manitoba
Posts Rated Helpful 0 Times
I'd like to see conc grenades more intune with what tfc standards are. When you hand held a 2nd conc from a pitted first conc you get extreme air. You are suppose to get more air just not that much it's really over powered.

I also would like FF to fix the teleport issue where you keep momentum after you hit a teleport and spawn at the teleport destination. This makes concmap's really annoying and alot of tfc concers have problems with this issue.

I think the bhop cap speed should be increased just because sometimes it seems rather slow to me. Maybe a longer build up to gain maximum speed sort of deal.
Tyrant is offline   Reply With Quote


Old 01-23-2009, 09:56 PM   #3
chilledsanity
D&A Member
 
chilledsanity's Avatar
 
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted
Posts Rated Helpful 6 Times
Quote:
It doesn't matter how extreme or odd it seems.
Fine. Here's my ideal whackass vision of FF:

Scout:
-No fall damage
-bring back caltrop (and make them instant release)
-bring back radar

Soldier:
-Make nail grenade spew significantly more nails, but do less explosive damage

Medic:
-Has conc grenades that disorient the player, but give no push (so in other words no conc jumping)
-much better melee detection
-bring back infection spreading
-emits an aura that causes nearby teammates to regenerate health gradually, maybe as much as medic does regularly (does not stack with multiple medics)
-MAYBE have a way of giving teammates a "vampire" ability where if they deal damage, they get a fraction of their health back (maybe 10%?)

Demoman:
-has adjustable timers for blue pipes (like a switch to change between 1.1 and 2.5s)
-Can move a set detpack, but extremely slowly (like at crippled speed)
-revert to 2 mirvs

Engineer / Sentry gun:
-Slower to build sentries. I know it sounds like blasphemy, but I like TF2's style of having to smack it several times between upgrades, but I don't like it assembling itself either. (This process could take as long as 20 seconds between nothing and level 3, even if you have the ammo. The idea is it would be more of an accomplishment for creating/destroying it)
-Sentries absorb all explosion and knockback damage (doesn't pass it on to the engineer)
-faster lock-on time if it's pointing RIGHT AT you, slower if it's not
-sentries stay locked on a target for a few seconds once acquired (no more peek-a-boo with turrets)
-health boost to compensate for slow build time (uncertain of how much would be best, maybe 20%)
-can build a new sentry if old one has been sabotaged

Hwguy:
-Have normal firing mode equivalent to FF 2.1
-Have alternate fire switch it to spray mode (similar to full blast in 2.0)

Spy:
-No complete invisibility (old values were fine)
-walking in front of a sentry gun while cloaked causes it to fire on you, but with very poor accuracy (like 10%).
-sabotaging a sentry doesn't drain its health; it has to be destroyed
-bring back hallucinations for gas grenade and remove green filter

Sniper:
-Make all shots auto-charging (meaning no holding down the button)
-simply equipping sniper rifle slows you down (same as charging does now)
-Fire in midair
-getting shot in the head and surviving blurs the player's vision and gives an ear ringing effect briefly (maybe 5 seconds)


Overall:
-Allow servers to customize many values OR have two different modes:
1. what I described for fun games / avd
2. whatever the community decides for league play / pickups (special rules enforced, weaker sg, none of the medic changes, etc.)
-make ff_warpath top priority
-lower conc effect times (maybe to 8 seconds)
-Get bots working
-Allow clients to specify a higher ragdoll count (for making crazy demos, wouldn't affect gameplay)
-Add flexes to the model so that characters can move their mouth (so I can make machinima with it)

Last edited by chilledsanity; 01-23-2009 at 10:27 PM. Reason: forgot to add numbers
chilledsanity is offline   Reply With Quote


Old 01-24-2009, 12:56 AM   #4
zE
Pew pew ze beams
 
zE's Avatar
 
Join Date: Jan 2008
Gametype: Gathers
Affiliations: pew pew
Posts Rated Helpful 11 Times
-conc effect doesn't affect the other team players
-easier to infect instead off chasing the player with the medpac for 5 seconds till his infected
-spread infection back:P that was really fun in tfc
-better looking models inspired in the first tfc version, with diferent sizes acording to class
-change the in game female voice for a less annoying one , and lower the volume of it a bit
-change the weapons models for non realistic looking ones
-give each class diferent voices
-diferent meele weapoms for each class
zE is offline   Reply With Quote


