10-25-2012, 05:35 AM | #1 |
Beta Tester
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Over pressure.
Dear, FF. No one likes it. So gay.
Even trailer doesn't like playing against that shit. Last edited by FDA_Approved; 10-25-2012 at 05:35 AM. |
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10-25-2012, 06:10 AM | #2 |
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Please get rid of this homosexual bullshit.
Nobody likes being stopped dead after they pass the HW, or having a HW poke out behind a wall and your run is fucked. Give the HW caltrops as his secondary fire. Temporarily places a few around him, 30 second cooldown. Or just leave him with nothing since he's fine as is.
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10-25-2012, 07:42 AM | #3 |
[Caleb]
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I <3 overpressure. Threads like this make me <3 overpressure even more.
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10-25-2012, 10:05 AM | #4 |
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<3 well argued points.. but i gotta agree, imo overpressure's ghey - hate playing with it and hate playing against it.
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10-25-2012, 10:16 AM | #5 |
Fortress Forever Staff
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how about an "adrenaline overdose" that greatly increases your rate of fire (~2/3x?) but then after x seconds (~10/15?) you explode into gibs (cos your heart explodes ofc). obviously there'd be some clear onscreen effect like increasingly bulging veins in your god forsaken dying eyes.
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10-25-2012, 03:45 PM | #6 |
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10-25-2012, 05:17 PM | #7 | |
exploder of things
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Quote:
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10-25-2012, 05:17 PM | #8 |
[Caleb]
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It's only gay when I'm not the HW. =D
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You're not your job. You're not how much money you have in the bank. You're not the car you drive. You're not the contents of your wallet. You're not your fucking khakis. You're the all-singing, all-dancing crap of the world. |
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10-25-2012, 05:48 PM | #9 |
WhenNailGrenWillOut?
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I say give the HWG teleporters.
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10-25-2012, 05:52 PM | #10 |
WhenGasGrenWillBack?
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OMFG I CANT RUN IN A DIRECT STRAIGHT LINE TO THE BUTTON/FLAG CAUSE THERES AN HW AND HE WILL OVERPRESSURE ME AND FUCK UP MY SPEED!!!!!!!1!!!1!! END OF WORLD!!!!!! OMG THEN I GOTTA START ALL THE WAY BACK AT MY RESPAWN AND TAKE ANOTHER 10 FUCKIN SECONDS TO GET BACK TO THE SAME SPOT!!!!!!!!!!!
lol you guys are silly. I rarely play HW, but when I do I enjoy using it. Keeps scouts and spies on their toes. While playing AGAINST an HW, I just stay the hell away from them. Which is what I did before overpressure was ever implemented. |
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10-25-2012, 05:57 PM | #11 | |
NeoNL
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10-25-2012, 06:09 PM | #12 |
Nade Whore
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When the OP radius is so big that it completely blocks some areas in their entirety, that's a problem for me. At most, this should be an add-on to the Assault Cannon to have a cone-based fire that has the same effects as the current OP, but it requires the HW to estimate where the enemy is concing towards.
Overpressure was a good name for this feature as OP is also short for OVERPOWERED. |
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10-25-2012, 06:21 PM | #13 |
I like to spam binds
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It goes even further than that, Kube. OP means original post as well.
The OP in the OP is OP! |
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10-25-2012, 07:42 PM | #14 | |
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10-25-2012, 10:12 PM | #15 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
I think there are currently two problems with the overpressure:
Both of these issues will be addressed in the next patch, once I get off my lazy bones and finally release it. Another thought I had: currently, your air control gets nullified when you get hit by an overpressure. I might remove that part and just keep friction getting nullified so that you can still maneuver as long as you're in the air (but will slide along the ground).
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10-25-2012, 11:13 PM | #16 |
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Still pretty gay and I think people will still probly hate it. I really think it needs to be aimed like moto suggests, and it shouldn't be just complete stopping power, maybe if it slowed you down like the slow nade, but you don't speed back up afterwords.
Or if it were some kind of hitscan based knock back mechanic. Knock back, rather than, freeze tag. |
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10-26-2012, 03:28 AM | #17 |
[Caleb]
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You're only 10 feet past the HW on your screen. Whenever I OP someone as HW, they are always right beside me on my screen, it never once has warped them back to me. It always makes perfect sense that it was either well timed, or a miss. As a scout on the otherhand, it seems to warp back. I also experience this with pipes though. Many times I will think I conced through the flag, and am home free only to be warped back and dead.
The range isn't as large as it seems to a lot of people. The reason you get warped back 20 feet isn't because OP has a 20 ft range, it's because of hit reg / lag comp. The range is really only about a radius of 5 feet, so you do have to actually be quite close for it to work. Source has shitty hit reg, add characters flying through the air at 500 mph and you are destined for problems. The cool down is maybe a little low, but it is also highly map and team work dependent. If the cool down is extended, I don't think it should be by more than 5-10 seconds. Lets look at and compare a few things. (This is pickup style play comparisons before you noobs start freaking out and/or saying go pyro) Lets start out on destroy with HW ramp and soldier button. If one player goes button, what are the chances they make it (assuming it is a good soldier of course)? Generally, a one man team will get owned by a good soldier in that spot. Now, what happens if 2-4 players all rush button? I would say that even the best soldier in the game can only stop 2, MAYBE 3, but probably not. Apply this same scenario to an HW at button, and you have the same result. No HW is going to be able to stop all 4, 2 or POSSIBLY 3 will go down, but most likely just 2. Let's compare both classes ability to stop conc momentum. An HW stops you dead in your tracks and you are so close that the AC then shreds you apart in like 1 second. The soldier either stands in the back of a narrow corridor and shoots right in the center when you land and uses his 20 ft splash radius to hit you anywhere in that corridor OR predicts where you are going to land and shoots his feet when you do. Rockets pop you up however, so it does leave a little more opportunity to still get away, but you usually don't. The key difference I see is that the soldier damages himself in the process, but the effect is nearly the same. The soldier pays consequence for his tactic but the HW really doesn't. Now, on larger maps like phantom, OP does seem a bit OP. What do you think of these OP ideas. Make overpressure pop up enemies like rockets do. OR Make OP do 1/5 damage to the HW like foot shooting soldiers have to deal with for their tactic OR Make it so the HW can only use OP a set amount of times per life. So instead of every 15 seconds forever, every 15 seconds but no more than 5 times per life or maybe even cool down / larger time frame ( every 15 seconds but not more than 5x/2 mins). Still ironic though, despite all the HW OP rage, map cap averages remain the same on all maps, so although it seems damaging to the player caught by it, it doesn't seem all that damaging to the offense as a whole.
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You're not your job. You're not how much money you have in the bank. You're not the car you drive. You're not the contents of your wallet. You're not your fucking khakis. You're the all-singing, all-dancing crap of the world. Last edited by Trailer; 10-26-2012 at 03:34 AM. |
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10-26-2012, 04:07 AM | #18 |
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Heavy has to aim it, take dmg from it, and it's knock back rather than just a show stopper? Sounds better to me, although I can't really justify taking dmg for using it. I'd like that though.
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10-26-2012, 05:12 AM | #19 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
I kinda like the idea of the OP damaging the HW. I can't believe that hasn't been discussed before.
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10-26-2012, 10:36 AM | #20 |
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!ADRENALINE!OVERDOSE!
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