07-21-2016, 06:44 AM | #21 | ||||
Join Date: Nov 2012
Location: In a gofer hole
Gametype: AvD/IvD Posts Rated Helpful 12 Times
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As a side note on airshots; I do think pulling out hitscan shotgun is the safe play. However airshots with projectiles are something I find inherently fun, and are something I don't want to discourage more than they already are. Quote:
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Would it be possible to remove the vertical aspect of jump gun? As in make it purely a boost horizontally? That would stop a majority of the cheap escape applications, while still allowing overpressure countering. Turn it into a horizontal kick starter, say boost to max bhop speed on fire. It would still allow for jgun+conc jukes etc, but would remove the more annoying escape routes problem. Last edited by Fruitcake; 07-21-2016 at 08:39 AM. |
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07-21-2016, 06:28 PM | #22 | |
Join Date: Nov 2010
Gametype: Capture the Flag Posts Rated Helpful 38 Times
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Look at league of legends - playing the game in normals, casually, is at its core the same as high level gameplay.. Same with games like Dota, CSGO (to an extent), and such. Just as an example, look at TF2. It's just starting to get more competitive, but TF2 has always had a very difficult time become "established", because the competitive meta completely clashed with Valves design for the game (pretty sure valve still doesn't really "support" 6s). |
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07-21-2016, 07:41 PM | #23 | ||
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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Except FF is never going to garner a large following, we can provide both sides of the community with a better quality of life, and just like tf2 we already have our own little rules and restrictions that alienate more casual players. TF2 is not "just starting" to be competitive. Like what? TF2 may not have ever been the biggest game, but it has had a pretty solid run of leagues over the years. If anything I'd imagine it's starting to fizzle out. Quote:
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07-22-2016, 10:08 AM | #24 |
Fortress Forever Staff
Join Date: Mar 2007
Location: europe
Class/Position: anything Gametype: everything Affiliations: #teamfail Posts Rated Helpful 27 Times
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I have very little idea what I'm on about, but personally I never liked overpressure. I didn't find it helped me in any fundamental way at all (i.e. it didn't change how I'd play, probably because it's so occasional compared to the pace of the game), but just gave a handful of extra cheap feeling kills (even if those extra kills could sometimes be crucial like a flag carrier).
For me a key differences between the two DM defenders (soldier/HW) is stopping power. By giving the HW genuine stopping power (even if only occasionally) it muddies the waters. For example, before overpressure I liked that if you attack a route defended by an HW and do a great conc then you will essentially always get past (albeit damaged) whereas the same is not true of a soldier. It made the choices of where to attack, as well as defensive strategies, cleaner and better defined. That said, if overpressure actually helps lesser HWs play to a workable level then maybe it's worth the extra complexity. On that subject, I've always thought people judge HW's far too much on kills. More so than any other class it's often a very fine line whether or not the HW gets the kill assigned to him (even if his positioning/damage primarily facilitated the kill), plus when actually playing a match to win I'd intentionally go for far fewer kills than when just playing a pickup for "fun". Assists might help with that, but my main point is that maybe it's an issue of perception in that people think they/others are not good enough at HW for pickups just because they don't get high scores, whereas in reality they may be far from the weakest link in their team and possibly more effective than other HWs who rack up higher scores. |
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07-22-2016, 04:37 PM | #25 |
I like to spam binds
Beta Tester
Join Date: May 2009
Class/Position: Scoooooot Gametype: Capture the Flag Posts Rated Helpful 73 Times
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I liked HW's slow grenade as a concept because it doesn't interrupt your trajectory, just imposes a speed limit on the scout/medic car.
Whereas the overpressure causes a 3-car pileup on the 405 type deal. Yet with only 1 slow nade and it lasting 5 seconds it never felt like I could be a traffic cop long enough. What about removing overpressure and moving the slow nade effect to right click? i.e. every 20 seconds HW can right click and causes people in a small radius around him to slow down for 1/2 seconds? (Particle effects would have to accompany to show that it's active.) This would still require him to maneuver to where the scouts are coming (my skill cap!) but not be so annoying with the farting and trajectory interruption stuff. |
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07-22-2016, 09:56 PM | #26 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
I wonder if replacing overpressure with a straightforward damage dealer (+attack2 deals damage in a radius around you) would make it less frustrating to play against while still keeping some of the usefulness of overpressure.
(keep in mind that all damage slows people down)
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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.; 07-22-2016 at 09:56 PM. |
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07-22-2016, 10:56 PM | #27 | |
Server Owner
Join Date: Feb 2015
Location: New Zealand
Class/Position: Engineer / Heavy. Gametype: Capture the Flag Affiliations: {TALOS} Posts Rated Helpful 75 Times
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07-23-2016, 01:25 AM | #28 |
Join Date: Nov 2012
Location: In a gofer hole
Gametype: AvD/IvD Posts Rated Helpful 12 Times
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The last thing HWG needs is more damage heh .
As for making overpressure great again (c wat i did there?), could you change it to be more like a mini concussion grenade centered on HWG (and not affecting him). Lower the radius and the push back maybe. Also concussion grenades push you harder if you're on the edge so maybe invert it so overpressure pushes hardest closer to the center. Just some thoughts. |
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07-23-2016, 02:58 AM | #29 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Overpressure is used to stop people so you can do damage to them, though, right? Damage that would otherwise not be dealt (or at least not as much)?
In theory, it could balance out overall while be less frustrating (assuming it's the being stopped that is frustrating). Quote:
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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.; 07-23-2016 at 04:36 AM. |
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