Old 01-24-2009, 03:36 AM   #5
CaLeB-
Whitest Kid You Know
Beta Tester
 
CaLeB-'s Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 6 Times
In all honesty, I really don't see why more things should be changed.
__________________
Oh, man... More armor for the win, yeah?
CaLeB- is offline   Reply With Quote


Old 01-24-2009, 03:43 AM   #6
SiSCoS
 
Join Date: Jul 2007
Affiliations: ( GoodFellas . )
Posts Rated Helpful 0 Times
Medic's Medpak needs to be fixed, sometimes doesnt register when i hear the sound.

(FF Staff) dont lock thread cause i said something needed to be fixed, k thanks!
SiSCoS is offline   Reply With Quote


Old 01-24-2009, 03:49 AM   #7
teh_rape
Supa-leet-cap-a-cop
 
Join Date: Apr 2008
Posts Rated Helpful 0 Times
here's a change that I think would benefit FF
-a less retarded community.
teh_rape is offline   Reply With Quote


Old 01-24-2009, 03:52 AM   #8
chilledsanity
D&A Member
 
chilledsanity's Avatar
 
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted
Posts Rated Helpful 6 Times
Quote:
Originally Posted by Caleb
In all honesty, I really don't see why more things should be changed.
To balance the game for starters. I'm sure if your favorite gameplay modes were horrendously balanced, you would start wanting changes too. Plus a lot of what I put are things I personally think would make the game more fun and add depth to it.
chilledsanity is offline   Reply With Quote


Old 01-24-2009, 03:57 AM   #9
Demasu
Official FF Medic
 
Demasu's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Quote:
Originally Posted by SiSCoS View Post
Medic's Medpak needs to be fixed, sometimes doesnt register when i hear the sound.

(FF Staff) dont lock thread cause i said something needed to be fixed, k thanks!
If it's a real bug that can be fixed maybe you should post it in the bug tracker instead of here. What do you mean by that exactly? What sound, and what doesn't register? You do realize that it makes sound as long as you're holding down the mouse button, right? So you may just not have been close enough to actually do anything.

Now if you want the medpack to emit an aura of healing, or do something besides heal the person you're aiming at, then it should go here.
__________________
Some ER Trauma Doctor: Which way did he point the gun? Was it towards the front of your face or the back of your face?

...and you wonder why I love doctors.
Demasu is offline   Reply With Quote


Old 01-24-2009, 02:03 PM   #10
Nelson340
 
Join Date: Sep 2008
Class/Position: Soldier
Gametype: Territorial Control
Posts Rated Helpful 0 Times
*Less HL2 theming. *cough*cornfield*cough*
*Instead of each map starting with ff_, it should start with an abbreviation for its game mode, like, say...adz_impact, mb_push, avd_dusbowl, and ctf_2morforever
*A voice that actually fits the classes. And finished voice commands.
*Speaking of voice commands, they should show up in team chat. As of now, they're pretty useless and unreliable.
*The ability to use the powerups from Quake. In the .rar for Paft's Custom Reccomenations, I noticed that some of the vivid models included models for the three powerups from Quake.
*Oh, and...BRING BACK TELEPORTERS.
Nelson340 is offline   Reply With Quote


Old 01-24-2009, 03:30 PM   #11
Ronzui
 
Ronzui's Avatar
 
Join Date: Sep 2008
Gametype: Capture the Flag
Posts Rated Helpful 2 Times
cap on spy boosts

