02-16-2008, 10:19 PM | #81 | |
Stuff Do-er
Lua Team
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#FF.Pickup ¤ 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.; 02-16-2008 at 10:45 PM. |
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02-16-2008, 10:39 PM | #82 | |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
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The biggest issue with the soldier was the explosion radius. Besides that, very few people got past me as the soldier, and if they did, they wouldn't last long. The jump pad changes a lot of how the game will play, both in pubs and in leagues. Leagues will see definite class restrictions for both O and D now that heavies on offense are a good possibility. Forget about pubs, the spammyness of them has been complimented by extreme HW love both directly and indirectly. Even further, all of the buffs you gave defensive classes are canceled due to them also now being offensive buffs. In essence, you've made the game super offensive friendly. Which is fine for pubs (except AVD). The biggest issue is with the jump pad itself. Instead of basing how fast you travel on it by your base speed, it simply flings you at the same speed regardless of the class you chose. Scouts should benefit the most from them and heavies should benefit the least. I further don't understand why the heavy is even effected by the jump pad. He isn't pushed by explosives and isn't as pushable by concs compared to other classes. Why does he travel like he does? It's very inconsistent. Also, the HW can easily hit people when using the jump pad with the new AC mechanic. Simply start firing before you hit the pad, hold right click at your desired ROF and then hit the pad. Simply aiming in the direction the enemy is in will net you many hits. Alternatively, because of how the HW is treated on the jump pad, you can simply just hold fire down and by the time you land you'll be firing full blast, generally right next to people you want to kill. Biggest issue with 2.0: The jump pad. Just needs to be tweaked.
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02-16-2008, 10:48 PM | #83 | ||
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Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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02-16-2008, 10:54 PM | #84 | ||
Join Date: Nov 2007
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02-17-2008, 12:03 AM | #85 | ||||
fastest pipe in the east
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the reason the soldier was the holy-cow is the nature of his weapons, and the nature of the game When you got kids flying past you at 500 miles an hour a weapon that stops them, is easy to use (shoot teh floor!!!) and is very powerful (2 rockets bye bye scout, 3 rockets see ya medi), is of COURSE going to be perceived as the 'holy-cow'. The nature of the game is speed and fast-paced decisions, not tracing a dot across the yard at another player. Just because you, personally, feel sniper is fun, awesome, righteous, amazing, should be the main class, doesn't mean that it should. As a sniper, you are playing the wrong game bro. It's capture the flag not battlefield chaos (unless you're in a pug, in which case you could very easily get teh wrong idea, and I have a sneaking suspicion your frame of reference is as such). note: next time I'll just delete the 3 longest posts - 4est Last edited by 4est; 02-17-2008 at 12:56 AM. |
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02-17-2008, 12:25 AM | #86 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quad posting has become a reality.
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#FF.Pickup ¤ 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 |
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02-17-2008, 12:30 AM | #87 |
Join Date: Mar 2007
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Vile has broken barriers amongst barriers.
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02-17-2008, 12:39 AM | #88 |
fastest pipe in the east
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quad-post thoughts summary:
Jump pad needs to be destroyable; you can build it in their base and just run a train. I.E. jump pad at bottom ramp, on top of flag, and at their front door. GG Demoman needs to be looked at again(By someone who can actually play the fucking thing plz). Blue pipes are too dominant; there is no reason to try to hit incoming O with body shots. Simply just spam the doorway and wah-lah! I do believe the fix was to reduce spam, but instead, it seems to encourage it. Also, I remember reading that the bug where the blue pipe hits their body and falls to the ground would be reduced to 'statistically insignificant.' The game has been out under 24 hours and I have already experienced this 50+ times. (i am referring to 2.0 coming out when i say the game) Whatever the hell you did to concs or movement, that is a step in the right direction. They seem to be more potent now Motion blur removal is =[ I wish you would make an option to make it fov change or motion blur cuz motion blur gave me an erection. SGs are still quite hard to kill. Clang Clang still wins the internet piece prize. I have to say the push fix is hot sex, though. melee damage upgrade I haven't noticed in the least. It seems as spy you either kill the guy or he notices you and you don't kill the guy, though I'm sure it is nice for those times when you start killing a guy, he struggles at low life, and ends up teh victor. Everyone says shotgun dmg is low; I think its just the bullet spread is too wide at longer distances(yes I do realize its a shotgun, but you got to realize this is fortress gaming). You can wtfpwn someone by shooting them up in their grill but a fleeing felon only gets grazed on the ass. |
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02-17-2008, 12:41 AM | #89 | ||
The last true Emperor
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I hope you realize that quite a few testers are clanners themselves. Quote:
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02-17-2008, 12:47 AM | #90 | |
FF Loremaster
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Join Date: Sep 2007
Posts Rated Helpful 4 Times
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"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
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02-17-2008, 12:53 AM | #91 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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__________________
#FF.Pickup ¤ 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 |
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02-17-2008, 01:01 AM | #92 | |
The last true Emperor
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Last edited by Dr.Satan; 02-17-2008 at 01:36 AM. |
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02-17-2008, 01:37 AM | #93 |
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Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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Flaming stops now or I start passing out vacations...
