01-29-2008, 08:02 PM | #281 | |
Nothing left to believe in
Join Date: Nov 2007
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Also the medic is a SG menace. I'm not complaining, just stating. His supernailgun is already capable of taking out an unguarded SG within seconds. With the lack of tracking almost any class can circle strafe one and take it out without fail or much (if any) damage. I'm ok with the health reduction if the tracking has been fixed. But without a better reaction time from the SG, the lower health makes it LESS of a distraction than it was already. |
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01-29-2008, 08:33 PM | #282 | ||
D&A Member
Join Date: Sep 2007
Posts Rated Helpful 13 Times
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1 whole offensive unit sacrificed for a single sg, and that's not even including the engy he has to take down to force him to respawn. If he doesn't take the engy down the sg is up instantly. Sounds to me no matter how weak an sg is, it's still doing it's job by creating a distraction. ONLY when an offensive player can continually take down an sg and still be an effective flag runner could you really consider the sg underpowered, but I don't see that happening all too often. Quote:
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01-29-2008, 08:37 PM | #283 |
Nothing left to believe in
Join Date: Nov 2007
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See, you and I are talking about two different styles of gameplay. As far the clan-style goes, it doesn't really matter cuz you're all playing your positions and honestly if my solly is letting you have the time to take a few shots at the SG, he's failing.
I'm talking about the general pub where new players are starting to play. Like I've stated, this isn't a complaint for my benefit. It's a complaint from the people who haven't played yet. No offense, but among the elite players in the game I only know a couple who are n00b friendly. Most of them shun them and it goes downhill from there. |
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01-29-2008, 08:40 PM | #284 |
Useless
Retired FF Staff
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Yeah, the "they lose an O slot" argument doesn't matter when:
- one team has 3 SGs - the other has seven people trying to run O. It all goes to shit once you leave the happy 5v5 place.
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01-29-2008, 08:42 PM | #285 | |
Nothing left to believe in
Join Date: Nov 2007
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01-29-2008, 08:51 PM | #286 |
Useless
Retired FF Staff
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Fuck, I love free-for-all pubs.
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Look at all those dead links. |
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01-29-2008, 09:31 PM | #287 | |||
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Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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01-29-2008, 09:36 PM | #288 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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Too many maps don't give enough room for an O player to take out an SG from a distance. SGs shouldn't be invincible either, and in some situations, they are exactly that.
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01-29-2008, 09:52 PM | #289 | |
Banned
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01-29-2008, 10:27 PM | #290 | |
D&A Member
Join Date: Sep 2007
Posts Rated Helpful 13 Times
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My god why don't you just give sg's god mode or something then. First line of defense?! lol
Name a single map in TFC where an UNDEFENDED sg couldn't be taken down. When I mean undefended I mean no engy nearby and no other defense to shoot at you while taking it down. If sg's were strong enough to be the first line of defense, then there wouldn't be a need for any other defensive classes. Quote:
Until I start seeing a healthier mix of defensive classes, my stance on sg's as an annoyance won't change. Having 4-5 sg's up per pub match is proof enough that people are siding with the "easier" class to play, and ignoring the harder classes. So let them whine that their 4 sg's aren't producing the effects they want. You know why they aren't producing the effects they want? Because there's no heavier classes protecting them all! Sg's should never be able to work alone, it would make engies the most godliest class. It needs to be coupled with either A. The engy that built it, or B. another teammate intent on defending it. Seriously when you have an 11v11 man pub, and lets be generous say each team has 4 offensive players. That leaves 7 defense per team, now on pubs you're guaranteed to have probably 2 snipers minimum. That's 5 potential defenders protecting your base, now if 3 of those are engies, that leaves a grande total of 2 heavy classes trying to protect the flag and 3 sg's. No wonder the sg's go down so fast! I could guarantee you 1 sg would stay up significantly longer if it was just guarding a high profile place, and you had 4 heavy classes protecting the jump points and other areas of the base. Again I could use aardvark as an example. 1 engy in the fr with the sg, 1 demo on the flag, 1 solly laser side, 1 HW ramp, and I could even say 1 pryo button side. If the enemies by pass the HW, he's got a pyro and solly on either side of him to offer pressure on the O. The O can't sit idley by trying to take out an sg in the FR if they got a pyro or a solly shooting at them, they're either going to have to suicide to the sg, or they're gonna have to go up against the mulcher. Now lets look at it with our 4 sg strat (remember 2 snipers and 4 O use up 6 slots giving us 5 slots to play with on D. 4 sg's... 2 in FR, 1 button, 1 laszer. What's the heavy class gonna be? You have a choice of a solly/demo/hw/pyro, but where should he be? top of the ramp to protect the two sg's up there? Or in the FR for when a single O demoman mirvs both sg's at the top and the 3 remaining O, by pass the only real mulcher. Could say they're medics even, since there's only 2 sg's in the FR with 2 engies, 3 medics could destroy that entire defensive line up. All you're asking for is for the 4 sg strategy to work more efficiently, when obviously there's seriously better strategies out there, except the sg is soo noob friendly this is what they pick, then they complain their sg's go down soo fast. |
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01-30-2008, 12:13 AM | #291 |
Holy shit, thats kerrigan!
D&A Member
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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engy newby, and solly/HW not? haha thats funny
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01-30-2008, 12:27 AM | #292 | |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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build an sg ANYWHERE and i'll destroy that sum'bitch...
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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01-30-2008, 12:30 AM | #293 |
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Join Date: Jun 2007
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Unless of course I am waiting on you cloaked.
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01-30-2008, 01:27 PM | #294 | |
Nothing left to believe in
Join Date: Nov 2007
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Last edited by Circuitous; 01-30-2008 at 09:26 PM. |
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01-30-2008, 07:21 PM | #295 | |
Darkness24713/Another
Join Date: Jan 2008
Posts Rated Helpful 0 Times
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Demoman: Blue pipe
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01-30-2008, 07:47 PM | #296 |
Holy shit, thats kerrigan!
D&A Member
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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kinda agree
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01-30-2008, 08:00 PM | #297 |
SHUT UP AND SWALLOW
Join Date: Sep 2007
Location: Argentina
Posts Rated Helpful 0 Times
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U can throw it down sd2 or in congestus, it will be much precise now due it will blow pretty much exactly where u throw it, and as far as the "dming" part well, people always will complain, or its "too easy" or its "too hard" or something.
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01-30-2008, 08:08 PM | #298 |
Join Date: Jul 2007
Affiliations: ( GoodFellas . ) Posts Rated Helpful 0 Times
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If you lower the time down, demoman will be a class playable by the noobest person at a elite skill. With a lower time, like darkness said i can kill you by piping downward and it blows in ur face instead of you running past the blue pipe or it going past you. Blue pipes were ment to be shot a good range but for close range is where the skill plays in. Making DIRECT hits is what the skill is, not having them shoot in a general area of a enemy and killing them like that.
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01-30-2008, 08:40 PM | #299 | |
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Retired FF Staff Join Date: Mar 2007
Location: Server: 206.217.134.170:27016
Posts Rated Helpful 2 Times
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01-30-2008, 08:56 PM | #300 |
Join Date: Jul 2007
Affiliations: ( GoodFellas . ) Posts Rated Helpful 0 Times
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well, from my experience of playing this game since qtf my judgements are my opinions if or if not having played the beta. My main class is demoman for my clan Fortress Extreme and in passed clans such as "ESAD" so I know what im talking about!
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