01-20-2016, 04:21 AM | #1 |
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Do we need overpressure?
I played a lot of pickups the past year, and as most of you know I played most of them as heavy weapons guy. I am not out to clobber the class, but I think over-pressure, OP, gives HWG an advantage he doesn't need.
If you look at pickup statistics, http://parser.ffpickup.com/v2/record/most_kills_defense ,4/5 top kill records on defense are HWG. HWG is by no means weak class. The class has the most direct and easy form of dps, point and shoot. Top HWG's are top because they mow scouts down every run, not because they consistently OP. OP is superfluous to being a good HWG. OP allows a HWG to be less strict with his positioning at choke points, and get away with sloppy play. I believe the design of OP was to help stop the flow of offense in a meta when the game was much higher cap than it is now. With the changes to bhop speed and cap, as well as jump pad automated runs, I don't think is necessary anymore. Another reason to remove OP is because of the damage it does to spys. OP is at a cooldown such that it can't stop scouts every run, or even medics on some maps, but it can always catch a spy. I know some people aren't a fan of spy and are happy he isn't in the meta, but he is unfairly castrated by this. 1. The HWG can counter spy every single run with OP. 2. OP creates a gap between the HWG and the spy at no cost to the HWG. A soldier shooting his feet with a rocket takes damage, a HWG does not. 3. HWG is already the best spy detection, if the spy is invisible, the HWG loses nothing by sweeping the area with his gun. 4. The most effective gap closer the spy has to close the gap with HWG is a frag jump, which is currently double countered between OP and HWG's damage output. None of this even touches on the fact that the physics for OP can be buggy, sometimes launching people away at huge speed or pulling them backwards. TL;DR Over-pressure is from a past meta, it's unnecessary. It allows sloppy play. It unfairly nerfs spy. It's buggy. |
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01-20-2016, 05:27 AM | #2 |
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completely disagree. dont nerf heavy!
overpressure is fun; if you take all the fun out of the game to balance it better with pickup style play it will be less attractive to newcomers and i think we are already struggling enough in that respect. I do agree with you on some things tho... op is probably too much of an advantage in pickups. I think it should be implemented as a serverside option so it can be disabled for competition. |
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01-20-2016, 06:01 AM | #3 | |||||
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But I see a few things wrong with your point. Currently the cap rate is pretty comfortable. But that's not just because of the O nerfs, OP is still playing a part in that. There are plenty of runs where an OP keeps me out of the flag room on a good conc that'd have me right on top of the gun. Also I'm not entirely comfortable with all the O changes. The jpad nerf is bittersweet to me, I think it should be removed entirely. The silly and asinine uses found for it in the current meta kind of grind my gears. But I'm still pretty iffy about the bhop changes. Another thing to consider is that either a few individuals are cheating at the class or it is very broken. There is some nonsensical factor that changes the AC from just doing damage to becoming a power house of stopping potential. Even if that just comes down to great aim (I'm not entirely convinced it is about aim, even some of the best aimers in the community can be pretty hit or miss with the stopping power) even if it is about aim we need to consider if that's how the class was meant to/should work. I don't believe it was "meant" to work that way. Quote:
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01-20-2016, 06:17 AM | #4 |
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I would agree with you FDA that as fun as it may be to overpressure someone, it is far more annoying to be overpressured. Also I am tentatively against splitting pub and competitive play. I believe TALOS or O-T used to use different secondary grenades, keeping the nail grenade for soldier, spy gas and HWG mirv. It was very confusing for new players going from server to server and seeing different "settings". Even if we made these settings specifically for pickup servers, that just raises another barrier to entry for pickups.
As to your comment about overpressures being a useful tool for stopping otherwise successful concs, I feel that overpressure sometimes creates impassable choke points, where there is no possibility for counter-play. Some chokes are so closed that the HWG can not miss overpressures. A soldier playing those chokes would quickly kill himself on rocket splash. My only regret in taking away overpressure would be removing the HWG's one flashy play. The only thing flashy a HWG can do is overpressure someone. Nice grenades, good tracking, good positioning will not get you in an AVI. |
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01-20-2016, 06:29 AM | #5 | ||
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But yeah, reducing the confusion would kind of hinge on the svar being only used in pug servers. People can go into "pseudo comp" pubs and be informed of the differences. But that doesn't really help when people join into multiple empty servers that are different, which is a very likely possibility and, I agree, confusing experience. Quote:
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01-20-2016, 06:39 AM | #6 |
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Lets be real, the biggest barrier to getting into pickups is suffering through the toxic shitbird pickup community more than any gameplay issue.
Anyway, you both bring up good points and whatever devs are still involved should definitely consider this discussion for future updates.
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01-20-2016, 07:15 AM | #7 | |||
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I don't really have a point with this, just thought it could add some context--almost all beta testing with the OP was done with the jump gun as a semi-counter. We also intended to release them at the same time, but that never happened. Quote:
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01-20-2016, 07:24 AM | #8 |
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Damn, somebody page TrepidJon real quick. #TrepidBlessed
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01-25-2016, 10:51 PM | #9 |
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Nice example of the *pot* calling the kettle black.
Last edited by traxamillion; 01-25-2016 at 10:52 PM. |
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01-26-2016, 07:33 AM | #10 |
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03-31-2016, 01:04 PM | #11 |
I like to spam binds
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Hey, I've cut down on my weed smoking significantly!
