PDA

View Full Version : Problems and Balance Issues in existing TFC:


colin
January 13th, 2005, 11:52 AM
THIS IS A LONG READ. I didn't proofread it at all, so please forgive minor spelling/grammar mistakes.

This topic is intended to primarily highlight exisiting problems in TFC that need fixing rather than introducing entirely new ideas. I'll kick it off with general points.

-----

Major:

Grenades - This has already been brought up and addressed a hundred times.

Teleporters - I believe the majority of players preferred the times when there were no teleporters. Typically they turn a defensive oriented map into an offensive nightmare (for example, 2fort was somewhat playable 9v9 before teleporters forced it to be 8v8). Whether this is the result of teleporters not being a good idea for TFC in general or that they're just not suited for maps that are commonly found in leagues is another argument. My suggestion - remove them altogether.

Conc Effect - I myself don't consider this a major problem, but I placed it here due to the amount of attention it receives. By far the biggest (and imo only) problem with the current conc effect is that an HW can still see where he is aiming. Granted this problem is exemplified by tracer customization, but it's hardly more difficult with defaults. My suggestion - leave the fundamentals of the conc effect exactly as they are and to remove the "real" AC tracer.

Single Shotty - Totally worthless weapon. The only reason it sees any use is that the Pyro and Demoman have no better long range source of damage or short range instant source of damage. With the changes the pyro should be getting, it becomes even more worthless. My suggestion - replace the single shotgun with a pistol or pistol like weapon. Preferably a fast firing, low (but consistent at all ranges) damage, very little to no knockback weapon. The only existing downside I see to this is that it forces certain classes to keep a type of ammo that they would have otherwise automatically discarded. I'm sure a workaround for this would be possible.

Spread weapon damage - Shotty and AC damage at long range is too high. This leads to effective yard defense, which in turn greatly nullifies O classes that can't conc. Only very few maps offer viable alternative entrances for said classes. Aside from that, snipers are so rarely seen or used because an HW guy in the yard typically does over time at least - if not more - damage than a sniper. Snipers are supposed to be the most effective class at moderate to extreme ranges, yet are often outclassed by a class utilizing two spread weapons. My suggestion - much greater damage penalties for shotguns (if single remains, if not just the super shotty) and AC at long ranges.

Minor:

Melee weapons - Too little damage. Almost never a viable option, even in very close quarters combat. My suggestion - boost all (crowbar, knife, spanner) damage by ~50%, give or take.

Weapon knockback - This is probably more opinion based than the rest, but I believe that shotguns, the sniper rifle, and the AR are all given too much knockback. My suggestion - toning down the knockback on the sniper rifle would be dangerous to the livelihood (sp?) of the class, but at the least bump down knockback on the super shotty and greatly reduce it on the AR.

Fall damage - Why does it exist? At best it causes unnessecary constraints on map design. I've never seen fall damage being incorporated into any team's or player's strategy. I would post a logical counter-argument to the removal of fall damage if I could come up with one. I expect the best I will see is FPS purists wanting it because it's been a staple in the genre for years, which is hardly a reason in my opinion. The removal of fall damage would give map designers much more freedom, which will be especially important with Sources support of larger (and taller) maps. My suggestion - remove fall damage in its entirety.

Selective Ammo discarding - This wouldn't be too much of a problem if bags that gave you absolute max of every type of ammo weren't so common these days. Walking into the enemy base with 200 cells, 50 rockets, and 200 shells as a pyro is practically helping the enemy engineer get his gun up. This is less of a problem with other classes but still an issue. More about this in the Engy class section. My suggestion (MS) - console command that lets you discard whatever you want.

-----

Classes (in no particular order):

HW - Given the removal of his tracer and the nerf of long range AC damage, I think the HW is perfect as is. He may prove to do slightly too much damage as of yet, but we'd have to wait and see. MS - remove tracer and nerf long range ac damage

Engy - It's obvious that the engineer could use a useful replacement to his railgun. What that replacement would be is subject to a lot of debate. I suspect that the FF team already has something in mind. Otherwise, if classes are given the ability to discard whatever ammo they want AND are stripped of telelporters, they'll probably need some sort of boost aside from the rail gun change. MS - To be honest, I haven't given the engineer a lot of consideration as of yet. The thought occured to me to make an EMP destroy all of the chambered ammo in the targets' weapons (in addition to regular damage) forcing them to reload, but what do you do for the AC/IC/etc? Moving on...

