03-09-2006, 12:35 PM | #41 | |
Join Date: Jan 2005
Location: Arkansas
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03-10-2006, 11:58 PM | #42 | |
Join Date: Jan 2006
Location: Dutchelandae
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03-11-2006, 01:31 AM | #43 |
Join Date: Mar 2005
Location: Israel
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Maybe we should just drop the pyro?
Yes it's a TF game, 9 classes and all that, but maybe we should just admit that the pyro doesn't fit in the TF game... As he is now he's poop and basicly useless (not to mention annoying). And if we making him usefull, he'll become even more annoying and not fun to play against against due to the nature of this class. I really want to have 9 classes, but I can't really think of any way of making this class usefull... And if we look on any other TF games (except for qwtf which i don't know since I didn't play) - in any of them either the pyro was too weak (like in TFC), or it was overpowered, I have yet to see one game where a pyro is balanced properly and fun to play with and against. I know that the team is trying to stay true (is that in english?!) to the original tf/c in the classic features, but still I think that a pyro is a mistake to leave him in the game. |
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03-11-2006, 02:21 AM | #44 |
Useless
Retired FF Staff
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Man, some people just can't hack it.
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Look at all those dead links. |
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03-11-2006, 10:26 PM | #45 |
Retired FF Staff
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Mobility is the primary concern in buffing classes for offense. We can address this with pyro and demo, but spy is really a question mark right now in my mind. We'll just have to see.
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03-12-2006, 01:09 AM | #46 |
Join Date: Apr 2005
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The most important thing to remember is that a fun class doesn't use its abilities to weaken the enemy, but to buff itself/team.
If you can give a class a fun ability that lets it do something cool, that is obviously better than an ability that just annoys the opponent. What do I mean? I mean: Caltrops, gas grenades, napalm, being set on fire etc - all annoying abilities because they reduce the set of abilities the opposing player can do. Rather than getting past the enemy player with your own skill, you are relying on the reduction of the enemies powers, which i find frustrating. Concing, Disguising, healing teammates, giving teammates armour and ammo, bunnyhopping, etc are skills and abilities that make the game more fun, because you arent stopping the enemy do what they want to do. So to relate this to the pyro, I would say giving it more abilites in its own movement (IC jumps?) and perhaps somehow helping teammates, should be preffered over skills such as obscuring the enemies screen with fire. Oh and when a pyro is sharking, he should be able to fire into the water behind him to propel him along like a speedboat [] Last edited by o_aftershock; 03-12-2006 at 01:14 AM. |
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03-12-2006, 03:03 PM | #47 | |
Join Date: Jan 2006
Location: France
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03-12-2006, 03:37 PM | #48 |
Join Date: Jan 2006
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Seems to be rather true in TFC. I wouldn't make it too much of a general rule though.
But I had also been thinking that it could be interesting to have a propulsion effect added to the flamethrower. Not to the extent of making him a flying class, but enough to give him the ability of maintaing himself in the air for a moment while firing towards the ground. Would also make him very difficult to follow since he could fire backwards to boost his speed a bit. But this idea might be sort of daring. Either way, don't make him a lightweight soldier with reduced armor, reduced weapons and more speed. |
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