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Old 01-24-2009, 09:02 PM   #21
Bridget
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The Medic's medkits should have a 15 second duration.

1-5 seconds
- Anyone on team can use the med kit, excluding the Medic that tossed it.
5-10 seconds - The Medic can pick up the med kit and gain back the 5 cells for an unused med kit.
10-15 seconds - Anyone can use, regardless of team. Medic can still refund, though.
15+ seconds - Med kit disappears.

Medic's max med kits should be increased to 10.
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Old 01-24-2009, 10:41 PM   #22
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Kubedawg: How would you balance the medic having a needle gun that could infect people from being shot? That sounds kind of unbalancing in itself.

Ronzui: Yeah pretty much. NG's get it from all sides. Sabotaging means you need to totally babysit your sentry every moment, no splash damage protection means you can't stay TOO close, the weakened health means it goes down faster to other units besides spies, and the lack of push means practically anyone can get close to it. It HAS turned into a masochist role.

Credge: Your proposal for engineer sounds like something I would like. What kind of push would you give it?

Rawh: This has been brought up before. You also know that when you use that while running it lands BEHIND you right? So you have a limp wrist pack and really dodgy melee healing. In TFC you just had to be in the ballpark with melee healing and you could heal people very easily. This is why people are saying it's harder to heal in FF.

Ensiform: The TF2 style healing could be cool (I'm with you on no ubercharge as well), but don't you think infection with a ranged weapon would be overpowered?
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Old 01-24-2009, 10:57 PM   #23
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The infection wouldn't be permanent. It would deal a small amount of initial damage, and the more needles you're hit with, the more sick you become, and eventually die. Speaking of, I think the infection needs to be a little more pronounced. Some additional effect.
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Old 01-24-2009, 11:14 PM   #24
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Credge: Your proposal for engineer sounds like something I would like. What kind of push would you give it?
The gun? Not much ~ nothing drastic at least. The main point of push is to stop people in the air. If the surface to air missiles work like I wrote, I don't think air would be a big problem. Of course, people would push with scouts and medics in your direction hard at first, but later you'd see heavier classes instead, if any at all.

I think the engy would start stronger and end up stronger, but his mid game would be weaker. It would also be a bit more skill based as his weaponry, for the most part, is geared more towards DM'ng the enemy.
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Old 01-25-2009, 12:14 AM   #25
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remove map that kill servers (in terms of palyer count) from standard map cycle.

MAKE DEFAULT KEY FOR GREN 1 AND 2 THE DOUBLE TAP BIND IN CONFIG. THE DIFFERENCE THIS 1 SIMPLE CHANGE MAKES TO NEWBS SKILL LEVEL/ENJOYMENT/FRUSTRATON WHO HAVE NEVER PLAYED TF GAME IS RIDICULOUS.

WHEN NEWBIE CAN LEARN HOW GREN WORKS IN 5 MINS = HE CAN GET KILLS = SMOE SATISFACTION = LESS FRUSTRATION = HE WILL CONTINUE PLAYING FF.
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Old 01-25-2009, 12:22 AM   #26
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Give us OB style popup menus instead of having to press escape..
Actually, those popup menus were in CS:S too.

Oh, and yeah, the medic should cure players of any status problem.
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Old 01-25-2009, 02:00 PM   #27
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I have no idea what tu! is talking about.
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Old 01-25-2009, 02:27 PM   #28
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If I understood correctly, he demands that the double tap grenade system is activated by default, so new players don't have to hold the key down to cook the grenades. Also, remove completely maps that tend to kill servers (I guess like Hunted or pretty much any no-CTF map on most servers).