Medic - The class that defines the game. From an objective standpoint, medics are probably slightly too strong. They have extremely versatile weaponry, good speed, good h/a, the best set of primary/secondary nades, the ability to fully heal a teamates health with one boop, as well as the ability to almost ensure a defender's death with the same boop. The medpack seems unreliable at times. Both players will hear the sound effect but nothing will happen, etc. MS - Nothing, ASSUMING that other classes are properly corrected to be made as viable. The medic's great versatility is the standard to measure other classes by, not a flaw. It's this versatility that allows for such a great variety in play style, and as such for greatness in players and specialization in classes.

Soldier - Like the medic is to O, the soldier is to D. If medics aren't the staple class of TFC the soldiers are. Soldiers, also like medics, are very versatile. There's really nothing more to say. MS - nail grenades could stand to do more even/reliable damage. There are, of course, a number of bugs related to them, but pointing out bugs is hardly worth the time when it's understood that they'll be fixed. Otherwise, soldiers are perfect as is.

Sniper - Everyone knows how rare snipers are in matches, and everyone knows why. If map design opens up in Source, I think these guys will be much more commonly utilized. This is apparent in some of the more open maps of the ADL, where at least one sniper is a staple on several of the maps. Granted this is a result of several factors, but it proves that snipers can be useful when it comes to match time. MS - as far as gameplay changes go, snipers could benefit more from being a consistent source of damage more than they can from the current "one shot, one kill, be back in 5 seconds". This could be done in many ways. If it were up to me I'd incorporate a modified one of the CS style guns (bullpup/sig) into the class. Tweak damage a bit and make sure you penalize players that try to pull off a zoom + AR style of play with actual clips that require reloading. Snipers could use a second type of grenade as well, but I haven't been able to come up with something that would both make sense as well as be effective/useful in a match setting.

Scout - Scouts are most commonly seen on maps where engineers are less dominant and I believe this will hold true more than ever if they are given flashbangs. Am I suggesting that this is a problem? No, in fact I like the idea as it creates more map based strategy. Otherwise, there's really not much to say about this class. MS - I do believe that a limited flag radar (say 20-30 yard radius) has a lot of merit. Dissenters claim that it lowers the amount of teamwork required, but I'd argue that giving a precise flag location over voice is a waste of time and frustrating. Regardless, replacing trops with anything is a good deal.

Pyro - The scourge of TF. To be frank, I'm shocked that developers have yet to give up on this guy. His problems in TFC are plenty. For starters his flamethrower is incredibly unreliable. His IC has a ridiculously slow fire rate, has almost no push whatsoever - which kills his movement potential as well as his dm power -, AND does very little damage. Furthermore, a smart pyro will spend his time on the way to the enemy base emptying as much ammo as possible so he doesn't get KO'ed by one EMP, which still happens regularly. Enemy offense isn't exactly please to be running by a Pyro shooting his flamethrower and IC's everywhere, either. All in all, this class is a mess. MS - for starters, turn his flamethrower from a small projectile oriented weapon into a cloud that will glance off walls and ceilings, etc. Give his IC a faster rate of fire and more push. Keep after the fact burn damage, but remove the blinding effect (as far as i know people don't use combat armor that catches on fire....particularly your face. how that works is beyond me). Make the pyro himself vulnerable to fire - possibly at a reduced rate - but totally invulnerable to catching on fire. Selective ammo discarding will mostly fix his vulnerability to EMP's. Add a decent initial explosion push - but not necessarily damage - to Napalm grenades that the pyro can use to jump with, but remove the terribly annoying push that the burning napalm has.

Demoman - A very situational class. Demomen are great for defending things, but poor at defending themselves at the same time. At the same time they carry a lot of firepower on O, but lack the speed or mobility to use it effectively on most maps. Blue's are one of, if not the hardest weapon to use in the game. Pipe detonation, unfortunately, is largely based on ping. MS - Add ~10 armor. Combine the pipe/gl launcher into one weapon selection. Reg fire shoots a pipe, alternate fire shoots. With pipes, make it so if you HOLD your det key, it will det the pipes as soon as possible. This is a much better alternative to trying to perfectly time your det under the influence of lag or just wailing on the key rapidly. Give blue's a more predictable path, if possible. Right now you have to aim on all 3 axis...es(sp?), which is the suck.

