Fortress Forever

Go Back   Fortress Forever > Community > Tips and Tutorials

Reply
 
Thread Tools Display Modes
Old 07-12-2010, 12:56 PM   #1
moosh
WhenNailGrenWillOut?
Beta Tester
 
moosh's Avatar
 
Join Date: May 2009
Gametype: mp_prematch
Affiliations: [:)] - Frag Happy, babe|
Posts Rated Helpful 29 Times
Defending SGs against mirvs

Are there any ways to defend my sentry gun while a mirv explodes near it? I keep hammering the fucker but I get fucked up from the mirv. Is there any way at all? Or is it like 1 mirv and my sg is guaranteed gone.
__________________
[[ ff_hotfudge - bhop_theonlyone ]]
"As the the new year approaches I await for it like an case of explosive fecalomania otherwise know as diareha or the massive shits. I am gripping the sides of the toilet as my stomach produces the first hollow thud out of the anus of the year to come." DarkeN_HellspawN
moosh is offline   Reply With Quote


Old 07-12-2010, 02:14 PM   #2
Bridget
Banned
 
Bridget's Avatar
 
Join Date: Sep 2008
Class/Position: Soldier
Gametype: AVD
Affiliations: TALOS
Posts Rated Helpful 5 Times
It all comes down to placement. If the grenade is far enough away, you can sometimes crouch and maneuver around the gun so that each or most of the smaller successive explosions are absorbed by the front (relative to your position) of gun and not your face allowing you time to tank the gun with your wrench. However, if the grenade lands right at the base of your gun, there's no point trying to save it. The MIRV is terribly overpowered, but the development team so far doesn't give a shit.
Bridget is offline   Reply With Quote


Old 07-12-2010, 05:33 PM   #3
Elmo
Gets tickled by FF
Fortress Forever Staff
 
Elmo's Avatar
 
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW
Gametype: Any/CTF
Posts Rated Helpful 41 Times
Your post has a point, fine. But will you please stop with this stupid attitude towards the development team you have acquired.
__________________
Support FF:
Done: ff_monkey
Done: ff_bases
Done: ff_warpath
Forever Doing: ff_medieval (beta#99999999)

Last edited by Elmo; 07-12-2010 at 05:38 PM.
Elmo is offline   Reply With Quote


Old 07-12-2010, 08:47 PM   #4
Crazycarl
D&A Member
Wiki Team
Fortress Forever Staff
 
Crazycarl's Avatar
 
Join Date: Apr 2007
Posts Rated Helpful 31 Times
We give a shit. We give a huge shit.

EDIT: The initial explosion, and each bomb that comes out, is as powerful as a frag (they used to be stronger pre-2.4), so there's no hope if it lands right on top. If some of the bombs are far from your sg, you might be able to repair right in the middle of the explosions and keep it alive. Most likely, you and the gun are going to die if you try it.

Last edited by Crazycarl; 07-12-2010 at 08:55 PM.
Crazycarl is offline   Reply With Quote


Old 07-12-2010, 10:34 PM   #5
Iggy
Heartless Threadkiller
Beta Tester
Forum Moderator
 
Iggy's Avatar
 
Join Date: Apr 2007
Class/Position: D-Solly / O-Medic
Gametype: CTF
Affiliations: [AE] AssEaters
Posts Rated Helpful 42 Times
Quote:
Originally Posted by Bridget View Post
It all comes down to placement. If the grenade is far enough away, you can sometimes crouch and maneuver around the gun so that each or most of the smaller successive explosions are absorbed by the front (relative to your position) of gun and not your face allowing you time to tank the gun with your wrench. However, if the grenade lands right at the base of your gun, there's no point trying to save it. The MIRV is terribly overpowered, but the development team so far doesn't give a shit.
The Mirv needs to go to 6 bomblets, rather than just 4. It's a fucking Mirv, it's SUPPOSED to fuck shit up! What do you want, the fucking thing to burst into some balloons with the word "BANG" on them?
__________________
Quote:
Originally Posted by zSilver_Fox
See kids? Only Iggy and FT are good enough to post when high.
Publishers Website My book on BN.com My book on Amazon.com

Friend me on Facebook
Follow me on Twitter
Iggy is offline   Reply With Quote


Old 07-13-2010, 02:23 AM   #6
Bridget
Banned
 
Bridget's Avatar
 
Join Date: Sep 2008
Class/Position: Soldier
Gametype: AVD
Affiliations: TALOS
Posts Rated Helpful 5 Times
Yes, the MIRV is supposed to be powerful. I'm well aware. Instead, it's too powerful. I am going to offer the same suggestion I gave a long time ago. Fragmentation grenades need to be made into Anti-Personnel grenades. They should do 100% damage to players and 25% damage to buildings. MIRVS can then be made into Anti-Structure grenades. They do 100% damage to buildings but 25% damage to humans. Get rid of the bomblets. Keep the initial explosion.
Bridget is offline   Reply With Quote


Old 07-13-2010, 03:28 AM   #7
hlstriker
QUAD ROCKET
Server Owner
Fortress Forever Staff
 
hlstriker's Avatar
 
Join Date: Jul 2007
Class/Position: Soldier
Gametype: Rocket Jumping
Affiliations: -g1 ]qS[ -eC- :e0: [ESAD]
Posts Rated Helpful 11 Times
Quote:
Originally Posted by Bridget View Post
[Frag grenades] should do 100% damage to players and 25% damage to buildings.
I too always thought grenades should do reduced damage to buildables.