If your post was sarcasm that I didn't get, I apologize =o
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Old 01-25-2009, 03:50 PM   #29
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If I understood correctly, he demands that the double tap grenade system is activated by default, so new players don't have to hold the key down to cook the grenades.
I don't see a problem with defaulting it to this way... Having a hold button seems counter-intuitive tbh.
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Old 01-25-2009, 05:00 PM   #30
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MORRR original maps with different styles of play!
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Old 01-25-2009, 05:03 PM   #31
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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.
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Old 01-25-2009, 05:09 PM   #32
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-conc radius reduced
-engy can charge rail gun indefinately without auto giving cells
-hitboxes increased similar to tfc, to increase % of sniper hits actually registering (not sure if smaller coz models are smaller)
-reduce no of medipacks that can be dropped by medic
-nerf demoman slightly (pipe radius/increase blue det time/reduce damage) not sure which just demoman seems overpowered.
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Old 01-25-2009, 09:11 PM   #33
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-reduce no of medipacks that can be dropped by medic
No thanks.
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Old 01-25-2009, 10:45 PM   #34
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I propose the following changes to the sniper class:
  • Stronger armour please
  • Legshots should make the target near-immobile, but the target would regain speed gradually over time. Maybe within, 7 seconds the target would be at it's full speed again.
  • Better hit detection would be nice
  • Maybe some kind of radar grenade that tags players (including spies) within a certain radius would help with this.
  • Maybe change tagging so if you aim your charged rifle at someone, and you hover the laser dot on them for one second, they get tagged

I really only play sniper, so I don't have any ideas for the other classes. Thanks for reading!
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Old 01-26-2009, 02:08 AM   #35
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rofl junkhead, you cant be serious. "make the sniper nearly invincible so i can rape people even more than i already do"

if we are going that route...

- make spy cloak completely invisible at all times
- bring cloaked walking speed up to regular walking speed, and allow cloaked bhopping
- make tranq not remove cloak
- make it so any stab (front, back, side, butthole) while tranqed is an instant kill
- give spy the ability to sabotage SGs by looking at them from any distance and pressing +use
- give spy red flavored armor (the good shit)
- make him take no damage from nade jumping
- etc.

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Old 01-26-2009, 02:10 AM   #36
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But that means the spy would be.... GOD
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Old 01-26-2009, 02:10 AM   #37
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yeah, that was the point.

try to get the joke next time, geo.
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Old 01-26-2009, 02:20 AM   #38
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Hahahah, hold on a second! How's that make the sniper any more/less hard to kill? If anything it makes the sniper way more useful to the team! Snipers could focus on tagging people and slowing their entry to the base. Really, the only thing that would make the sniper harder to kill would be the more powerful armour.
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Old 01-26-2009, 02:33 AM   #39
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getting tagged and legshotted already sucks ass for the person that gets shot. you can barely move, and the enemy team knows exactly where you are if you are anywhere near their base. making either of those more powerful will make it even more infuriating to be shot by a sniper, and making the hit detection better will make this happen more often. aka SUCKTASTIC (for everyone except the people sniping).
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Old 01-26-2009, 02:57 AM   #40
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Quote:
Originally Posted by Skanky Butterpuss View Post
getting tagged and legshotted already sucks ass for the person that gets shot. you can barely move, and the enemy team knows exactly where you are if you are anywhere near their base. making either of those more powerful will make it even more infuriating to be shot by a sniper, and making the hit detection better will make this happen more often. aka SUCKTASTIC (for everyone except the people sniping).
Yep, I can understand where you're coming from. At first glance it does seem more powerful. The thing is, the sniper, it needs to be integrated into the team more I think.

The legshot itself would actually be a bit less powerful than it is now, since while it stops you almost completely at first, you gain your speed back quickly. It'd be more for "killer" sniper shots where you shoot the legs, then shoot the head. This would stop snipers from just legshotting galore across the yard, which serves only to annoy people.

The tagging, I think is what actually makes the sniper a somewhat useful team player. When someone is tagged, everyone on your team knows where they are if they're in a certain range. If the "radar grenades" and the 1 second hold tag were implemented, then the sniper would be able to really help the team out by showing the team where everyone is. Disable it for cloaked/disguised spies, and it'd be fair. It'd be like a good advance warning system.

The problem with the hit detection as it is currently is: I can shoot someone when I'm sniping, see blood splatter, and there won't be any damage dealt to the person I was shooting. This is really annoying for sniper matches. If the hitboxes for just the snipers were improved, even that would be fine.
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