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Old 01-23-2009, 06:33 PM   #1
Credge
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What would YOU like to see changed?

Thread is as simple as that. What would you like to see changed? It doesn't matter how extreme or odd it seems. Just list it. SERIOUS CHANGES ONLY! Don't joke around here.

Be descriptive with each change. Instead of saying "Nerf the pyro" suggest how, give a percentage, write up an example, etc. Want a new feature for a class? Maybe make a sketch, write up a bit of something about it. No fluff is required! All that matters is a well fleshed out idea.

Want to just see some values changed but don't know the exact details? Don't worry! Take a rough guess at what they are. Use a base of 100 for best results.

Some examples include:

An increase to railgun damage from 100 to 120.

A decrease to rocket travel speed from 100 to 90.

An increase to heavy armor absorption from 100 to 150.

I would also like to see a weapon replace the super shotty on the engineer. I'm calling it the Lock-On-Aparatus. Essentially it's a target painter that acts like the link gun in the UT series (video below... the secondary fire... the constant stream). Once a target is painted, the sentry gun will lock on to that target at a further distance, will be able to follow its target through walls (but will not fire) and will instantly fire at the enemy once it becomes painted.

The gun will do minor health damage (1 a second) but will drain armor rapidly. When used on an ally, it will repair armor. When repairing armor, it drains cells.

Also, limited range.


Things like that are what I'm interested in reading.
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Old 01-23-2009, 09:42 PM   #2
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I'd like to see conc grenades more intune with what tfc standards are. When you hand held a 2nd conc from a pitted first conc you get extreme air. You are suppose to get more air just not that much it's really over powered.

I also would like FF to fix the teleport issue where you keep momentum after you hit a teleport and spawn at the teleport destination. This makes concmap's really annoying and alot of tfc concers have problems with this issue.

I think the bhop cap speed should be increased just because sometimes it seems rather slow to me. Maybe a longer build up to gain maximum speed sort of deal.
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Old 01-23-2009, 09:56 PM   #3
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Quote:
It doesn't matter how extreme or odd it seems.
Fine. Here's my ideal whackass vision of FF:

Scout:
-No fall damage
-bring back caltrop (and make them instant release)
-bring back radar

Soldier:
-Make nail grenade spew significantly more nails, but do less explosive damage

Medic:
-Has conc grenades that disorient the player, but give no push (so in other words no conc jumping)
-much better melee detection
-bring back infection spreading
-emits an aura that causes nearby teammates to regenerate health gradually, maybe as much as medic does regularly (does not stack with multiple medics)
-MAYBE have a way of giving teammates a "vampire" ability where if they deal damage, they get a fraction of their health back (maybe 10%?)

Demoman:
-has adjustable timers for blue pipes (like a switch to change between 1.1 and 2.5s)
-Can move a set detpack, but extremely slowly (like at crippled speed)
-revert to 2 mirvs

Engineer / Sentry gun:
-Slower to build sentries. I know it sounds like blasphemy, but I like TF2's style of having to smack it several times between upgrades, but I don't like it assembling itself either. (This process could take as long as 20 seconds between nothing and level 3, even if you have the ammo. The idea is it would be more of an accomplishment for creating/destroying it)
-Sentries absorb all explosion and knockback damage (doesn't pass it on to the engineer)
-faster lock-on time if it's pointing RIGHT AT you, slower if it's not
-sentries stay locked on a target for a few seconds once acquired (no more peek-a-boo with turrets)
-health boost to compensate for slow build time (uncertain of how much would be best, maybe 20%)
-can build a new sentry if old one has been sabotaged

Hwguy:
-Have normal firing mode equivalent to FF 2.1
-Have alternate fire switch it to spray mode (similar to full blast in 2.0)

Spy:
-No complete invisibility (old values were fine)
-walking in front of a sentry gun while cloaked causes it to fire on you, but with very poor accuracy (like 10%).
-sabotaging a sentry doesn't drain its health; it has to be destroyed
-bring back hallucinations for gas grenade and remove green filter

Sniper:
-Make all shots auto-charging (meaning no holding down the button)
-simply equipping sniper rifle slows you down (same as charging does now)
-Fire in midair
-getting shot in the head and surviving blurs the player's vision and gives an ear ringing effect briefly (maybe 5 seconds)


Overall:
-Allow servers to customize many values OR have two different modes:
1. what I described for fun games / avd
2. whatever the community decides for league play / pickups (special rules enforced, weaker sg, none of the medic changes, etc.)
-make ff_warpath top priority
-lower conc effect times (maybe to 8 seconds)
-Get bots working
-Allow clients to specify a higher ragdoll count (for making crazy demos, wouldn't affect gameplay)
-Add flexes to the model so that characters can move their mouth (so I can make machinima with it)