See as it is really fun for new players to come in and say how much fun it is to play spy hey, thats just great Im all for new players, but the whole sabatoge thing is just in my simple words bullshit...how come when my dispenser is sabbed I cant damage it? or destroy it with rail gun, its impervious?
I would like to see the knife attack damage put back to a realistic and fair damage rate because right now its absurd doesnt take much skill to stab anybody as it is now. Also give the engineers a chance to foil the sab whereas the spy can stand underneath a ledge or overhang undetected and take over the gun.
Since when is it ok to give one class all these boosts because of a couple of overzealous devs to "pick upon" another class which is the engineer. The NG has always been the target exclusively by the spy. Now its worse
Two or three halfway decent spies pretty much ruin any map that I can think of in pubs.
Im not saying take away the sab just make it a little more diffulcult in some creative way. Peeps are becoming better adept at staying hidden waiting till you turn your back only for a few seconds and then bam your sabbed.
Nobody wants to play engy anymore in most pubs because of the target they have become. Servers with no class limits is the only way Im seeing that flagrooms can be defended with any success, but then you start hearing people saying "four SGS wtf" but its the only way to do it now.
Pub play Im noticing people dont want to try to defend or they quickly tire of it and switch to another class then go out and play yard D. Then as in the words of our infamous Credge it becomes a "shitfest" or basically a deathmatch as offense goes back and forth unfettered capping gleefully as no one is defending thinking they are actually doing something.
The engineer and his Sg was always a target, but now its really bad, Im just asking for some fairness playing NG in pubs is just not fun. Unless your a glutton for punishment. Thnx for listening Ron
Ronzui is offline   Reply With Quote


Old 01-24-2009, 04:39 PM   #12
Tyrant
Beta Tester
 
Tyrant's Avatar
 
Join Date: Mar 2007
Location: Winnipeg Manitoba
Posts Rated Helpful 0 Times
i would also like to see MORRRR PORN
Tyrant is offline   Reply With Quote


Old 01-24-2009, 04:52 PM   #13
Credge
FF Loremaster
Beta Tester
 
Join Date: Sep 2007
Posts Rated Helpful 4 Times
Alright, here are the things I'd like to see changed:

SOLDIER:

Increased rocket travel speed. From 100 to 120
Decreased rocket reload speed. From 100 to 80.

Attack2 ability that allows him to reload two ammo instantly on all of his weapons (this means 4 shells for his super shotty). Usable once a minute (this includes after death... timer does not reset) and uses 20 cells. The soldier would now carry 40 cells.

PYRO:

Make napalm grenades work. Currently you can run straight through them as a scout and not catch fire. All classes can jump through it.

Remove flame stacking. Make flame damage over time initially high but fade quickly. Have this based on the amount of time they have been caught on fire. This means the flamethrower would be best for killing enemies while the IC is best for softening them up. Put a cap on this.

Lower IC damage from 51 to 44.

Attack2 for the pyro allows him to shoot his flamethrower backwards, giving the equivalent speed boost of backwards flame jumping. The functionality is identical to backwards flame jumping but is actually practical. Switching weapons or hitting attack1 cancels this.

ENGINEER:

Complete overhaul of the class from the ground up.

Health: 100
Armor: 100
Armor class: Medium (same as medic, pyro, currently he has his own unique armor class)
Run Speed: Same

Weapons: Super shotty, repair gun (replaces wrench), railgun (fundamentally different), Sentry Gun, Dispenser, Wrench

Super shotty: Stays the same.

Repair gun: Does exactly what the name implies. It repairs things. Buildables, armor, etc. It has a limited range. The gun fires slowly, slightly slower than a super shotgun. Has slight splash, so it can repair a group of players equally. Each shot repairs a %'ge of armor, say, 10%. If multiple people are in the area it takes that %'ge and divides it up as equally as possible.

Railgun: Primary fire is identical. Secondary fire acts as a targeting painter, as I talked about in my example. Fundamentally the same as that.

Sentry Gun: Much harder to kill. No longer requires the engineers undivided attention. Does much less damage, but rightfully so as the engineer is now the focus of combat instead of the gun. The Sentry Gun now acts as a support tool for the Engineer. Still upgrades, but takes longer than before.

Level 1: Similar to how the gun is now but with a lower rate of fire and slightly less damage. It's intended to be inferior in every way.

Level 2: Faster rate of fire, but same damage per shot.

