Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

Reply
 
Thread Tools Display Modes
Old 08-21-2011, 04:16 PM   #1
Ragdoll
Blacknight's Test Guy
D&A Member
 
Ragdoll's Avatar
 
Join Date: Mar 2010
Class/Position: Scoot
Gametype: Capture the Flag
Affiliations: [Brik], F-in-S, [HelpStar]
Posts Rated Helpful 4 Times
How to fix FF

1. Reintroduce infection spreading and killing by either:
A. Make it so that any health gain at all, from any source, whether from a backpack, medic, or healthkit, eliminates an infection. Only a heal from a medic, however, grants immunity.
or B. Make friendly respawn turrets target infected players.

2. Nerf the sniper by either:
A. Adding a scope overlay while the sniper is zoomed in, and making the rifle less accurate while zoomed out.
or B. Doubling the amount of time necessary between shots.

There. It's fixed.
Flameshield on.
Ragdoll is offline   Reply With Quote


Old 08-21-2011, 04:50 PM   #2
oaties
 
Join Date: Nov 2010
Gametype: Capture the Flag
Posts Rated Helpful 38 Times
Quote:
Originally Posted by Ragdoll View Post
1. Reintroduce infection spreading and killing by either:
A. Make it so that any health gain at all, from any source, whether from a backpack, medic, or healthkit, eliminates an infection. Only a heal from a medic, however, grants immunity.
I agree with your ideas for sniper, but this is kinda weird. Knowing the map would make infections useless.
oaties is offline   Reply With Quote


Old 08-21-2011, 05:00 PM   #3
Ragdoll
Blacknight's Test Guy
D&A Member
 
Ragdoll's Avatar
 
Join Date: Mar 2010
Class/Position: Scoot
Gametype: Capture the Flag
Affiliations: [Brik], F-in-S, [HelpStar]
Posts Rated Helpful 4 Times
It makes infections a defensive weapon, considering that the opposing team usually can't pick up health and ammobags from the enemy team's base.
Ragdoll is offline   Reply With Quote


Old 08-21-2011, 07:17 PM   #4
Raynian
D&A Member
 
Raynian's Avatar
 
Join Date: May 2009
Location: Ruining #pickups
Class/Position: SPAWN CAMPING OH NO
Gametype: Ragequitting
Affiliations: [PMS]. [Shiney]
Posts Rated Helpful 26 Times
Kinda confused with 1B, don't think 1A is necessary but whatever.

And please nerf snipers. Absolutely.
__________________
7:00 PM - zE: eh tbh i like some stuff in us but a lot of stuff in us messes with my nerves
7:00 PM - zE: like watching fox news
7:00 PM - zE: its like wtf
Raynian is offline   Reply With Quote


Old 08-22-2011, 03:01 PM   #5
BinaryLife
Posts: 1 bajillion
D&A Member
Wiki Team
 
BinaryLife's Avatar
 
Join Date: Mar 2007
Gametype: CTF
Posts Rated Helpful 5 Times
Send a message via AIM to BinaryLife
I have no problems getting around snipers on most maps.There are some where it's extremely difficult and frustrating unless there is a sniper on my team that's half-way decent. But as I've said before, that's not really a class balancing issue.


Trying to think of a way to fix some of those more frustrating parts though. Maybe if getting hit by bullets would through the scope out of zoom and push the target off kilt? I haven't played as a sniper in a while so I don't know if this happens in some form now. Basically, the only time I get frustrated playing another class against a sniper is when I can't leave my base because a sniper has found a good spot and just shoots every 3rd person coming out with great accuracy. It would be nice if taking pot shots could give me a chance to knock his aim off and let me sneak by.

This also doesn't destroy the power he has in a way that is too extreme which in my opinion is what you are asking. See, every other class can at least get shot, and run away from. If a scout goes against a HW he can conc away. Wont kill him, but he can run away. It's hard to do that with a sniper on some maps. So being able to shoot his aim off so you can levels the playing field a little bit.
BinaryLife is offline   Reply With Quote


Old 08-22-2011, 09:01 PM   #6
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
You know, I wouldn't mind a modification(nerf?) to the Sniper like what Binary suggests. Taking the shot could "recoil" the rifle, making you re-aim. The higher the charge, the higher the recoil. It wouldn't destroy "speed sniping"(shooting without a charged shot), but a fully charged shot would require you to re-aquire your target. Definitely a good idea. I would guess this would take minimal coding(though I could be wrong), and be fairly easy to implement.

