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Old 02-06-2010, 04:42 PM   #41
Bridget
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Originally Posted by eomoyaff View Post
Also, I'm starting to disagree with a lot of the topics you bring up as you've not played the classes you complain about enough to actually understand how they work.
Prove it. Besides, I'm not complaining about the entire class here.

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I'm not coming back to this topic so don't bother replying to me. You want to talk this discussion over, I'd rather you show me in game then to spam your fingers all over your keyboard every 5 seconds.
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Old 02-06-2010, 06:08 PM   #42
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Originally Posted by be
- don't bring back infection spreading. This is coming from a medic who enjoys infecting people. It's fun for the medic, but this slows down gameplay. Because of spread, things seem to change from defend the flag to don't touch anyone, find a distant corner, call for medic, etc. Maybe even get called on for griefing unintentionally... What's the point? Just annoyance. All this if you don't just kill yourself, of course.
Well the point is that it creates a certain amount of chaos. I remember using it to break up attention on a dustbowl game on the 3rd cap, allowing us an opening to get through. However defense has fallen quite a bit since then, so as much as I enjoyed the tactic, it's probably overkill now.
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Old 02-13-2010, 09:22 PM   #43
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Originally Posted by Bridget View Post
Prove it. Besides, I'm not complaining about the entire class here.



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dammit -_-! lol. you know me so well, we should fall in love

Also the other night I was messing around with infections and found out that infecting someone + Shotgun = win. Also infection spread could be cool. I 'm +1 to this.
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Old 02-17-2010, 02:09 AM   #44
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Originally Posted by Sidd View Post
Change infection so that it does less (or even 0) damage, but the infected can't recover health from a resupply or backpack.
Zero damage and no ability to recover health from resupply/backpack would be my suggestion as well.

It's simple, grief proof and effective.

Only a friendly Medic (or death) can fix the problem and it's not contageous.
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Old 02-21-2010, 12:35 PM   #45
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Originally Posted by chilledsanity View Post
Well the point is that it creates a certain amount of chaos. I remember using it to break up attention on a dustbowl game on the 3rd cap, allowing us an opening to get through. However defense has fallen quite a bit since then, so as much as I enjoyed the tactic, it's probably overkill now.
I know your point. I could go either way, but there's enough chaos in the game that I do not believe it is necessary.
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Old 03-18-2010, 11:43 PM   #46
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I like the way it is now. I don't want to see any changes. Besides, I play as medic on defense a lot and always cure people. The med kit infection is well balanced and should remain where it is.
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Old 03-24-2010, 12:37 AM   #47
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Originally Posted by TheKing View Post
Honestly, the medic's infection has no precedent in the game. The medic is the ONLY class that has the ability to deal damage to a player until they die. It doesn't fit the mold and so it must be removed or nurfed. While we're at it, see my discussion about the spy.
agreed
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Old 03-24-2010, 12:52 AM   #48
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On guildwars the assassin had some interesting strikes. One would lower maximum health by a percentage for a certain amount of time (30% or something). After the time had passed the player would get their health back when the effect wore off.

If the medic had this ability instead of infect then he could lower the base health of the target class by a percentage for a duration (none stacking of course). That amount of health cannot be rehealed, it can only be recovered after the effect wore off. I think this could be a good option, if you are upclose you can put an effect on the target to weaken them, reguardless of armor it would have the same effect on all classes. This way there is no spread, it's an instant effect that is useful for the current situation (DM) or can benefit your team if they are attacking alongside you.

So if you are to dm a soldier, you somehow ended upclose (behind, or whatever) you whip out your medkit and knock him from 100/200 to 70/200. You are dealing with a weaker opponent, health which he cant get back even if he does happen to be sitting on some damned resup bag (monkey T). I think it could help counter the resup hogging which is offten criticized whilst giving the medic a new feature in DM to make him a more worthy and unique role on offense. It could also help give a decent role to a lesser skilled medic playing on the same team as 3 good ones in a 4v4.

Last edited by zelenjava; 03-24-2010 at 12:56 AM.
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Old 03-25-2010, 07:21 PM   #49
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Originally Posted by s0undch4s3r View Post
a big fat YES to that.
+1

Removing all the stuff that´s fun in the game sucks. I want teleports, spread infection, caltrops, spread infection back!
If i was in charge of FF i would just do tfc source but thats me.
All patches removing some stuff that doesnt fit in the pickup scene sucks, at least remove 1 feature and put another.
If in a future version, some classes are removed like sniper im out. gg
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Old 03-25-2010, 08:08 PM   #50
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Im glad ur not on beta now.
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Old 03-25-2010, 08:15 PM   #51
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Infection spreading is bullshit. Play TFC on 2fort then come back here and tell me about it. You can't leave your spawn without bumping into some asshole running back into it for health and then bumping into everyone else on your way out. Infection spreading violates one of the golden rules of FF development in that someone (out of ignorance or confusion) should not be a negative impact on his team.
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Old 03-26-2010, 12:53 AM   #52
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Quote:
Originally Posted by Bridget
Infection spreading violates one of the golden rules of FF development in that someone (out of ignorance or confusion) should not be a negative impact on his team.
Well that golden rule is kind of bullshit in itself since a sabotaged sentry does exactly that.

EDIT:

Or count how many times a teammate will knock you off the edge from weapon push in xpress.

Last edited by chilledsanity; 03-26-2010 at 12:59 AM.
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Old 03-26-2010, 02:03 AM   #53
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Originally Posted by chilledsanity View Post
Well that golden rule is kind of bullshit in itself since a sabotaged sentry does exactly that.

EDIT:

Or count how many times a teammate will knock you off the edge from weapon push in xpress.
Yeah, those are problems, but two wrongs don't make a right.
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Old 03-26-2010, 02:14 AM   #54
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Originally Posted by chilledsanity View Post
Well that golden rule is kind of bullshit in itself since a sabotaged sentry does exactly that.

EDIT:

Or count how many times a teammate will knock you off the edge from weapon push in xpress.
Keep talking, we're taking notes.
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Old 03-26-2010, 06:42 AM   #55
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Quote:
Originally Posted by Bridget
Yeah, those are problems, but two wrongs don't make a right.
Well my point was "the golden rule" is a weak argument when the game is a double standard to it in the first place.

Quote:
Originally Posted by Crazycarl
Keep talking, we're taking notes.
Actually I brought those up as illustrations more than complaints. Believe it or not, I actually like some chaos to the game, even if it hurts me, it makes it more unpredictable. If you're really taking notes, see any of my 50 posts regarding AvD balance. That's basically killed off the game for me personally and has overshadowed everything else. I admit this particular medic argument is more academic to me now than a real concern; I argued about that a year or two ago when it happened.
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Old 03-26-2010, 07:15 AM   #56
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Originally Posted by chilledsanity View Post
Well my point was "the golden rule" is a weak argument when the game is a double standard to it in the first place.
It wasn't a rule the whole time. Eventually, FF won't be hypocritical.
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Old 03-26-2010, 08:29 AM   #57
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Old 03-26-2010, 01:24 PM   #58
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Im glad ur not on beta now.
Ye I suspect my beta application was rejected because I have put stuff back in my servers that players liked : p

Last edited by zE; 03-26-2010 at 01:31 PM.
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Old 03-29-2010, 01:20 PM   #59
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Im glad ur not on beta now.
lol
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Old 03-30-2010, 08:04 PM   #60
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If we were to reintroduce infection spreading, we'd have to bump medkit infection damage down to 3 or 4, make it impossible to spread infections in a spawn (or have respawn turrets target infected players), and award medics more to cure an infection.
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