WOuld really like to see the scout zoom gun and spy grapple hook implemented. As FDA said, I play FF for the acrobatic movement aspect, and giving classes more options to be acrobatic is a good thing. |
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04-01-2016, 06:48 AM | #12 | |
007
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Lol if i woulda known you felt this way about Spy i woulda never wasted time cliping demos for you. sheesh. |
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04-01-2016, 06:52 AM | #13 | |
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Still everything I said oozes of truth and wisdom, my opinions of spy are wrought of gold and sit on an ivory tower of well respected opinions.
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04-01-2016, 05:26 PM | #14 | ||
Heartless Threadkiller
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Cloak was implemented due to engine limitations. Spy sabotage of the SG was an additional element to assist other O players. We found it a bit over-powered, so the SG was given a "cloak detection" circuit(ping). I think some players have jumped toward the "uber fast paced" side of the game, while ignoring the subtle "strategy" part of it. Bunch of Scouts and Medics run in, occupy the attention of the D. Spy should then have the ability to "sneak in" while everyone is distracted with the light classes. Spy then sets up something to help disrupt the D and allow the light classes to get the flag and run. It's a shame that we rarely ever see this happen.
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04-01-2016, 07:57 PM | #15 |
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No, spy is a BS cheap gimmick.
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04-02-2016, 03:23 PM | #16 | |
Heartless Threadkiller
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That's your opinion, and that's fine. I just happen to disagree with it.
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07-20-2016, 03:07 AM | #17 |
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Well, it's been over a month since jump gun was introduced and we've had plenty of time to test it out in pickups. There are definitely some cool routes/jukes opened up by jumpgun.
However I'm afraid jumpgun has opened up way too many cans of worms to be worth it. It increases the difficulty of airshots; airstrafing and concs already make airshots hard, but jumpgun gives scouts instantaneous airjuking. Handhold conc+jumpgun indoors is insanely strong combined with decent jukes, to the point where I feel bad for demomen. By making movement so easy it reduces the importance your other movement. Take for example ff_destroy battlements; prior to jumpgun you could strafe jump from capture points to battlement entrance or back. Trimping/double-jumping also becomes far less important when you can press a button to do it automatically. Although it was billed as an answer to HWG's overpressure I find demos to be most affected by jumpgun. I have escaped so many pipetraps that I dead to rights should have died from because jumpgun pushed me above and out of range of pipes. It makes a huge difference in engagements with every defense class. So while the whole overpressure into jumpgun counter is kind of a neat dynamic, I think it messes with the balance of all classes way too much. I'd rather scrap overpressure and jumpgun, as I feel the game would be more stable balance wise. Also with the upcoming rework of pyro, I feel the other classes being stable is important. I'm actually interested and looking forward to pyro changes, and don't have anything against making more classes viable, PROVIDING they fit within the preexisting framework of game play. |
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07-20-2016, 07:29 AM | #18 | ||||||
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Now I don't really play that often, so I can't really say. But I feel like you're mostly basing opinions off of your own cheap applications of the gun, while most people haven't even been on the receiving end of it enough times to really develop the proper reactions for it. Quote:
But my main reaction to that would be: So? And? Airshots are not some integral gameplay design. First of all, F'ing A m8, pull out your shotgun. If someone is in the air, let hitscan take care of it. (kind of like how it really should be in any airborne scenario when your main concern isn't "hit mad wicked airshots yo") Solly, engi, HW have SSG, engi has sentry, HW has AC, demo has shotty. (sure the shotty is shit, but if your demo is the last defense and he already missed his det, oh well, good bye flag, O deserves to move it) Secondly, I still think that's another thing that comes down to reactions we haven't built up as a community. I'm sure the first time some solly missed an air in TF2 because of scout double jump, he probably thought "omg how will Airs ever be a thing when scouts can abruptly change direction in air?". But now we have frag videos where soldiers either predict/wait for the double jump, or just fire a second rocket after. If jgun is more abrupt than tf2 scouts double jump, I don't know, but I accept the challenge either way. Quote:
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It's made for very cheap scenarios. Like you said destroy bats can be a big culprit, and it doesn't even come down to lessening the importance of any current legit battlement exit. The fact that using the Jgun after any trivial amount of explosive knock back for a battlement exit is what really makes it cheap. Basically if you're higher than normal jump height, Jgun will get you out bats. And the the design of that spot means it's all over in a split second before you're safe behind cover. It's also cheap around phantom ledges, where you had to walk around or trimp, you can now just Jgun. Quote:
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So basically, in terms of class balance I don't think it's anywhere near as bad as you say. In terms of movement balance I do think it's pretty bad, because the skill curve is esentially: Useful movement tool for new comers, cheap gimmick for vets. And Either way, I don't care if it stays or goes. Also I don't see why OP needs to go with it. (seeing as how it's been a part of the game, independent of the Jgun for quite some time) But before OP does go the HW class needs an extremely thorough looking into. Because while 3 or 4 HW's in our community would be fine without it, the rest would be pretty crippled by its removal.
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07-20-2016, 07:41 PM | #19 | |
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I think the criticism that the jumpgun allows for cheap escapes is totally fair, and it's the thing I'm least happy about with it. If anyone has any ideas for how that could be corrected while still meeting some of the goals in the above link, I'm all ears. As for OP, I agree with FDA that it can be frustrating. It ended up as a far less interactive mechanic than we had hoped it'd be, I think. The original idea was to make the overpressure a projectile, but that got scrapped for what is currently in the game before we ever tested a projectile version. Still unsure if a projectile version would be any better or not.
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07-21-2016, 04:11 AM | #20 |
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RIP Fruitcake
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