Level 3: Best of the best. Takes a long while to get to, an achievement if done, but much easier to do than before due to the increased resilience of the gun. No increase to the damage of the gun, but it now has surface to air missiles that lock on and home in on enemies that are a certain height above it. The missiles fire fast, not requiring the sentry to be locked on to its target. They fire once every 30 seconds for massive damage (same as a soldiers rocket).

Upgrading the gun takes a certain number of cells, much more than an engineer can carry at once. Each hit on the SG gives it a certain number of cells it will use for upgrading itself. Once it reaches this number of cells it will automatically upgrade.

Dispenser: The dispenser now acts as a feeding tool for those in need. If a player is in the range of the dispenser, and if they call for ammo/armor, the dispenser will give it to them. There are some requirements to meet, such as having a certain %'ge of your max ammo and armor so people can't stay max constantly. There could also be a time element introduced where you could only call for it once every set amount of time, say, 30 seconds.

Even further, when placed near a Sentry Gun (in the same radius as a player), it slowly upgrades the gun, repairs it, and feeds it the ammo it needs. No longer would an engineer need to babysit it. Adversely, the dispenser is still weak, and explodes with similar results. The dispenser will not feed ammo, armor, or slowly upgrade the gun unless it is 20% or higher on capacity. It will not drain itself below 20% capacity, but will allow the engineer to walk up to it and take things out of it.

Wrench: Exactly the same. Used for upgrading the gun or repairing it. More efficient than the repair gun/dispenser. The draw back to using it should be obvious.

Play style: Engineers will start a round weak, but not defenseless. As time goes on, and as they increase the infrastructure of an area, it becomes easier for the engineer to defend. The class will be skill based as the tools he now has are highly dependent on how you use them in conjunction with your buildables. The end result should be a more cohesive, pub friendly, engineer that is easy to pick up but hard to master all the while being unique to FF while retaining the flavor of the class.

MEDIC:

Easier to heal players.

Super nailgun damage to players down: From 100 to 95

That's primarily what I'd do. I'd also like to see the sniper changed fundamentally as he's largely redundant.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'"

Ronald Reagan
Credge is offline   Reply With Quote


Old 01-24-2009, 06:28 PM   #14
Rawh
FF Whiner
Server Owner
Beta Tester
 
Rawh's Avatar
 
Join Date: Sep 2007
Location: Chair.. sometimes a couch
Class/Position: D Engy, D Soldier
Gametype: Capture the Flag
Posts Rated Helpful 1 Times
Quote:
Originally Posted by Credge View Post
MEDIC:

Easier to heal players.
Errr?

You know you can throw medpacks with secondary fire, right?
Rawh is offline   Reply With Quote


Old 01-24-2009, 07:53 PM   #15
Credge
FF Loremaster
Beta Tester
 
Join Date: Sep 2007
Posts Rated Helpful 4 Times
Quote:
Originally Posted by Rawh View Post
Errr?

You know you can throw medpacks with secondary fire, right?
I had no idea you could do that. I also didn't know they only lasted 5 seconds, you can only toss a certain amount before you run out of cells, and that your cells regenerate slowly.

I'm talking about with attack1, not attack2.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'"

Ronald Reagan
Credge is offline   Reply With Quote


Old 01-24-2009, 05:44 PM   #16
theqwert125
 
Join Date: Oct 2007
Posts Rated Helpful 0 Times
PYRO:
Either:
  • Make napalms act like L4D molitov's (field of fire)
  • Or give pyros one grenade type, doing less damage than the frag, and causing anything in its explosion radius to be lit on fire. Give him 3 of these at sapwn with a max of 6. Solves the pyro spam problem nicely.

Also, instead of fire 1/2/3 doing so much more damage, make it increase in DOT slower, but boost flame weapon's damage significantly. Make flaming someone with fire one do less total dps than now, fire two do slightly more, and fire 3 significantly higher. Now a pyro is rewarded for stacking fire damage more, and can't get those silly die and get the kill 5 seconds later moments.
theqwert125 is offline   Reply With Quote


Old 01-24-2009, 06:14 PM   #17
Bridget
Banned
 
Bridget's Avatar
 
Join Date: Sep 2008
Class/Position: Soldier
Gametype: AVD
Affiliations: TALOS
Posts Rated Helpful 5 Times
Giving the pyro a maximum of six secondary grenades will eliminate spam?