Last edited by chilledsanity; 01-23-2009 at 10:27 PM. Reason: forgot to add numbers
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Old 01-24-2009, 12:56 AM   #4
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-conc effect doesn't affect the other team players
-easier to infect instead off chasing the player with the medpac for 5 seconds till his infected
-spread infection back:P that was really fun in tfc
-better looking models inspired in the first tfc version, with diferent sizes acording to class
-change the in game female voice for a less annoying one , and lower the volume of it a bit
-change the weapons models for non realistic looking ones
-give each class diferent voices
-diferent meele weapoms for each class
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Old 01-24-2009, 03:36 AM   #5
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In all honesty, I really don't see why more things should be changed.
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Old 01-24-2009, 03:43 AM   #6
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Medic's Medpak needs to be fixed, sometimes doesnt register when i hear the sound.

(FF Staff) dont lock thread cause i said something needed to be fixed, k thanks!
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Old 01-24-2009, 03:49 AM   #7
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here's a change that I think would benefit FF
-a less retarded community.
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Old 01-24-2009, 03:52 AM   #8
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Quote:
Originally Posted by Caleb
In all honesty, I really don't see why more things should be changed.
To balance the game for starters. I'm sure if your favorite gameplay modes were horrendously balanced, you would start wanting changes too. Plus a lot of what I put are things I personally think would make the game more fun and add depth to it.
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Old 01-24-2009, 03:57 AM   #9
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Quote:
Originally Posted by SiSCoS View Post
Medic's Medpak needs to be fixed, sometimes doesnt register when i hear the sound.

(FF Staff) dont lock thread cause i said something needed to be fixed, k thanks!
If it's a real bug that can be fixed maybe you should post it in the bug tracker instead of here. What do you mean by that exactly? What sound, and what doesn't register? You do realize that it makes sound as long as you're holding down the mouse button, right? So you may just not have been close enough to actually do anything.

Now if you want the medpack to emit an aura of healing, or do something besides heal the person you're aiming at, then it should go here.
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Old 01-24-2009, 05:01 AM   #10
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Quote:
Originally Posted by teh_rape View Post
here's a change that I think would benefit FF
-a less retarded community.
+1

and zE, RE: the female announcer...
go to FortressForever/scripts and delete sentences.txt, then rename sentences_robot.txt to sentences.txt

you will have a robot (vocoded) voice instead of the annoying woman. you can also rename sentences_tfc.txt to sentences.txt to give you the old school tfc announcer, but the things he says are a bit off on some maps (when security goes down, he will say "the enemy has your flag" and shit like that.)
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Old 01-24-2009, 05:31 AM   #11
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I'd like to see new player models with full animations.
- Fix nailgun so it matches perfectly with the crosshairs.
- Newer weapon models for single/super shotty, ng/sng, knife, crowbar, and flamethrower.
- Animated hud, something that can stand out when you have low health other than just blinking.
- Make a new healing gun for the medic, shoots needles that heal teammates/ infects enemies.
- Proximity grenade for the sniper, if thrown, and an enemy gets near, it explodes, damaging the enemy as well as tagging them for a short time. This nade would last for 15 seconds before disappearing.
- Return of Caltrops for the scout.
- Burn level meter that details how much you are burning someone, whether that be shown with a small icon above that player's head or a different color flame.
- A better, more realistic flame effect, one that doesn't just use twirling flame images.
- An overheat timer on the flamethrower, so you can't just hold it down until you run out of gas.
- New grenade models, something like the old EMP model from TFC
- More options, such as the ability to change backgrounds, models, textures, and more via the Fortress Options menu.
- Make it so grenades cause 0 lag on any server.
- A new web site, one that still has a similar feel for the forums, but a new site that has up-to-date features, a proper archive for media, including captions explaining what everything is. This also would include videos.
The web site also needs a means of uploading maps, models, textures and the like to be hosted directly from this web site so noone has to go searching far for whatever they want.
- Actual FF events other than releases.
- Steamworks is a big one, that way we can release an update to the masses every minute if we need to.
- FIX AUTO RELOAD
- Rock2, Alchimy, Turkeyburgers, Fry_baked, Flagrun, Warpath, Rats all need to be remade, preferably by the devs, so we can get somewhat of a decent rendition of them.
- Cornfield, Push, ff_dm, and dustbowl all need to either be revamped and made better, or removed completely.
- Speaking of maps that suck, we need more custom map textures so we can finally stop using HL2 textures for everything.
- Any map that is basically concrete and metal needs to be changed. They're too ugly, and people want vibrant colors, stuff that sticks out, good signs, etc.
- An update of the minimum requirements to play FF as well as the recommended. Computers have become a lot better since HL2 was released. This also means removing support for Direct X 7 and 8.
- New sounds all around. The only good announcer is the TFC robot one, and it's even not that great. I'd like if we actually could find someone good who's willing to do that.
- The ability to change the game announcer via Fortress Options.
- Better advertising and making of promotional videos, not just videos that are going to outline a lot of new features, but the overall feel of the game.