Spy - Spies have greatly fallen out of favor it seems. Considered to be one of the hardest classes to play "correctly" - demo being the other -, the spy's worst enemy is the other team being organized. The tranq is a great tool, but like blue's, is extremely difficult to reliably connect with. The knife, likewise, is very ping/connection based, and has the rather famous problem of point blank back stabbings not killing. Aside from deductive reasoning, spies are identified in one of three ways - speed, weapon holding/firing, voice icon - and two of these the spy cannot do anything about. Feigning is another problem altogether, but there was some talk about removing it since it would be difficult to do on Source, so I won't bother to talk about its problems. MS - Fix stabbing. Base the weapon the spy appears to be holding off of the weapon he is. Either remove the voice icon altogether or give the spy a command that he can bind and press while disguised that will display a voice icon above his head to the other team. Slightly lower he time it takes to disguise. Potentially give the spy the super nailgun in place of the regular. Spies are supposed to be SG killers, yet they're given the bootleg version of the weapon practically created to take them down? Make gas grenades not stack with each other (ex: 2 or 3 gas grenades in the same spot as one another will only do the damage that 1 would do). Improve hallucinogenic affects. Fake death messages, no death messages, fake sounds, slurred hearing, skewed vision, inability to walk straight, etc are all feasible possibilites.

-----

I'll update this if anything else comes to mind. If anyone else can think of more existing problems - rather than totally new things they'd like to see added - and/or fixes to problems then I encourage you to post them.

Mexi
January 13th, 2005, 10:41 PM
Coco is a genious.

Acharne
January 14th, 2005, 12:36 AM
Very well written and I agree with you on most of them :P

Random Newbie
January 14th, 2005, 01:05 AM
Sniper -....Tweak damage a bit and make sure you penalize players that try to pull off a zoom + AR style of play with actual clips that require reloading. Snipers could use a second type of grenade as well, but I haven't been able to come up with something that would both make sense as well as be effective/useful in a match setting.

I agree with the that penelty because this is a tactic I usually play and it always results in people cursing at me, accusing me, then devoting every last of their life points to killing only me.

As for a secondary grenade type for the sniper I was thinking of maybe a grenade that makes a hollagram of a player class (random or customizable I haven't decided) above it. You could use this to distract your enemies firepower. So you can make an escape or get a kill.

jav
January 14th, 2005, 01:59 AM
Coco is a genious.
i agree

Pet
January 14th, 2005, 02:36 AM
Pyro - ... For starters his flamethrower is incredibly unreliable.

unreliable? Mine works 100% of the time. Perhaps you mean underpowered.

Entra
January 14th, 2005, 03:34 AM
Good observations. The possibility of vertical maps sounds interesting and I like the idea on shotgun and AC ranges making them more of an up close and personal type of weapons.

For the sniper's alt grenade, how about a net-type nade that ensnares the player for a couple seconds? It may decay quicker if the victim jumps or crowbars the net, etc. Would be an interesting nade for the sniper to use as an escapement tool from a pursuer or a temporary entrapment for a good sniping shot. It can be balanced with a smaller radius (as will be with other nades in the game) if needed.

Nomad
January 14th, 2005, 07:27 AM
i either agree with or understand the majority of your points, and you put the whole post together very coherently. it looks like you've put thought into the majority of your suggestions.
that said, here are my thoughts on a few of your points:

singly shotty: i wouldn't go so far as to call it totally worthless, currently it serves a definable purpose - a finishing weapon for demoman, last gasp "i'm out of ammo/time" weapon for various other classes. this is, in my opinion, a "if it's not broke don't fix it" situation.

spread weapon damage: this is one of the points i disagree with you the most on. the introduction of "much greater damage penalties" at range will have a severe effect on gameplay. you'd be effectively ruining mid to long range combat abilities for not just defensive classes who rely on it regularly (engy) but the offense as well (medic, spy). all things considered, i think if you want to tone down the super shotty at all, try removing a shot or two from the ammo clip and see how that works out.
the AC damage i can understand, but i think a mild hit on the longer range damage is all you really need to address the yard defense problem.