Quote:
Originally Posted by Bridget View Post
MIRVS can then be made into Anti-Structure grenades. They do 100% damage to buildings but 25% damage to humans. Get rid of the bomblets. Keep the initial explosion.
This is a really interesting idea. Though I think the bomblets should be kept and the damage of the initial explosion + bomblets should be tweaked.
hlstriker is offline   Reply With Quote


Old 07-13-2010, 06:58 AM   #8
KubeDawg
Nade Whore
Server Owner
Beta Tester
 
KubeDawg's Avatar
 
Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier
Gametype: CTF/TDM
Affiliations: blunt. Moto
Posts Rated Helpful 128 Times
Quote:
Originally Posted by Bridget View Post
Yes, the MIRV is supposed to be powerful. I'm well aware. Instead, it's too powerful. I am going to offer the same suggestion I gave a long time ago. Fragmentation grenades need to be made into Anti-Personnel grenades. They should do 100% damage to players and 25% damage to buildings. MIRVS can then be made into Anti-Structure grenades. They do 100% damage to buildings but 25% damage to humans. Get rid of the bomblets. Keep the initial explosion.
That is the gayest idea I've heard yet. It's a frag grenade, it explodes shit human OR robotic.
__________________
Moto's Funhouse | Dallas, TX - 74.91.114.247:27015

ff_plunder - Complete
KubeDawg is offline   Reply With Quote


Old 07-13-2010, 07:52 AM   #9
Bridget
Banned
 
Bridget's Avatar
 
Join Date: Sep 2008
Class/Position: Soldier
Gametype: AVD
Affiliations: TALOS
Posts Rated Helpful 5 Times
Yeah bro, because realism is really what's fueling this game.
Bridget is offline   Reply With Quote


Old 07-13-2010, 10:51 PM   #10
Iggy
Heartless Threadkiller
Beta Tester
Forum Moderator
 
Iggy's Avatar
 
Join Date: Apr 2007
Class/Position: D-Solly / O-Medic
Gametype: CTF
Affiliations: [AE] AssEaters
Posts Rated Helpful 42 Times
Quote:
Originally Posted by Bridget View Post
Yeah bro, because realism is really what's fueling this game.
So.... what exactly IS your problem with a grenade that fucks shit up?
__________________
Quote:
Originally Posted by zSilver_Fox
See kids? Only Iggy and FT are good enough to post when high.
Publishers Website My book on BN.com My book on Amazon.com

Friend me on Facebook
Follow me on Twitter
Iggy is offline   Reply With Quote


Old 07-14-2010, 02:19 AM   #11
angrypyro
D&A Member
 
Join Date: Jun 2010
Gametype: Capture the Flag
Posts Rated Helpful 1 Times
Quote:
Originally Posted by Bridget View Post
Yes, the MIRV is supposed to be powerful. I'm well aware. Instead, it's too powerful. I am going to offer the same suggestion I gave a long time ago. Fragmentation grenades need to be made into Anti-Personnel grenades. They should do 100% damage to players and 25% damage to buildings. MIRVS can then be made into Anti-Structure grenades. They do 100% damage to buildings but 25% damage to humans. Get rid of the bomblets. Keep the initial explosion.
MIRVS are given to defensive classes like Demo and HWguy. Usually offensive classes are the ones that need to do the structure destroying.
angrypyro is offline   Reply With Quote


Old 07-14-2010, 04:18 AM   #12
Bridget
Banned
 
Bridget's Avatar
 
Join Date: Sep 2008
Class/Position: Soldier
Gametype: AVD
Affiliations: TALOS
Posts Rated Helpful 5 Times
Everything's good in theory.
Bridget is offline   Reply With Quote


Old 07-16-2010, 11:51 PM   #13
chilledsanity
D&A Member
 
chilledsanity's Avatar
 
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted
Posts Rated Helpful 6 Times
Once upon a time sentries would push somebody flying at it straight back because it was a meanass sentry gun and took some planning to take out. Not only would this kill invaders, but it also made it difficult to get close to them, granting an extra layer of protection. Then push got reduced heavily, so everybody short of a bunny hopping hwguy could run right up to it. This led to mirvs taking out sg's being a commonplace occurence, rather than requiring careful manuevering to pull off, causing a balance shift.

Nerfing the mirv isn't a good solution, because it would just be a reaction to nerfing something else that used to work. And I agree, they SHOULD cause a lot of damage.