There are other things as well, and a lot of what I've mentioned is probably unrealistic at the least, some of which is likely impossible, but these are things I'd like to see changed to improve this mod. The ones highlighted in bold are what more important than the rest for the most part. It's a great mod so far, but I don't think the developers will ever stop making changes to try to improve it, which is a good thing.
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Old 01-24-2009, 02:03 PM   #12
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*Less HL2 theming. *cough*cornfield*cough*
*Instead of each map starting with ff_, it should start with an abbreviation for its game mode, like, say...adz_impact, mb_push, avd_dusbowl, and ctf_2morforever
*A voice that actually fits the classes. And finished voice commands.
*Speaking of voice commands, they should show up in team chat. As of now, they're pretty useless and unreliable.
*The ability to use the powerups from Quake. In the .rar for Paft's Custom Reccomenations, I noticed that some of the vivid models included models for the three powerups from Quake.
*Oh, and...BRING BACK TELEPORTERS.
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Old 01-24-2009, 03:30 PM   #13
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cap on spy boosts

See as it is really fun for new players to come in and say how much fun it is to play spy hey, thats just great Im all for new players, but the whole sabatoge thing is just in my simple words bullshit...how come when my dispenser is sabbed I cant damage it? or destroy it with rail gun, its impervious?
I would like to see the knife attack damage put back to a realistic and fair damage rate because right now its absurd doesnt take much skill to stab anybody as it is now. Also give the engineers a chance to foil the sab whereas the spy can stand underneath a ledge or overhang undetected and take over the gun.
Since when is it ok to give one class all these boosts because of a couple of overzealous devs to "pick upon" another class which is the engineer. The NG has always been the target exclusively by the spy. Now its worse
Two or three halfway decent spies pretty much ruin any map that I can think of in pubs.
Im not saying take away the sab just make it a little more diffulcult in some creative way. Peeps are becoming better adept at staying hidden waiting till you turn your back only for a few seconds and then bam your sabbed.
Nobody wants to play engy anymore in most pubs because of the target they have become. Servers with no class limits is the only way Im seeing that flagrooms can be defended with any success, but then you start hearing people saying "four SGS wtf" but its the only way to do it now.
Pub play Im noticing people dont want to try to defend or they quickly tire of it and switch to another class then go out and play yard D. Then as in the words of our infamous Credge it becomes a "shitfest" or basically a deathmatch as offense goes back and forth unfettered capping gleefully as no one is defending thinking they are actually doing something.
The engineer and his Sg was always a target, but now its really bad, Im just asking for some fairness playing NG in pubs is just not fun. Unless your a glutton for punishment. Thnx for listening Ron
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Old 01-24-2009, 04:39 PM   #14
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i would also like to see MORRRR PORN
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Old 01-24-2009, 04:52 PM   #15
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Alright, here are the things I'd like to see changed:

SOLDIER:

Increased rocket travel speed. From 100 to 120
Decreased rocket reload speed. From 100 to 80.

Attack2 ability that allows him to reload two ammo instantly on all of his weapons (this means 4 shells for his super shotty). Usable once a minute (this includes after death... timer does not reset) and uses 20 cells. The soldier would now carry 40 cells.

PYRO:

Make napalm grenades work. Currently you can run straight through them as a scout and not catch fire. All classes can jump through it.

Remove flame stacking. Make flame damage over time initially high but fade quickly. Have this based on the amount of time they have been caught on fire. This means the flamethrower would be best for killing enemies while the IC is best for softening them up. Put a cap on this.

Lower IC damage from 51 to 44.

Attack2 for the pyro allows him to shoot his flamethrower backwards, giving the equivalent speed boost of backwards flame jumping. The functionality is identical to backwards flame jumping but is actually practical. Switching weapons or hitting attack1 cancels this.

