03-02-2009, 10:45 PM | #181 | ||
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
|
Quote:
__________________
Quote:
Friend me on Facebook Follow me on Twitter |
||
|
03-03-2009, 04:58 AM | #182 |
FFapper
|
|
|
03-05-2009, 06:37 PM | #183 |
I am Redeye for anything.
Join Date: Oct 2008
Location: Sacramento California
Class/Position: Def NG Gametype: Capture the Flag Affiliations: [TALOS] Posts Rated Helpful 0 Times
|
I would like to see dispensers beep when a cloaked spy is near. I would like to see a bit more of a penalty for pyros who dont drop thier ammoz, but get emped 3 times.
I do not want to argue for the return of teles, but I would like somekind of buildable to replace the 2 I lost.I know its not tfc, but tfc is the only reason I play this game, because its a great extension of the game. With spys, meds, and scouts owning my SG, I dont think giving me one more thing, even if it does nothing but sit there, and alert me when nme goes by. Thats what I used teles more for, was defense in my base. If hw, and pyros are not gonna be as vulnerable to emps, maybe you can have the emps do other stuff, like make the hw stop spinning for a sec, or cause the pyros flame to sputter out for a sec or 2, enough to keep him from flying if you can hit him.Give sg armor. Thats all I can think of now.Maybe I said something else in my other post in this thread, but Im not gonna go looking. |
|
03-05-2009, 11:01 PM | #184 | |
Exceedingly Correct.
Join Date: Feb 2009
Location: London, England.
Class/Position: Variable Gametype: QuakeLive CTF Posts Rated Helpful 1 Times
|
Quote:
As for the flag carrier information, this is something Quake has had for a long time and it's long overdue in a fortress game most definitely. I don't care much for teleporters, it would be far better to have a more useful sentry gun than another metal hog that takes longer to build than it does to destroy. |
|
|
03-05-2009, 11:38 PM | #185 | |
I am Redeye for anything.
Join Date: Oct 2008
Location: Sacramento California
Class/Position: Def NG Gametype: Capture the Flag Affiliations: [TALOS] Posts Rated Helpful 0 Times
|
Quote:
If I could build something in game that does nothing but sit there, and alert me to the fact an nme is near it, I can at least know the general direction of incoming. I actually only miss teles on one map, casbah, can we get a freakn teleport in our spwn to flag room? Yea, why not have the emp give you status attacks, I mean, when Im spy gassed, my lvl 3 sg appears on my screen as a lvl 1, health and armor are all wacky, so why not. |
|
|
03-06-2009, 11:16 AM | #186 |
Join Date: Feb 2009
Location: Germany
Posts Rated Helpful 0 Times
|
Engi need upgrades for sure, ... but a complete other issue:
Why do we need to vote for the next map while the actual map is still running? I often miss the vote or am killed while standing still and voting ... 10 Years ago we had votemaps, a voting-process that came up after the actual map ended ... but that was 10 years ago and maybe ist possible anymore .... |
|
03-06-2009, 12:34 PM | #187 |
Exceedingly Correct.
Join Date: Feb 2009
Location: London, England.
Class/Position: Variable Gametype: QuakeLive CTF Posts Rated Helpful 1 Times
|
46 and 2, I understand the need for the extra bit of kit to hint at where the enemies are approaching from, I too used the teleporters in such a way in TFC. I was referring to them being metal hogs that take longer to build than destroy because that's often what they are. With the speed the SG's drop in FF it's an even bigger challenge to keep the gun up as often as possible if that's the only thing you are focusing on. It would be practically impossible to continually rebuild a teleporter in another location as well.
UpInSmoke makes a good point, voting two minutes before the end seems silly, why not bring up the vote box at the end of the map whilst the scoreboard is on. Just leave the scoreboard on a little longer whilst everyone votes and everyone should be happier and able to vote. You could even have a little 'i' button next to each map on the vote box, giving a description or the loading image of the map before you vote for it. Many new players don't vote for anything they don't know and it would be nice to see what you are voting for if you don't know everything by name. |
|
03-06-2009, 04:00 PM | #188 |
Beta Tester
Join Date: Mar 2007
Location: Winnipeg Manitoba
Posts Rated Helpful 0 Times
|
Jumping air shots enabled for sniper rifle. I don't see a purpose not to have this.
|
|
03-06-2009, 06:35 PM | #189 | |
I am Redeye for anything.