Thoughts?
__________________
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 08-23-2011, 01:12 AM   #7
KubeDawg
Nade Whore
Server Owner
Beta Tester
 
KubeDawg's Avatar
 
Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier
Gametype: CTF/TDM
Affiliations: blunt. Moto
Posts Rated Helpful 128 Times
Agreed.
__________________
Moto's Funhouse | Dallas, TX - 74.91.114.247:27015

ff_plunder - Complete
KubeDawg is offline   Reply With Quote


Old 08-23-2011, 02:13 AM   #8
angrypyro
D&A Member
 
Join Date: Jun 2010
Gametype: Capture the Flag
Posts Rated Helpful 1 Times
Quote:
Originally Posted by Iggy View Post
You know, I wouldn't mind a modification(nerf?) to the Sniper like what Binary suggests. Taking the shot could "recoil" the rifle, making you re-aim. The higher the charge, the higher the recoil. It wouldn't destroy "speed sniping"(shooting without a charged shot), but a fully charged shot would require you to re-aquire your target. Definitely a good idea. I would guess this would take minimal coding(though I could be wrong), and be fairly easy to implement.

Thoughts?
Isn't this already in the game when you shoot the sniper with explosive weapons or grenades and it knocks them around? Plus the sniper can't fire when in the air. The problem is that other than the railgun, nothing is fast enough to hit the sniper at long ranges.
angrypyro is offline   Reply With Quote


Old 08-23-2011, 03:08 AM   #9
chilledsanity
D&A Member
 
chilledsanity's Avatar
 
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted
Posts Rated Helpful 6 Times
Quote:
Originally Posted by angrypyro View Post
The problem is that other than the railgun, nothing is fast enough to hit the sniper at long ranges.


Unless they're at 4 points of health, then they better WATCH OUT
chilledsanity is offline   Reply With Quote


Old 08-23-2011, 12:33 PM   #10
reaper18
sKeeD
D&A Member
Beta Tester
 
reaper18's Avatar
 
Join Date: Jul 2007
Location: Pittsburgh, PA
Class/Position: Scout, Demo, Solly
Gametype: Any
Posts Rated Helpful 21 Times
Send a message via AIM to reaper18
Projectile-based sniper rifle
reaper18 is offline   Reply With Quote


Old 08-23-2011, 01:00 PM   #11
BinaryLife
Posts: 1 bajillion
D&A Member
Wiki Team
 
BinaryLife's Avatar
 
Join Date: Mar 2007
Gametype: CTF
Posts Rated Helpful 5 Times
Send a message via AIM to BinaryLife
Well chilled the point would be to make the shotgun work more effectively against a sniper. Not so much in the killing him, but in the preventing him from killing you. If he gets hit he loses his scope and target. Just to make it a little more balanced.
BinaryLife is offline   Reply With Quote


Old 08-23-2011, 05:19 PM   #12
WiFiDi
Beta Tester
 
WiFiDi's Avatar
 
Join Date: May 2010
Class/Position: Soldier
Gametype: Capture the Flag is there any other
Posts Rated Helpful 26 Times
the problem with the game isn't sniper. its one of the problems but nerfing it isn't the answer it needs to be redone.
__________________
WiFi's Stream
Support FF:
Failure is always an option.
It's a happy massacre?! (yes, yes it is!)
To make most awesome thing in universe combine Bears and Nicholas Cage!
and remember kids, we didn't start the flame-war!
WiFiDi is offline   Reply With Quote


Old 08-23-2011, 05:23 PM   #13
Pixel
if(0>1){printf("broked");}
Beta Tester
 
Pixel's Avatar
 
Join Date: Mar 2007
Location: Amerika
Class/Position: O
Posts Rated Helpful 3 Times
Quote:
Originally Posted by angrypyro View Post
Isn't this already in the game when you shoot the sniper with explosive weapons or grenades and it knocks them around? Plus the sniper can't fire when in the air. The problem is that other than the railgun, nothing is fast enough to hit the sniper at long ranges.
Tranq is
Pixel is offline   Reply With Quote


Old 08-23-2011, 05:56 PM   #14
KubeDawg
Nade Whore
Server Owner
Beta Tester
 
KubeDawg's Avatar
 
Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier
Gametype: CTF/TDM
Affiliations: blunt. Moto
Posts Rated Helpful 128 Times
Give sniper a super fast projectile sniper shot. At least it'd be better than the current hitscan sniper shots.
__________________
Moto's Funhouse | Dallas, TX - 74.91.114.247:27015

ff_plunder - Complete
KubeDawg is offline   Reply With Quote


Old 08-23-2011, 07:13 PM   #15
Agent Buckshot Moose
Wiki Standards Team
Wiki Team
 
Agent Buckshot Moose's Avatar
 
Join Date: Mar 2007
Location: Geokill's closet
Class/Position: Sniper/Demoman
Gametype: CTF
Affiliations: :e0: Co-leader
Posts Rated Helpful 6 Times
Quote:
Originally Posted by KubeDawg View Post
Give sniper a super fast projectile sniper shot. At least it'd be better than the current hitscan sniper shots.
Only if it can actually hit people.
Agent Buckshot Moose is offline   Reply With Quote


Old 08-23-2011, 09:12 PM   #16
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
Quote:
Originally Posted by angrypyro View Post
Isn't this already in the game when you shoot the sniper with explosive weapons or grenades and it knocks them around? Plus the sniper can't fire when in the air. The problem is that other than the railgun, nothing is fast enough to hit the sniper at long ranges.
Yes, but in order for that to happen, you have to be close enough to get that done. One of the main complaints is that a Sniper can insta-gib target after target, without having to re-aim unless they miss a shot and allow an enemy player to get near them. This idea puts that mechanic into the gun, so that when it's fired, you have to re-aquire your target. It "nerfs" the Sniper, without "nerfing" his role in the game.

