Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

Reply
 
Thread Tools Display Modes
Old 01-23-2010, 03:47 PM   #1
Bridget
Banned
 
Bridget's Avatar
 
Join Date: Sep 2008
Class/Position: Soldier
Gametype: AVD
Affiliations: TALOS
Posts Rated Helpful 5 Times
Discussion about Medic's Infection

Infection currently has no real defined purpose or role. You run up and smack someone with the medkit and they become infected indefinitely, taking 8 points of damage every two seconds. They also become very audible, meaning you can pick out their location without having to see them, and last, as the Wiki states, their character becomes surrounded with green particles (which tends to disturb your vision a bit!) [Wiki]

The infection has the de facto job of making the fight easier for those fighting the infected — whether the player is discovered easier or dies quicker. Is this sufficient? Is it too much? Should it serve some other purpose? Do something other than just draining health? Perhaps the way it works should be reconsidered. For instance, someone mentioned an implementation along the lines of: "Have the infection deal x amount of damage over time until it has damaged for [max damage]. If the infected manages to survive the infection, he is rewarded with some of his health back." The idea here, I think, is that it becomes a helping aid in killing the enemy only if you can also complement it with enough skill to bring the enemy down to a point of health where he's guaranteed to die. It makes sense. You can't infect someone and expect them to die. You have to help it along. What do you think?

Infection is somewhat cheap, too. It has an infinite duration. Many beginners take the intuitive step toward their spawn hoping a medkit or a touch of the respawn strip will cure them, but it doesn't. The only counter to infection is a medic. You need a medic handy. The only problem with that is 1. Medic is an offensive class. He infects the defense. So, your own defense is going to be asking for some heals. Being an offensive class, expecting the Medic to run about healing defenders makes little sense. The other problem is 2. If there is no available Medic, at-least one person is always asked to go Medic. That person kills himself and respawns as a Medic and heals his team mates over and over to counter the offensive Medic from the other team. This wastes a slot that could be used playing Medic as intended at the core: offensively.

What do you think?
Bridget is offline   Reply With Quote


Old 01-23-2010, 05:00 PM   #2
Scuzzy
D&A Member
Retired FF Staff
 
Scuzzy's Avatar
 
Join Date: Mar 2007
Location: Server: 206.217.134.170:27016
Posts Rated Helpful 2 Times
An offensive medic is nothing more then a slow scout with better armor and nades. He should either be an evil doctor (spreading infection) or a good doctor (supporting healer).. but the current mix is a bit off.
__________________
"Player Quality, not Quantity, is what we strive for." - The LLama Wrangler
"A clan is defined by the nature of it's enemies. - The Llama Wrangler
Scuzzy is offline   Reply With Quote


Old 01-23-2010, 05:07 PM   #3
Iggy
Heartless Threadkiller
Beta Tester
Forum Moderator
 
Iggy's Avatar
 
Join Date: Apr 2007
Class/Position: D-Solly / O-Medic
Gametype: CTF
Affiliations: [AE] AssEaters
Posts Rated Helpful 42 Times
BRING BACK INFECTION SPREAD!!!

That is all.
__________________
Quote:
Originally Posted by zSilver_Fox
See kids? Only Iggy and FT are good enough to post when high.
Publishers Website My book on BN.com My book on Amazon.com

Friend me on Facebook
Follow me on Twitter
Iggy is offline   Reply With Quote


Old 02-06-2010, 03:42 PM   #4
s0undch4s3r
The guy you love to hate.
 
s0undch4s3r's Avatar
 
Join Date: Mar 2007
Location: Under your bed
Posts Rated Helpful 1 Times
Quote:
Originally Posted by Iggy View Post
BRING BACK INFECTION SPREAD!!!