My suggestion is fixing the medic to something akin to the BF2 medic, which in my opinion, is extremely fun to play because it's so easy to be helpful and he's not exactly a weakling either. The medic's medkits should be a slot weapon, and you should have a constantly regenerating cooldown for the thrown bags in the form of a progress bar. Each medkit (maximum five thrown from a full charge) takes up a portion of the bar, and can be thrown as soon as that portion regenerations. You can throw one into the fray immediately, or wait for the bar to fully charge to throw all five. These should heal 100% health. Also, holding the medkit out (equipping it) should heal all team mates around you for a small amount at a time. Something that makes him a benefit but doesn't turn him into the glue holding brutal offensive pushes together.

I recommend that the Engineer's EMP grenades no longer deal straight damage to health, but rather drain armor instead. This would make the Engineer a great tool in an offensive push. In addition, I suggest his sentry gun be able to fair for itself without being overpowered, with armor that regenerates over time and from no other influence, be it a wrench hit or a dropped bag. This armor would serve only to absorb explosive damages from grenades, pipes, rockets, and so on. An engineer's EMP grenade should remove this armor, as it does player armor. If this doesn't work, perhaps give the Engineer special armor that converts some of explosive damage done to him into cells? I don't know. Engineer is a fragile subject. Slight changes in how he plays can render him overpowered.

I also suggest that the Scout's single shotgun reload faster than the other classes. Considering he is the scout, and he is fast, he should be able to quickly lay down weak fire if he has to. This wouldn't make him a threat, but having quick shotgun rounds coming at you might make up for the lack of caltrops. The scout is too simple right now, and that's a bad thing, in my opinion. He needs something special. I don't considering speed-reloading to be amazingly special, but it's something fresh.

I also suggest the old Half Life super shotgun mechanics. M1 fires a single shell, while M2 fires two shells, with a longer delay between the next shot, from the recoil compensation. This benefits not only the soldier, but the other classes who use it. I think the suggestions relevant to the soldier are crazy, too. He's already the 'bread and butter' class. The 'poster boy' of FF, if you will. He's fine, leave him be.

The sniper needs a bolt action rifle. No charge, no zoom charge. Static damage, no bullet drop, great accuracy. Headshot damage should be double the damage done to an enemy's body. No more hiding in the corner and coming out to gib a soldier in one hit with a fully charged shot. That's bullshit. His legshot should be removed, but keep his radio tag. Give him caltrops or a bear trap or a shrapnel grenade or something that essentially uses the legshot effect, but requires you play it smart to achieve it. I also suggest that the players take damage if they move during the duration of the effect.

Last edited by Bridget; 01-24-2009 at 06:35 PM.
Bridget is offline   Reply With Quote


Old 01-25-2009, 05:03 PM   #18
theqwert125
 
Join Date: Oct 2007
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Bridget View Post
Giving the pyro a maximum of six secondary grenades will eliminate spam?
Note that I said that he only gets ONE grenade type, that means no frags or napalms, just the new grenade. He would actually get less grenades than he does now, 3 at spawn and 6 max rather than 4 and 8. It replaces the napalm and frag by combining them into one grenade.
theqwert125 is offline   Reply With Quote


Old 02-23-2009, 11:11 PM   #19
s0undch4s3r
The guy you love to hate.
 
s0undch4s3r's Avatar
 
Join Date: Mar 2007
Location: Under your bed
Posts Rated Helpful 1 Times
we need more cowbell!!!!



seriously...how about going Orange Box so that people on your team can pass through you and cannot block door ways and stuff? ...griefers love
to block the doorways.
s0undch4s3r is offline   Reply With Quote


Old 02-24-2009, 12:56 AM   #20
FooL
 
Join Date: Apr 2008
Posts Rated Helpful 2 Times
boo being able to go through teamates :O
and boo making medkits overpowered again
FooL is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:47 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.