Join Date: Oct 2008
Location: Sacramento California
Class/Position: Def NG Gametype: Capture the Flag Affiliations: [TALOS] Posts Rated Helpful 0 Times
|
Quote:
I need a health disp, same as the normal one, just only fills health slowly, I only need it to sit there, not be full of metal. 2 disp. I think someone suggested that in this thread. |
|
|
03-06-2009, 10:42 PM | #190 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
@46 and 2: We've talked about other buildables for Engy. We won't go into details here, but we've been having a discussion on something offense-oriented that would be an either-or prospect with the SG. That is, you could build the SG, or this new nonexistant buildable that would somehow be geared towards offense. The SG isn't really that good as an offensive weapon so something that could be used offensively would be cool IMO, but we'll have to wait for more important stuff to be done before we spend our very-limited resources on experimental stuff.
@Tyrant: The Sniper is indeed long overdue for an overhaul. The fact that you have to move slowly and stay grounded doesn't really fit into FF. We've had some good discussion about how to make the Sniper fit into FF better and I think we're heading in the right direction. One of the many gripes is not being able to jump and shoot - the revamped Sniper probably will be able to jump and shoot. @Everyone who is reading this: When I say "The revamped Sniper", that doesn't mean we've done anything yet. Not one line of code about the Sniper has been changed. It's in the list of "Really cool shit we need to do after we get the important stuff done." @xks: I like the idea of the EMP disrupting your HUD. I also agree that it's a bit underpowered right now. We basically changed the way it interacts with your ammo so it doesn't penalize the Pyro as much. One EMP killing a Pyro isn't fun for the Pyro, and three EMPs not killing the Pyro isn't fun for the Engy. Maybe we should go more towards two EMPS and everyone's happy? @UpInSmoke: That is an issue with the SourceMod plugin for voting. A long time ago I advocated simply integrating a lot of the stuff in plugins that are used by practically everyone: Admin menus (instead of just RCON), voting (so we could do it between maps), etc. Buuut the devs at the time said "There's plugins that do that stuff already, it's not a priority". Maybe when we have more coders we could get around to doing cool shit like that, but right now Orange Box and various other sundry improvements take priority.
__________________
Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
|
03-08-2009, 09:38 AM | #191 |
Join Date: Mar 2009
Class/Position: medic O Gametype: dustbowl Posts Rated Helpful 0 Times
|
TF2 medic gun for medic and the old one for poisoning and the old one heals more but a new ranged one would stop medics getting hit by rockets while trying to heal some one
|
|
03-08-2009, 03:05 PM | #192 |
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
|
Are you aware that you can right-click to instantly heal a teammate to 100% from a distance?
|
|
03-08-2009, 08:22 PM | #193 | |
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
|
Quote:
|
|
|
03-10-2009, 02:51 PM | #194 |
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
|
|
|
03-10-2009, 07:22 PM | #195 |
I am Redeye for anything.
Join Date: Oct 2008
Location: Sacramento California
Class/Position: Def NG Gametype: Capture the Flag Affiliations: [TALOS] Posts Rated Helpful 0 Times
|
|
|
03-10-2009, 09:13 PM | #196 |
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
|
|
|
03-11-2009, 08:13 PM | #197 |
Join Date: Mar 2009
Class/Position: medic O Gametype: dustbowl Posts Rated Helpful 0 Times
|
i meant like a lazer than heals theam mates to 125% gradually and is of and stay back from a safe distance and somthing like uber charge witch dosent make them invunreble just take 20% damage
|
|
03-11-2009, 08:59 PM | #198 |
BABIES!
|
I seriously support the Medigun idea.
|
|
03-11-2009, 10:52 PM | #199 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
|
The Medic should have a passive heal to all team-mates within a certain distance. Each team mate is healed for x% of their max health every five seconds. This should replace the thrown medkits. They suck.
|
|
03-11-2009, 11:14 PM | #200 | |
get off my lawn
Join Date: Mar 2007
Class/Position: O scout / demo Gametype: killing Posts Rated Helpful 0 Times
|
Quote:
I think this would help hunted quite a bit.
__________________
That means that either you are an American, or you are NOT an American. There is no hyphenated exception. -Iggy |
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|