ENGINEER:

Complete overhaul of the class from the ground up.

Health: 100
Armor: 100
Armor class: Medium (same as medic, pyro, currently he has his own unique armor class)
Run Speed: Same

Weapons: Super shotty, repair gun (replaces wrench), railgun (fundamentally different), Sentry Gun, Dispenser, Wrench

Super shotty: Stays the same.

Repair gun: Does exactly what the name implies. It repairs things. Buildables, armor, etc. It has a limited range. The gun fires slowly, slightly slower than a super shotgun. Has slight splash, so it can repair a group of players equally. Each shot repairs a %'ge of armor, say, 10%. If multiple people are in the area it takes that %'ge and divides it up as equally as possible.

Railgun: Primary fire is identical. Secondary fire acts as a targeting painter, as I talked about in my example. Fundamentally the same as that.

Sentry Gun: Much harder to kill. No longer requires the engineers undivided attention. Does much less damage, but rightfully so as the engineer is now the focus of combat instead of the gun. The Sentry Gun now acts as a support tool for the Engineer. Still upgrades, but takes longer than before.

Level 1: Similar to how the gun is now but with a lower rate of fire and slightly less damage. It's intended to be inferior in every way.

Level 2: Faster rate of fire, but same damage per shot.

Level 3: Best of the best. Takes a long while to get to, an achievement if done, but much easier to do than before due to the increased resilience of the gun. No increase to the damage of the gun, but it now has surface to air missiles that lock on and home in on enemies that are a certain height above it. The missiles fire fast, not requiring the sentry to be locked on to its target. They fire once every 30 seconds for massive damage (same as a soldiers rocket).

Upgrading the gun takes a certain number of cells, much more than an engineer can carry at once. Each hit on the SG gives it a certain number of cells it will use for upgrading itself. Once it reaches this number of cells it will automatically upgrade.

Dispenser: The dispenser now acts as a feeding tool for those in need. If a player is in the range of the dispenser, and if they call for ammo/armor, the dispenser will give it to them. There are some requirements to meet, such as having a certain %'ge of your max ammo and armor so people can't stay max constantly. There could also be a time element introduced where you could only call for it once every set amount of time, say, 30 seconds.

Even further, when placed near a Sentry Gun (in the same radius as a player), it slowly upgrades the gun, repairs it, and feeds it the ammo it needs. No longer would an engineer need to babysit it. Adversely, the dispenser is still weak, and explodes with similar results. The dispenser will not feed ammo, armor, or slowly upgrade the gun unless it is 20% or higher on capacity. It will not drain itself below 20% capacity, but will allow the engineer to walk up to it and take things out of it.

Wrench: Exactly the same. Used for upgrading the gun or repairing it. More efficient than the repair gun/dispenser. The draw back to using it should be obvious.

Play style: Engineers will start a round weak, but not defenseless. As time goes on, and as they increase the infrastructure of an area, it becomes easier for the engineer to defend. The class will be skill based as the tools he now has are highly dependent on how you use them in conjunction with your buildables. The end result should be a more cohesive, pub friendly, engineer that is easy to pick up but hard to master all the while being unique to FF while retaining the flavor of the class.

MEDIC:

Easier to heal players.

Super nailgun damage to players down: From 100 to 95

That's primarily what I'd do. I'd also like to see the sniper changed fundamentally as he's largely redundant.
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Old 01-24-2009, 05:44 PM   #16
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PYRO:
Either:
  • Make napalms act like L4D molitov's (field of fire)
  • Or give pyros one grenade type, doing less damage than the frag, and causing anything in its explosion radius to be lit on fire. Give him 3 of these at sapwn with a max of 6. Solves the pyro spam problem nicely.

Also, instead of fire 1/2/3 doing so much more damage, make it increase in DOT slower, but boost flame weapon's damage significantly. Make flaming someone with fire one do less total dps than now, fire two do slightly more, and fire 3 significantly higher. Now a pyro is rewarded for stacking fire damage more, and can't get those silly die and get the kill 5 seconds later moments.
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Old 01-24-2009, 06:14 PM   #17
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Giving the pyro a maximum of six secondary grenades will eliminate spam?

My suggestion is fixing the medic to something akin to the BF2 medic, which in my opinion, is extremely fun to play because it's so easy to be helpful and he's not exactly a weakling either. The medic's medkits should be a slot weapon, and you should have a constantly regenerating cooldown for the thrown bags in the form of a progress bar. Each medkit (maximum five thrown from a full charge) takes up a portion of the bar, and can be thrown as soon as that portion regenerations. You can throw one into the fray immediately, or wait for the bar to fully charge to throw all five. These should heal 100% health. Also, holding the medkit out (equipping it) should heal all team mates around you for a small amount at a time. Something that makes him a benefit but doesn't turn him into the glue holding brutal offensive pushes together.