A discussion about clans v pubs is fine, but keep it a civil discussion.
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02-17-2008, 01:44 AM | #94 | |
A Very Sound Guy!
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Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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02-17-2008, 01:51 AM | #95 | |
fastest pipe in the east
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http://vids.myspace.com/index.cfm?fu...oID=2011924333 *WARNING, COULD BE CONSTRUED AS RACEY* |
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02-17-2008, 02:03 AM | #96 |
Join Date: Sep 2007
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I'm very happy with this patch. I'm glad that someone was able to find to a way to make the game fun again
I don't think you'll bring noobs into the game with this patch but you might have just found the right formula to bring back the old pros thanks for the hard work and sticking with it... |
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02-17-2008, 02:18 AM | #97 | |
Posts: 1 bajillion
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...but what I'm trying to say is that other snipers were the closest thing I had to a problem, even at close range since it was so easy to mow down the opposition with the AR. Once 2.0 hit I found that playing as a sniper was more challenging and playing against snipers was easier when close up. They can still easily blast you in two shots if they know what they're doing. you aim for the leg, one shot, half charged carries some serious knock down power, then pop in the head and finish them off. But up close they weren't the annoyance they were. They fall or retreat easily and allow you entrence to an enemy base instead of those frustrating sniper v you(non sniper) wars since you're always coming out at the same time. |
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02-17-2008, 03:01 AM | #98 | |
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Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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02-17-2008, 03:09 AM | #99 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Ok, then.
Balance the game at the highest levels possible, the pubs will balance themselves. Meaning, the highest levels of all gametypes.
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#FF.Pickup ¤ 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 |
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02-17-2008, 03:14 AM | #100 |
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More info on my opinions on 2.0:
THE FOLLOWING IS FROM A LEAGUE PERSPECTIVE The heavy is still only good at extreme CQ. His ROF compared to the spread at the lowest possible clip is not high enough to be of any use at, including medium and long ranges. At about 50% heat, the ROF is just right, however, the spread is too large to hit anything remotely close. At 100%, the ROF is too high and the spread is too large to be of use at all, including CQ. A reduction of the spread at 50% heat would be great. Also, a reduction of the ROF at 100% is needed, but just slightly. Unless a heavy is around a bag that has tons of ammo or near a spawn, he's pretty much a waste. This isn't due to anything besides the new heating mechanic. It's a great idea, but it wasn't executed very well. Also, an HW who is firing as he hits the jump pad is extremely deadly on certain maps. Specifically maps that have hallways that are cramped. Pyro is still nothing but an annoyance for experienced defenders and is useless on defense due to the time it takes him to kill players. If he is meant to be used as a class that moves then he needs to have a base increase in speed. If he's supposed to be meant to stop players, then he needs an increase in damage. The jump pad needs to be destroyable by anyone (ff permitting) Pretty plain and simple. Demoman is too much now. Monkey is an example of a map where he simply owns it. Not in the pwn sense, but the "I bought this and this is mine" sense. EMP's need to be reworked from the ground up. They still don't add damage when bags are around them and the jump pads make the EMP insanely strong (fast class+damage through walls) for taking out SG's. EMP's need to do more damage against rockets and shells and less to cells. Currently they don't do much to people without cells, which is a shame. Dispensers need faster tick rates. Besides that, most everything is done pretty well.
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