This is a general question that does depend a lot on map layout, but due to changes in FF, the new answer to this question is you can't really stop this by yourself if a demoman has a hard-on for your sentry. As I understand it, the expected approach now to keeping your sentry alive is to get your teammates to babysit it in addition to yourself. In TFC it was possible to keep your sentry up by yourself under most situations. In FF, it's expected that it takes you and a couple teammates to do the same thing as a way of promoting teamwork.
chilledsanity is offline   Reply With Quote


Old 07-17-2010, 12:16 AM   #14
Pixel
if(0>1){printf("broked");}
Beta Tester
 
Pixel's Avatar
 
Join Date: Mar 2007
Location: Amerika
Class/Position: O
Posts Rated Helpful 3 Times
Temporary SG Shield? Would only last long enough to protect against a nade or two. Have charge-up.

Last edited by Pixel; 07-17-2010 at 12:17 AM.
Pixel is offline   Reply With Quote


Old 07-20-2010, 09:58 AM   #15
Ronzui
 
Ronzui's Avatar
 
Join Date: Sep 2008
Gametype: Capture the Flag
Posts Rated Helpful 2 Times
A problem Ive been realizing is the wrench repair mechanic has about a half second delay, not sure if its designed that way or what, but I know its annoying. It would be nice to get this fixed. I know its not a latency issue.
Ronzui is offline   Reply With Quote


Old 07-20-2010, 10:08 AM   #16
Elmo
Gets tickled by FF
Fortress Forever Staff
 
Elmo's Avatar
 
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW
Gametype: Any/CTF
Posts Rated Helpful 41 Times
I'm guessing that is purely messaging and latency.

Maybe/probably the HUD update is slower once it's received the message back from the server. That might be possible but there won't be any intended latency to to actually repairing it.

I don't think the hud is the fastest thing, I'm doing some new stuff now and there is lag between hitting it and it updating on the hud - I'll try to take a closer look anyway but not sure we can do much/anything about it.
__________________
Support FF:
Done: ff_monkey
Done: ff_bases
Done: ff_warpath
Forever Doing: ff_medieval (beta#99999999)

Last edited by Elmo; 07-20-2010 at 10:09 AM.
Elmo is offline   Reply With Quote


Old 07-21-2010, 09:08 PM   #17
Marxist
Beta Tester
 
Marxist's Avatar
 
Join Date: Oct 2008
Location: Washington State
Gametype: CTF/AVD
Posts Rated Helpful 2 Times
Quote:
Temporary SG Shield? Would only last long enough to protect against a nade or two.
Better yet, learn to use your sg as a shield and it'll rarely ever go down The model is big enough that you can wrench it while it absorbs a blast without a whole lot of thought.

As far as the mirv conversation goes, it's already been lowered, and if your sg gets mirved then you need to be able to judge if it's savable or better to just dismantle and run like hell. As the mirv is now with mirvlets being equal to a frag grenade each, well, I've seen plenty of people run right through them and survive, I think its fine where its at. The biggest issue with mirvs or any other grenades is the whole explosion slowing thing that was added in 2.4, if you get caught by the initial blast, you're pretty much boned. Focus your opinions on what the cause is rather than just randomly blasting things.
__________________
In Progress:
ff_sigma, ff_phantom, ff_cannon_classic
Released:
ff_high_flag_b4
Marxist is offline   Reply With Quote


Old 07-22-2010, 01:00 AM   #18
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 Marxist
Better yet, learn to use your sg as a shield and it'll rarely ever go down The model is big enough that you can wrench it while it absorbs a blast without a whole lot of thought.
You still take damage and knockback from the blast if you're close enough to the sg to repair it. The only "shielding" aspect the sg performs is to provide a point of impact farther in front of you than your face. It doesn't actually provide any protection like it did in TFC.
chilledsanity is offline   Reply With Quote


Old 07-22-2010, 03:07 PM   #19
Marxist
Beta Tester
 
Marxist's Avatar
 
Join Date: Oct 2008
Location: Washington State
Gametype: CTF/AVD
Posts Rated Helpful 2 Times
Quote:
You still take damage and knockback from the blast if you're close enough to the sg to repair it.
If you're taking any damage from a nade you're not using your sg as a shield properly. It does block all damage if you position yourself properly. If anything its far easier to use the sg to block nades in ff than it is in tfc, nades in tfc that actually land real close to the sg in tfc do damage through the gun and it doesn't block anything, the radius in tfc is larger and more powerful than what we have in ff for regular frags.
__________________
In Progress:
ff_sigma, ff_phantom, ff_cannon_classic
Released:
ff_high_flag_b4

Last edited by Marxist; 07-22-2010 at 03:14 PM.
Marxist is offline   Reply With Quote


Old 07-23-2010, 07:20 AM   #20
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
I've noticed that as well. Nades on the ground are pretty easy to block with the SG (I remember doing ring-a-round-the-SG blocking nade damage for ages on plasma). It's rockets and flying nades that pose a problem.
__________________
#FF.Pickup ยค 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

Last edited by squeek.; 07-23-2010 at 07:22 AM.
squeek. 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 06:39 AM.


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