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08-21-2011, 04:16 PM | #1 |
Blacknight's Test Guy
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How to fix FF
1. Reintroduce infection spreading and killing by either:
A. Make it so that any health gain at all, from any source, whether from a backpack, medic, or healthkit, eliminates an infection. Only a heal from a medic, however, grants immunity. or B. Make friendly respawn turrets target infected players. 2. Nerf the sniper by either: A. Adding a scope overlay while the sniper is zoomed in, and making the rifle less accurate while zoomed out. or B. Doubling the amount of time necessary between shots. There. It's fixed. Flameshield on. |
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08-21-2011, 04:50 PM | #2 |
Join Date: Nov 2010
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I agree with your ideas for sniper, but this is kinda weird. Knowing the map would make infections useless.
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08-21-2011, 05:00 PM | #3 |
Blacknight's Test Guy
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It makes infections a defensive weapon, considering that the opposing team usually can't pick up health and ammobags from the enemy team's base.
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08-21-2011, 07:17 PM | #4 |
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Class/Position: SPAWN CAMPING OH NO Gametype: Ragequitting Affiliations: [PMS]. [Shiney] Posts Rated Helpful 26 Times
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Kinda confused with 1B, don't think 1A is necessary but whatever.
And please nerf snipers. Absolutely.
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08-22-2011, 03:01 PM | #5 |
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I have no problems getting around snipers on most maps.There are some where it's extremely difficult and frustrating unless there is a sniper on my team that's half-way decent. But as I've said before, that's not really a class balancing issue.
Trying to think of a way to fix some of those more frustrating parts though. Maybe if getting hit by bullets would through the scope out of zoom and push the target off kilt? I haven't played as a sniper in a while so I don't know if this happens in some form now. Basically, the only time I get frustrated playing another class against a sniper is when I can't leave my base because a sniper has found a good spot and just shoots every 3rd person coming out with great accuracy. It would be nice if taking pot shots could give me a chance to knock his aim off and let me sneak by. This also doesn't destroy the power he has in a way that is too extreme which in my opinion is what you are asking. See, every other class can at least get shot, and run away from. If a scout goes against a HW he can conc away. Wont kill him, but he can run away. It's hard to do that with a sniper on some maps. So being able to shoot his aim off so you can levels the playing field a little bit. |
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08-22-2011, 09:01 PM | #6 | |
Heartless Threadkiller
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You know, I wouldn't mind a modification(nerf?) to the Sniper like what Binary suggests. Taking the shot could "recoil" the rifle, making you re-aim. The higher the charge, the higher the recoil. It wouldn't destroy "speed sniping"(shooting without a charged shot), but a fully charged shot would require you to re-aquire your target. Definitely a good idea. I would guess this would take minimal coding(though I could be wrong), and be fairly easy to implement.
Thoughts?
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08-24-2011, 07:09 PM | #7 | ||
Slayer of humans
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Quote:
Just keep it like its/was where you could pick up health and live, but it would not cure you, the only cure would still have to come from the medic. I also think that it should take 2 to 3 seconds of being near someone to pass the infection. And once near the entrance of a spawn zone, and side the infection would not spread. This would help keep problem players from just standing in the spawn or just outside the spawn door from infecting their own team. 2. No I don't like those ideas, but I do like this one Quote:
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08-24-2011, 08:06 PM | #8 |
Nade Whore
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Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Well as far as the medic is concerned, I think the class could be simplified by getting rid of the right click function to throw med kits, getting rid of the medikit weapon that heals/infects people, and replacing it with a weapon that shoots out some sort of projectile that will heal teammates and infect/damage enemies.
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08-24-2011, 11:30 PM | #9 | |
Blacknight's Test Guy
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Quote:
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08-25-2011, 03:35 AM | #10 |
Nade Whore
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Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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I know some ideas are being tested in beta, but I don't know if I can divulge any details about it. I know telling people about a 'possible' feature, and then that feature gets scrapped, would be the main reason to prevent me from saying anything, but I think transparency from the Dev team to the FF community is important, even if something doesn't get finished or implemented into the game.
Remember when FF was being developed and you saw those dev journals, sorta showing people the progress of the mod as they were working on it? Well, that's what actually got me excited to play FF and I was checking the forums at least weekly before its release. Progress shows potential results, and having the community's input or suggestions would be a great thing, IMO. |
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08-25-2011, 04:05 AM | #11 |
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Class/Position: SPAWN CAMPING OH NO Gametype: Ragequitting Affiliations: [PMS]. [Shiney] Posts Rated Helpful 26 Times
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Idea. After the sniper looses a round, he immediately drops to ~150 speed, slowly rising back up to 280 over 3 seconds. He can still fire in this time, but each shot will put his speed back to 150.
Oh and also drop his base speed to 280.
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