weapon knockback: i say leave it alone. why change it? you didn't really make an argument to back up your point, which is good because i don't have one to back up my opinion either :)

fall damage: maybe i'm being too conservative in my ideas for FF, but i think if it's currently a factor in tfc gameplay and isn't a problem that needs fixing, leave it alone. don't mess with a good thing, right? while i don't know of a particular reason to keep fall damage in, i do know that it is a factor that i have to take into consideration often; it makes me try to keep my yard concs under control especially as scout, reminds me that i have to be careful on maps like congestus, falling down three or four times could make the difference between a hold and a lost flag while i run back from the resuply. fall damage in its current state does not, as far as i know, have much of an effect on mapmakers.

engy: if you leave the shotgun alone, engy should be fine. assuming grenades are toned down (not too much, i hope. if i wanted firecracker grenades i'd play CS) engineers should be able to spend less time keeping their gun in good shape and more time fighting incoming offense. if melee damage is increased, the railgun will probably become completely useless. to avoid that you could switch it for something else, maybe a single shotty?
on a related note, i'm not too sure about the selective ammo discarding. how would you specify what to discard? it doesn't sound like a bad idea, i just don't know how you'd do it efficiently.

sniper: your idea sounds viable but like i said i'm wary of things that seem too new, so i'd suggest a different fix. maybe give him a little more armor and decrease charging time slightly?

scout: personally, i'm partial to the caltrops :p
the radar sounds fine. here's a thought though, maybe make the scout take less fall damage? or potentially none at all? it would solve the problem on some maps (sd2 is the only one that comes to mind offhand) where scouts die in one rocket because they lost too much health concing over.

demoman: i agree almost completely with you. i don't think blue pipes should be given a more predictable path though. they're currently a hit or miss close range weapon, which is fine because they're useful for other things.

spy: i agree with everything except the knife, which i think you should leave alone (bar the damage increase mentioned earlier, although i think 50% is too much of a damage boost). there's a reason point blank backstabs don't kill in one hit, and a proper understanding of how the knife works is required to wield it effectively.
unfortunately, i'm sure the knife is going to change fairly drastically in source anyways, so as much as i'd like to see it stay the same, i don't have much hope.

like i said, personally i'd love to see more of a direct port of tfc to the source engine and less of a tfc-based mod for hl2, but the ff team has already made their intentions clear so i'm just going to cross my fingers and hope for the best, since i'm reasonably sure etf isn't going to hold a candle to tfc (gg no air control).

Mexi
January 14th, 2005, 04:12 PM
He should also be on the FF team. Obviously.

16Valve
January 14th, 2005, 04:48 PM
As far as a secondary gren for the Sniper, maybe something that slows the players down to a crawl for a few seconds (a "gummy" gren). A grenade that helps the class do what it does best.
I wouldn't mind seeing blue pipe go away totally and replaced with a grenade launcher. There was one in Unreal Fortress that would launch grens further if you held the button down longer. If you aimed high and held it for the max, you could really launch the things far (of course the maps were bigger mind you).
It actually made the demo quite able to hold his own better in a DM situation with a solly.

MikeQuist[x7]
January 14th, 2005, 06:15 PM
coco that was some beautiful idea'ing. A lot of stuff nobody has thought of. I dont like the idea of making melee weapons more powerful though, and i like the fall damage. It plays into my strategy atleast. Becuase i know im not going to jump off a ledge thats really high lol. Besides, if you removed that, some people might get use to it. Might go on thinking fall damage dosnt exist in real life. Following will be a string of suicides.

MoonGuardian
January 14th, 2005, 07:29 PM
demoman...... To me, they are suppose to be the weak ones you defend. I dont think they deserver 10more armor, because of their capabilities. They can hold a flag better then anyone, if the offense isnt going to kill him first, they (should) have no chance at getting the flag. This is why you usually put someone on your demoman to protect him incase someone goes after him. How often do you see a demoman by himself on a flag.... What should really be the first thing, the first offensiveman in, does? (kill the demo).



