01-23-2009, 07:56 PM | #41 |
Fortress Forever Staff
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I keep trying to stop myself from posting, because it won't change anything (the game will get good eventually then the players will come back), but I feel I should try to make some of you guys feel better about the lack of balancing in 2.2 (and to some extent, 2.1).
Firstly, 2.2 wasnt a balancing patch. This is due to the way every class affects the rest. We needed to fix the HW before balancing anyone else. While I don't have time to go into the very complex nature of all the different balancing decisions, I can tell you this: We know the SG / the engineer class needs fixing (we tried some things in an effort to reduce the constant death-whilst-rebuilding frustrations which unfortunately led to other problems) We know soldier is overpowered (as circ says, he was buffed due to the scout problem, once that is fixed we can bring him back in line) We know demoman blue spam is annoying (we're implementing damage bonuses for direct hits shortly, amongst other ideas) We know you can't juke demo traps any more due to the blast radius (this was down to the scout-capping-flag-because-you-missed-det-by-0.1-seconds problem) We know the jump pad screwed up AvD more than anything else We know the sniper is annoying to play against on CTF maps We know there is a divide between organised and public play And most of all: We know that the future of this mod depends on obtaining a gameplay experience which skilled players and new players can play together and both have fun, trying to complete the objective, in maps that scale from 2v2 to 10v10 seamlessly, allowing complex movement skills and deathmatch tactics, whilst providing a learning curve for players to learn movement skills by playing alongside (but not getting totally owned by) the more skilled players. |
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01-23-2009, 08:57 PM | #42 |
OHH! OHHH NOOO!
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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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01-23-2009, 09:00 PM | #43 |
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Excellent post!
I will go out there and say that I feel the jump pad is the only thing that makes the scout a viable option in AvD, as concs are not generally part of the mix. I did not play TFC, so I have no idea how AvD is "supposed" to be played, but I enjoy speed, and when soldiers can use rox+nades to boost, demos can use pipes to boost, scouts and medics just get the finger as people fly by. At least thats how it feels. Pads in AvD allow players to disperse from a spawn much more quickly, and avoid being killed in spawn spamfests (cp1-2), which aren't fun. |
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01-23-2009, 09:30 PM | #44 | ||
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01-23-2009, 09:35 PM | #45 |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Problem is that Soldiers and Demomen lose around 50% of HP and AP on the proccess of boosting, and boost themselves or teammates with a major delay in a way it can be prevented (kill the Demoman, etc). Other classes rely on grenade jumps (Medics included), and the Scout has a use due to his natural speed and concs in grenade bags.
With the jump pad, all the team has a free major boost without delay, not only the Scout. So instead of fighting half dead classes, you fight full healthy enemies non-stop as Defense. |
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01-24-2009, 04:57 AM | #46 |
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Perhaps I'm thinking of more like a avanti or ksour style and not dustbowl. I always found that while they can seem epic, games on the dustbowl/anticitizen style avd (one team never plays d) turn into trite spamfests that is frusterating to play with.
I really think these maps should be designed with the jump pad in mind, because there are many people like me that are interested in tricking in the middle of a fight and thinking outside of the box to get our objective complete. I am very concerned that we have this wonderful tool to give players a temporary speed boost (thanks to the speedcap =() and now that it has been decided that we shouldn't play ctf in pub servers any more, that this game is going to lose all the momentum that attracted me to it. Personally, I feel that if you want to play a slower game that can give you that epic feeling of winning a fight against all odds by the skin of your teeth, play TF2. It's a very nice game and has a pace to match that style of game. I don't feel that this game needs to be slowed down any more than it already has been. Just my 2 cents. |
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01-24-2009, 06:39 AM | #47 |
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i keep coming back to FF around every patch and keep leaving soon after, its because the game feels like you guys are trying to fix problems with duct tape and it makes the game feel unorganized, and kind of... confusing. I really think the game dynamics need to get back to basics. I like TF2 better not because it is more fun, but because its organized and linear not only in balance, but design. every class has 3 weapons(disregarding achievement weapons), each class has one direcy special ability. whether it be building a sentry, or a secondary attack with the primary gun, it just has depth in its simple design.
Visuals is one thing, i mean its a mod, it cant look as polished as a professionally developed game, but at least make the gameplay feel good. I say every class gets 4 weapons, primary, seconday, melee, special for instance, instead of having two weapon slots for the demomans pipes, have it in one slot, and make it togglable, like press a key, or mouse wheel up, or double tab 4, to change. the more linear the game is, the more people will like it. take my advice, or dont take my advice. learn by example, or lead by example. the gameplay shouldnt work around the maps, the maps should work around the gameplay. in other words, dustbowl should be changed for the jumppad to work balanced, not the other way around. |
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01-24-2009, 09:19 AM | #48 |
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segundo: could what you're saying be down to the fact that the default config for FF is (imo!) crap? there are basically only 2 main weapons for each class (which are the ones you want 90%+ of the time and often want to switch between v quickly). the other weapons, which do add considerable depth to the game so do deserve to be there imo, are for more specific situations so you don't need to be able to switch between as fast as possible nearly so often. the problem is that these other weapons are currently massively over-compilcating the use of the 2 main weapons just because of the default config!...