That is all.
a big fat YES to that.
s0undch4s3r is offline   Reply With Quote


Old 03-25-2010, 07:21 PM   #5
zE
Pew pew ze beams
 
zE's Avatar
 
Join Date: Jan 2008
Gametype: Gathers
Affiliations: pew pew
Posts Rated Helpful 11 Times
Quote:
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
zE is offline   Reply With Quote


Old 03-25-2010, 08:08 PM   #6
Green Mushy
Fortress Forever Staff
 
Green Mushy's Avatar
 
Join Date: Nov 2007
Location: Dallas, Texas
Posts Rated Helpful 6 Times
Send a message via AIM to Green Mushy
Im glad ur not on beta now.
Green Mushy is offline   Reply With Quote


Old 01-23-2010, 05:27 PM   #7
moosh
WhenNailGrenWillOut?
Beta Tester
 
moosh's Avatar
 
Join Date: May 2009
Gametype: mp_prematch
Affiliations: [:)] - Frag Happy, babe|
Posts Rated Helpful 29 Times
For a guy who has Мне похуй вы as their user title, you care about too much stuff.
moosh is offline   Reply With Quote


Old 01-23-2010, 06:25 PM   #8
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
I don't remember where this idea was brought up first, but I liked it then and still like it now. It makes since that you should capitalize on the infection, not rely on it for a kill.
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline   Reply With Quote


Old 01-23-2010, 06:41 PM   #9
Scuzzy
D&A Member
Retired FF Staff
 
Scuzzy's Avatar
 
Join Date: Mar 2007
Location: Server: 206.217.134.170:27016
Posts Rated Helpful 2 Times
The idea of spreading infection and gas grenades wasn't to get a kill, it was to create confusion and disrupt the plans of the other team. Some players like a little more variety then just "ok we have a perfect defense and can clearly see all players coming, and you have a perfect offense let's see who gets through and who doesn't." A gas grenade here, an infection there, creates a dynamic in TFC that goes beyond brute force and conc flying. The game has losing that.

Scuzzy
__________________
"Player Quality, not Quantity, is what we strive for." - The LLama Wrangler
"A clan is defined by the nature of it's enemies. - The Llama Wrangler
Scuzzy is offline   Reply With Quote


Old 01-23-2010, 06:54 PM   #10
chilledsanity
D&A Member
 
chilledsanity's Avatar
 
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted
Posts Rated Helpful 6 Times
Yeah absolutely. Infection has substantially lost meaning due to lack of infection spread and the awful hit detection. What's worse is that many times as soon as an experienced player is infected, he'll immediately suicide, because he doesn't want to deal with it and see how much damage he can do before dying.

How does this idea sound as a compromise:

Bring infection spreading back, but make it unable to kill anyone. Have the infection bring the health down to maybe 10-20%, then just linger there. This way infection isn't guaranteed death, a player infecting others won't increase his kill count any, and it brings back the tactical element of infections, which is currently lost.
chilledsanity is offline   Reply With Quote


Old 01-23-2010, 07:16 PM   #11
Bridget
Banned
 
Bridget's Avatar
 
Join Date: Sep 2008
Class/Position: Soldier
Gametype: AVD
Affiliations: TALOS
Posts Rated Helpful 5 Times
Quote:
Originally Posted by chilledsanity View Post
Bring infection spreading back, but make it unable to kill anyone. Have the infection bring the health down to maybe 10-20%, then just linger there. This way infection isn't guaranteed death, a player infecting others won't increase his kill count any, and it brings back the tactical element of infections, which is currently lost.
I like the idea. However, I would modify it so it works this way: The infected player CAN die. While infected, he damages all team mates within the area. His team mates are the ones who do not die. They merely fall down to a percentage of their maximum health (any lower than this and they don't take infection damage unless directly applied to them via an enemy Medic.) There could even be a punishment for purposely damaging a bunch of team mates: The more people you are damaging, the quicker you die.

Even if this were abused, I think it would be much more obvious who was abusing it. Infection spread does more than in-game confusion, the admins have to sort through all the infected and figure out who's making the first move.
Bridget is offline   Reply With Quote


Old 03-18-2010, 11:43 PM   #12
robbyam
 
Join Date: Mar 2010
Gametype: Capture the Flag
Posts Rated Helpful 0 Times
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.
robbyam is offline   Reply With Quote


Reply

Tags
damage, infection, medic, medkit, spreading


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:00 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.