Engineer..... Have you played it? Its boring if all you have is a SG to sit behind and clang, atleast with a teleporter, you give him something else to do. And in this sense, you give the offense a chance to take out the SG while the engineer isnt near it... Need him off his SG? get his tele, you know the tele is important to the HW's - wanna slow down the HW's? take out the tele... they have no health anyways.
----side note, dispensers (atleast when im clanning with my lil'brother) become a sort of replacement for the demoman. My brother puts a dispenser on the flag, and defends it, by detting it. Do some of you feel this is over doing it? Or too powerful? I dont know, just a question ------


Pyro.... yeah... im going to skip him...



sniper..... Every thought of a grenade that you use for yourself? What if this secondary grenade was either 1. A timed invisibility? or "Cloak" you could say, that fades out in a certain period of time? Match play, no, not that useful, but ADL? USEFULL! or 2. A sort of "crack pill" to speed up the charge shot?
or 3. What if the gun couldnt be held still... that it moved around a bit (DoD) and the second grenade could be used on yourself to give you like 20seconds of a steady arm, and your aim wouldnt move around.
---To use the second grenade, you just push your button, (or hold it? but that might be confusing...)

|2on
January 15th, 2005, 03:55 PM
please dear god dont get rid of caltrops, just make them prime-able, like u can throw them, i guess that would be ok, but i love caltrops as they are.







OH AND PLEASE FOR EVERYONES SAKE DO NOT TURN FF INTO A ut2k4/q3 TYPE OF GAME WHERE EVERY SPRITE/BULLET/ROCKET IS GIGANTIC. i may be the only one who thinks those games just feel too spammy (minus a few things like the railgun in q3) but if FF is spammy and all ut2k4-ish then no one will play it because it wont be fun. the only reason i say this is because the models you have released so far remind me of ut200x and i dont want ff to become like that :\ GREAT JOB ON THE MODELS SO FAR THOUGH, they are freakin awesome

Janus
January 15th, 2005, 05:59 PM
Coco, although I do tend to disagree with a lot of your suggestions, most of those all sound very plausable and well written as well, good job with that.

jabroni
January 15th, 2005, 08:40 PM
why do you people complain about tfc bugs for ff? they are two different games. ff will have new and different bugs than tfc. some may be similar but i highly doubt any will be the same.

Jackal_
January 16th, 2005, 12:53 AM
Im curious what you mean by a more predictable path for blue pipes. It fires where you aim it now, its just somewhat difficult to get hits every time. Not arguing with you, just wondering what you mean.

precise
January 16th, 2005, 01:49 AM
Will you guys make the rail gun and nail gun un-nerfed... it seems that Nerf guns do more damage =\ (suction cups hurt!)

Mexi
January 16th, 2005, 12:28 PM
why do you people complain about tfc bugs for ff? they are two different games. ff will have new and different bugs than tfc. some may be similar but i highly doubt any will be the same.


Is this not based on TFC? People point out things that were wrong with the first game to make sure it doesn't happen again...

Paragon
January 16th, 2005, 01:21 PM
I agree that fall damage is more annoying than anything else in TFC. Mapmakers can sometimes avoid this with random "thin" water floors, which would make attacking places like 2fort elevator more tolerable... However, fall damage can be used as a tactic sometimes, like intentionally aiming an explosive weapon above a player in midair and/or near a wall. Also, in maps like 2mesa3, simply throwing concs from beneath the flag can sorta add up when dealing ~12 damage per conc to the fatty and demoman.

[RiCE]Doc.JF
January 16th, 2005, 11:31 PM
my 3 cents

fall damage - i think fall damage should stay in place. perhaps the degree of it can vary though. i get quite annoyed with i lose health just jumping off of the 2fort balcony. but... when falling from the 2mesa3 flag, for instance, i expect to lose some health... it's a long drop.

teleporters - i don't think this caused 2fort to be 8v8. i think talent and us trying to be euro caused 2fort to be 8v8. however i hate teleporters. they're especially annoying on maps like monkey, or any big map really that gives even 1 powerful offense a HUGGEEE advantage. any time an offensive player can spawn and reach the enemy base faster than a defensive player can spawn and reach their position means there's something wrong.