I recommend that the Engineer's EMP grenades no longer deal straight damage to health, but rather drain armor instead. This would make the Engineer a great tool in an offensive push. In addition, I suggest his sentry gun be able to fair for itself without being overpowered, with armor that regenerates over time and from no other influence, be it a wrench hit or a dropped bag. This armor would serve only to absorb explosive damages from grenades, pipes, rockets, and so on. An engineer's EMP grenade should remove this armor, as it does player armor. If this doesn't work, perhaps give the Engineer special armor that converts some of explosive damage done to him into cells? I don't know. Engineer is a fragile subject. Slight changes in how he plays can render him overpowered.

I also suggest that the Scout's single shotgun reload faster than the other classes. Considering he is the scout, and he is fast, he should be able to quickly lay down weak fire if he has to. This wouldn't make him a threat, but having quick shotgun rounds coming at you might make up for the lack of caltrops. The scout is too simple right now, and that's a bad thing, in my opinion. He needs something special. I don't considering speed-reloading to be amazingly special, but it's something fresh.

I also suggest the old Half Life super shotgun mechanics. M1 fires a single shell, while M2 fires two shells, with a longer delay between the next shot, from the recoil compensation. This benefits not only the soldier, but the other classes who use it. I think the suggestions relevant to the soldier are crazy, too. He's already the 'bread and butter' class. The 'poster boy' of FF, if you will. He's fine, leave him be.

The sniper needs a bolt action rifle. No charge, no zoom charge. Static damage, no bullet drop, great accuracy. Headshot damage should be double the damage done to an enemy's body. No more hiding in the corner and coming out to gib a soldier in one hit with a fully charged shot. That's bullshit. His legshot should be removed, but keep his radio tag. Give him caltrops or a bear trap or a shrapnel grenade or something that essentially uses the legshot effect, but requires you play it smart to achieve it. I also suggest that the players take damage if they move during the duration of the effect.

Last edited by Bridget; 01-24-2009 at 06:35 PM.
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Old 01-24-2009, 06:28 PM   #18
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Quote:
Originally Posted by Credge View Post
MEDIC:

Easier to heal players.
Errr?

You know you can throw medpacks with secondary fire, right?
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Old 01-24-2009, 07:53 PM   #19
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Quote:
Originally Posted by Rawh View Post
Errr?

You know you can throw medpacks with secondary fire, right?
I had no idea you could do that. I also didn't know they only lasted 5 seconds, you can only toss a certain amount before you run out of cells, and that your cells regenerate slowly.

I'm talking about with attack1, not attack2.
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Old 01-24-2009, 08:39 PM   #20
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I'm gonna go ahead and suggest a few things that may have been mentioned before now that we are on topic of random "new" features to FF.

Pyro-
Immune to spy gas.
Can burn spy gas with flamethrower, explosion of napalm cannon, or explosion/flames of napalm grenade.

Engineer (simple changes rather than new things)-
Sentry gun really needs to be able to pick up targets that are out of range but being shot at from within PVS.
Allied engineers should be able to see contents of other allied dispensers and not just their own dispenser. Also would be nice to separate ammo from armor when showing what it holds.

Scout-
Bring back the scanner/radar instead of the built-in wallhack

Scout/Sniper-
Flashbang grenade

Medic-
Cure ALL maladies not just infection. (Concuss, Gas, Fire, (Flash/Caltrop if added), Tranq.
TF2 medigun (minus ubercharge) but works on enemies too for infection.

Spy-
Last disguise should swap teams if you change teams. (Maybe have it try to pick best enemy team)

Maps/Entities-
Scrap the respawn turrets, need blockable walls for enemies (like tf2 but block shots too). Can wait for OB though.

Placeable map sentries with ability to set custom model and type (Rocket/bullet/both/level 7)

Improved support for changeable lua files and on the fly lua entity creation/deleting

Maps that devs no longer have source files to should be either remade and kept on server or removed.

Misc-
Give a more simplistic popup side menu for the class menu binds.
- No background but partially translucent text with numbers and simple description on side is all we really need. This way mouse doesn't need to be used at all.
Change the current radial menu to be more like L4D's radial menu.

Advanced map cycle with history support + endmap voting window without sourcemod.

Give us OB style popup menus instead of having to press escape..
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