I wouldn't mind the Sniper rifle becoming a projectile weapon.... but it would have to be done similar to the Combine Snipers in HL2. You can see the shot coming in, but it's pretty damned difficult to avoid.

Hell, even both of those ideas put together would be fine with me. It would up the skill level for Snipers, but change them enough that people shouldn't be as annoyed by them.
__________________
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 08-24-2011, 12:20 AM   #17
Ragdoll
Blacknight's Test Guy
D&A Member
 
Ragdoll's Avatar
 
Join Date: Mar 2010
Class/Position: Scoot
Gametype: Capture the Flag
Affiliations: [Brik], F-in-S, [HelpStar]
Posts Rated Helpful 4 Times
And the projectile has to send your corpse fucking flying and make it gib when it hits a wall.
There. It's fixed.
Ragdoll is offline   Reply With Quote


Old 08-24-2011, 07:09 PM   #18
Gwarsbane
Slayer of humans
D&A Member
 
Gwarsbane's Avatar
 
Join Date: Sep 2007
Location: Mostly on earth though in some alt dimensions
Class/Position: I'm an Offensive Defensive person
Gametype: Fortress Forever
Affiliations: I'm a merc, only thing that talks is money
Posts Rated Helpful 3 Times
Quote:
Originally Posted by Ragdoll View Post
1. Reintroduce infection spreading and killing by either:
A. Make it so that any health gain at all, from any source, whether from a backpack, medic, or healthkit, eliminates an infection. Only a heal from a medic, however, grants immunity.
or B. Make friendly respawn turrets target infected players.

2. Nerf the sniper by either:
A. Adding a scope overlay while the sniper is zoomed in, and making the rifle less accurate while zoomed out.
or B. Doubling the amount of time necessary between shots.

There. It's fixed.
Flameshield on.
1. Its something I have wanted, but there are sooo many problems with it. What you suggest would pretty much make infecting people useless totally even if it does spread.

Just keep it like its/was where you could pick up health and live, but it would not cure you, the only cure would still have to come from the medic.

I also think that it should take 2 to 3 seconds of being near someone to pass the infection.

And once near the entrance of a spawn zone, and side the infection would not spread. This would help keep problem players from just standing in the spawn or just outside the spawn door from infecting their own team.

2. No I don't like those ideas, but I do like this one

Quote:
Originally Posted by Iggy View Post
You know, I wouldn't mind a modification(nerf?) to the Sniper like what Binary suggests. Taking the shot could "recoil" the rifle, making you re-aim. The higher the charge, the higher the recoil. It wouldn't destroy "speed sniping"(shooting without a charged shot), but a fully charged shot would require you to re-aquire your target. Definitely a good idea. I would guess this would take minimal coding(though I could be wrong), and be fairly easy to implement.

Thoughts?
Thats a sniper idea I could get behind.
Gwarsbane is offline   Reply With Quote


Old 08-24-2011, 08:06 PM   #19
KubeDawg
Nade Whore
Server Owner
Beta Tester
 
KubeDawg's Avatar
 
Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier
Gametype: CTF/TDM
Affiliations: blunt. Moto
Posts Rated Helpful 128 Times
Well as far as the medic is concerned, I think the class could be simplified by getting rid of the right click function to throw med kits, getting rid of the medikit weapon that heals/infects people, and replacing it with a weapon that shoots out some sort of projectile that will heal teammates and infect/damage enemies.
__________________
Moto's Funhouse | Dallas, TX - 74.91.114.247:27015

ff_plunder - Complete
KubeDawg is offline   Reply With Quote


Old 08-24-2011, 11:30 PM   #20
Ragdoll
Blacknight's Test Guy
D&A Member
 
Ragdoll's Avatar
 
Join Date: Mar 2010
Class/Position: Scoot
Gametype: Capture the Flag
Affiliations: [Brik], F-in-S, [HelpStar]
Posts Rated Helpful 4 Times
Quote:
Originally Posted by KubeDawg View Post
Well as far as the medic is concerned, I think the class could be simplified by getting rid of the right click function to throw med kits, getting rid of the medikit weapon that heals/infects people, and replacing it with a weapon that shoots out some sort of projectile that will heal teammates and infect/damage enemies.
Infection frisbee?
Ragdoll is offline   Reply With Quote


Reply


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

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 07:55 AM.


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