01-26-2009, 09:35 AM | #61 |
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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segundo, i still don't really understand. the primary weapon IS the strongest.
if the problem is that these "auxilary" weapons, which you really shouldn't be trying to use in most situations anyway, are cluttering up the game and making it too complex for new players to easily select the right weapon for the situation, then surely my suggestion of a good default config with a "switch between your best 2 weapons" button would solve this? to explain exactly what i mean, my cfg uses right mouse button to toggle between: scout: nailgun / small shotty. sniper: sniper-rifle / auto-rifle. sol: rckts / ssg. demo: blue pipes / yellow pipes. medic: nailgun / ssg. hw: AC / ssg. pyro: rckts / IC. spy: knife / ssg. engy: spanner / ssg. the beauty of a 2 best weapon toggle system like this is that (if we forget about the auxilary weapons for now, because they are definitely not an essential part of being able to learn and enjoy the game) if you've got the "wrong" weapon selected for the situation all you ever have to do is press right mouse button... simple! have i still misunderstood? even if i have, what does everyone else think about putting a good 2 best weapon toggle system and better gren keys in the default cfg? i think it's really important for someone new to the game to be able to play it properly without having to edit configs. |
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01-26-2009, 10:06 AM | #62 |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
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The problem with that is not everybody likes the same setup. For example, my friends all use the hold-down grenade style while I use the two-tap method. To them, the two-tap just doesn't make sense. To me, it does.
Instead of just making the "default CFG" a certain way that some of us may like, why not give them options of two or three CFG's.
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01-26-2009, 10:59 AM | #63 | |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Quote:
Probably classes like Soldier and HW don't really need the single shotty, but Demomen and Pyros do not have the Super shotgun because they don't need it due to their nature (high damage at close range weapons). And this is why they need the single shotgun, to have a chance to damage fleeing targets. Trying to hit someone far away with the IC relies extremely on luck, and the pipes can't get to someone running away. As for the weapon swap suggestion, I guess it's up to everyone. I for one know that Mouse2 as Soldier swaps between RPG and SShotty, but I'm used to pressing the numbers of each weapon or even Q (LastInv or however it's the name). However, I do use M2 as Pyro to swap between IC and flamer =O! Also, classes that have the Specials binded to M2 would need yet another button to use their ability, and not everyone has 3+ button mouse. |
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01-26-2009, 06:23 PM | #64 | |
Banned
Join Date: Sep 2008
Location: Williamsburg, VA
Class/Position: Both Gametype: Anticitizen Affiliations: None Posts Rated Helpful 0 Times
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01-27-2009, 09:45 AM | #65 |
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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yes
i'm not sure what the status of the official training stuff is atm, but we really need a good one for teaching all the basic class/movement skills. perhaps this is something that community mappers could contribute to and help out with? |
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01-27-2009, 03:27 PM | #66 |
Join Date: Sep 2008
Class/Position: Sniper / Defensive Gametype: Capture the Flag Posts Rated Helpful 0 Times
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Yesterday, I played an AvD map where every single player on the defending team was a heavy weapons guy. Yes, it was madness. Nothing like 10 or so fatties popping up a tent and eating weenies over the camp fire right in front of your spawn.
The lag was nothing short of OMGWTFBBQWEENIES. Eventually, somehow, a guy with the flag made it past (there was no defense past them and capped). Obviously, this is a case that probably never came up during beta testing and it was an absurd balance issue. I just became a demo man and just threw my lonely grenade and pipe bombs. The medics/scouts/everyone else just was getting sawed in half by the amount of bullets. Oh well. It was funny at the time, it just goes to show, no matter how much testing or planning, every scenario can’t be thought of and planned for. (but really, that many heavies firing pretty much non-stop, the lag was horrible) |
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01-27-2009, 03:31 PM | #67 |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
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Our beta team is quite small, so in order to test full game AvD, we borrow a bunch of kids fromt he special ed class of the local highschool. We weren't able to uncover any particular balance issues, but thats how we settled on the particular kill beep, it made our testers giggle.
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01-27-2009, 03:32 PM | #68 |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
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FYI: We tested multiple heavies in a similar fashion. The lag is an understandable by product of how the class operates. Because it's not a typical scenario, it's not a worry. It becomes a worry when it becomes a typical scenario.
It's no different than everyone spawning as demoman and spamming blues and MIRVs.
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01-29-2009, 09:21 PM | #69 |
Banned
Join Date: Sep 2008
Location: Williamsburg, VA
Class/Position: Both Gametype: Anticitizen Affiliations: None Posts Rated Helpful 0 Times
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you know what might help? a class selection screen with weapons on the left right side. like... hmmm ill have to whip up a photoshop image... but to give you an idea... use the bordering like the team selection menu has, have the class selection on the left, the rotating class model in the middle, and then the weapons on the right, with labeling like MAIN WEAPON, SECONDARY, DEPLOYABLE, MELEE. and make the primary weapon larger than the others to asthetically get across that its the best weapon. or highlight it with an aura. it could definitly get more complex with the class selection screen, but just for getting the idea of "what weapon is the strongest / main"
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01-29-2009, 11:35 PM | #70 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quote:
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01-30-2009, 06:44 AM | #71 | |
Join Date: Jan 2009
Gametype: Capture the Flag Posts Rated Helpful 1 Times
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Quote:
Sure he formed a terrible post, but how does it help you to say what you say as if you're scolding him? When i read his post I get a frustrated pubber that is used to other games out there, and isnt digging the rediculous speed that exists in FF. I dont agree with him personally, but alot of your average pubbers share his sentiment. I could be wrong, and he could be an amazing clan player or something, though i doubt it, but he is at least that average pubber or a lower level guy who plays for fun. But again, this is a demographic you wanna reach. |
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01-30-2009, 07:00 AM | #72 | |
Official FF Medic
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
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01-30-2009, 07:03 AM | #73 | |
Join Date: Jan 2009
Gametype: Capture the Flag Posts Rated Helpful 1 Times
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it just looks bad. New guy glances at these posts and sees a beta tester responding that way to a person he's probably going to be inclined to agree with after playing the game from his own POV... is going to walk away and play COD4 or something
From my own impression of the game and without any knowledge of whats on the inside of the FF team's motives... I wouldve gone this route.. Quote:
The idea is that you need to select the best combination of classes while selecting the best positions for these classes to counter what the other team is doing. For example if you're facing an offense running 2 scouts, medic, and a spy. You will not want to run a 4 SG defense. The spy would move the flag to a spot the sgs cant see, and the scouts will take that flag. You would probably run an Engy/Demo/Soldier/HW setup to combat that particular offense. There is no particular class that will overpower another alone, its all within the person that plays these classes... In theory they are all checked by another, and in practice it just depends on who plays them As for as the mess on pubs servers... be specific because it is not clear what your argument is there Last edited by Toastie; 01-30-2009 at 07:18 AM. |
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01-30-2009, 09:55 AM | #74 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
It might relect poorly on the devs and testers, but to be fair some of us are jerks (myself included)!
I don't think I've had a single conversation with Iggy without him calling me something like Chubby Checker and me calling him a pasty honky.
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01-30-2009, 04:30 PM | #75 |
Join Date: Dec 2008
Gametype: Capture the Flag Posts Rated Helpful 0 Times
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You mean when you couldn't distinguish T from CT and the only map available was a very dark mansion? hope not
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