so for example, with my config right mouse button always toggles the 2 main weapons for each class. i also have q as the "class skill", such as engy-menu/medpack/small-shotty-for-soldier/det-pipes/sniper-scope/etc. this has always worked really well for me in TFC/FF. i use other stuff too ofc, but this is the basic weapon switching that i'd probably find the game v frustrating if i didn't have. so yeah, i would really like to have a much better default config (weapon switching and gren button placement especially). would this help do you think? |
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01-24-2009, 12:25 PM | #49 | |
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Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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It's very noticeable on Ksour, due to being a small linear map, where the jumppad makes it unbalanced. On maps like Palermo, the jumppad makes little to no difference, since the height difference between spawns and CPs and distances make the use of the jumppad somewhat balanced. That's why the jumppad is also unbalanced on Dustbowl (very linear height-wise) and not very useful on the last CP of Anticitizen, where the Offense usually has to use strategy or sheer force to cap. Basically, on linear or small maps the jumppad is unbalanced since it leads to Offense swarming, which the Defense cannot do anything to beat other than build a massive SG farm, which isn't as effective as it seems anyways. On bigger maps, the boost the jumppad gives only cuts a bit of time, and the difference on classes speeds break the swarm, allowing the Defense to actually defend properly. I'm not saying I don't want the jumppad, I'm saying that either the building is improved (dunno, cooldown timer after a jump, for instance) or maps will have to be designed around a feature that may be changed or removed in the future so its use it's balanced. |
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01-24-2009, 01:55 PM | #50 | ||
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This idea of offense making progression is a central idea to the creation of adzone and we're constantly evolving ideas on how best to implement this. |
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01-24-2009, 11:01 PM | #51 |
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MonoXideAtWork: I personally like the spam, though I can see how it would be trying for some people. I like to use those as examples though because there is no middle ground. If offense wins, that's it, the game's over. Whereas in something like cornfield, the average round time could go from 12 minutes to 5 and you still have claims of balanced because the sides can be switched. And don't get me wrong , I LOVE the fast-paced action FF provides. By "slow" game, I mean one where that actual map lasts a significant amount of time, you're still fighting at a frenzied rate the entire time. TF2 definitely does not meet that criteria for me and has many things crippled about it compared to TFC and FF.
Segundo: I may be in the minority, but I personally think the asymmetrical classes are cool, it adds more variety to the game. Even if the number of weapons was perfectly even for each class, I don't think that would make a significant difference as to my enjoyment of the game. Firefox11: Yeah Ksour gets hit HARD by jump pad, although I'd say avanti gets hit harder from weakened sentries + pyro jumps. Good observation in general though on the jump pad's role. Aftershock: I can appreciate both sides for the sabotage thing. On one hand, it makes life harder for engineers, especially new ones, on the other hand it's really the ultimate perk for a spy + it's not really an issue for skilled engineers. While I'm certainly not discounting it, it existed in FF 1.0 and the AvD games still managed to balance out more or less. A spy being able to walk into the center of defense while cloaked without consequence is a big deal however. There can be enough chaos going on for the team to miss him entirely. Previously an sg created a "safe zone" where you knew there would be no cloaked spies. If an enemy came in disguised, then the team could get suspicious and blow up anyone approaching the flag. But I've played many games where all I had to do was run in cloaked, have a delayed reaction from the entire team once I grabbed the flag, move it forward until I died, repeat, cap, the end. |
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01-25-2009, 02:27 AM | #52 | |
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01-25-2009, 02:31 AM | #53 | |
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Single shotty has uses. As a scout: Used to take out moving targets too fast or too far away for the nailgun. As a soldier: for long distance on light targets as a demo: your only hitscan weapon as a pyro: same as demo did I miss any? |
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01-25-2009, 03:49 AM | #54 |
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Crowbar: The lulz
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01-25-2009, 11:12 AM | #55 | |
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Crowbar is awesome! IC + flame + crowbar = dead humilliated Sniper =D |
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01-25-2009, 11:53 AM | #56 |
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Firefox11 is the king of crowbars on my server.
Have seen him kill so many times with it, lol |
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01-25-2009, 01:24 PM | #57 | |
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so i'll ask again, would it be better if the default cfg had a simple button that toggles your 2 best weapons for each class? i know i couldn't play very well without one. [incidentally, there ARE reasons why you'd want to use the smally shotty sometimes even if you have a normal one, but if you'd actually read my last post you'd know that that's irrelevant to what i suggested and was asking for your opinion on] |
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01-25-2009, 02:19 PM | #58 |
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I agree with MonoXide. Usually when my target goes too far, I pull out my single shotgun and finish them off.
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01-26-2009, 12:17 AM | #59 |
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No one is (or I guess should be) discussing the value of the single shotgun. Pay attention.
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01-26-2009, 04:50 AM | #60 | |
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to firefox: yeah shotgun kills, but i am betting you, you never tried using it as your only weapon, have fun with that. so do crowbars but you dont see people toting the crowbar. effectivly each class has only one or two weapons, primary, and super shotgun. |
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