single shotgun - it's weak. i think it's a nice "side arm" for heavier classes. but i would much rather see something more conventional like a pistol. how often would a real soldier carry two shotguns? :\ it just doesn't make sense. and, i've always wanted a better secondary weapon for the demo/pyro (especially demo).

nail gun - i can't see any use for this other than sg killing. i like the thought of making it more powerful and replacing with single shotgun with something else

conc effect - i simply think the effect of the conc should be unpredictable... this is what makes conc aim so easy. once you find the center and learn the pattern it's not very difficult. so, making something that isn't a pattern may prove to be more effective, as well as not having a literal "center"

*****

scout - give him something other than caltrops for the love of god. or at least have a lot more caltrops fall. it's generally pretty easy to avoid these things... it's not easy to avoid spy pills, grenades, concs, or emps (so long as they're placed semi-well). if one well placed conc can seriously effect a defender, one well placed grenade or emp can kill it, and one well placed spy pill can semi-confuse them, then one well placed caltrop should have close to an equal effect....... not 3 well placed caltrops. heck, i'd even be happier with just ONE frag grenade

sniper - less nades. less annoying automatic.

hwguy - less long distance effect. harder to conc aim.

spy - personally i always wanted spies to be able to set det packs lol.. but that's more of a wish and i have no real argument for it.

that's it

Doc

edit: i DO have an argument for it. maybe not a full blown detpack... but... when you think of spies, you quite often think of neat little gadgets that blow things up. like.. a proximity mine, or a det mine, or something. being able to plant some explosive in an enemy base is definately true our notion of a spy. definately nothing as powerful as a demoman (perhaps make the detpack more powerful? :D)... but at least something.

Thrash
January 16th, 2005, 11:40 PM
Doc.JF']how often would a real soldier carry two shotguns? :\ it just doesn't make sense.
How often would a real soldier rocket jump?

Jackal_
January 17th, 2005, 05:11 PM
I had the exact same thought thrash

bayz
January 17th, 2005, 06:05 PM
There is no weapon knockback in TFC as far as I know? The model may shoot back, but this game isn't like Counterstrike--the aim of the weapon won't bounce all over the place when you shoot. Load up TFC and shoot the shotgun while standing still, it goes to the same place every time (aside from the varying pellets, but the radius is the same--there is no "weapon knockback").

As for fall damage, what Paragon said sums it up. It can be annoying losing health when you shouldn't (jumping off a batts or something), but at the same time, it's a viable strategy to exploit.

[edit] nm, I'm guessing you mean knocking a player back, not the actual weapon aim moving. But I think it's fine for the shotgun. The AR might be a bit too high, but the sniper rifle is fun to shoot people around the map with.

bigboy1
January 17th, 2005, 06:52 PM
thats awesome trash.. lol.... rocketjump..

Anyways chrome, i belive he meant knockback as in when you get shot..

[RiCE]Doc.JF
January 17th, 2005, 07:35 PM
i'm not attempting to start an argument. what makes TFC fun is an interesting balance of realism and... well... unrealism. it's obvious that an attempt was made to fit each class with appropriate weapons. a heavy weapons guy uses an AC as opposed to a slingshot. the sniper uses a sniper rifle as opposed to an AC. so, if you're attempt to fit weapons with each class, it would make more sense to pick a sidearm weapon that's more "typical"

it's nothing more than changing a model... really... i'm not talking about altering the physics of the entire game, and turning it into another CS or DoD. but the issue was about balance. a 9mm + shotgun + rocket launcher seems more balanced than a shotgun + another shotgun + rocket launcher.

Doc

Redneck
January 17th, 2005, 08:14 PM
As far as a secondary gren for the Sniper, maybe something that slows the players down to a crawl for a few seconds (a "gummy" gren). A grenade that helps the class do what it does best.
I wouldn't mind seeing blue pipe go away totally and replaced with a grenade launcher. There was one in Unreal Fortress that would launch grens further if you held the button down longer. If you aimed high and held it for the max, you could really launch the things far (of course the maps were bigger mind you).
It actually made the demo quite able to hold his own better in a DM situation with a solly.

Ya, I would say make the blue pipe a slower rocket type projectile, one that detonates on impact with anything.

gator
January 17th, 2005, 08:19 PM
Spy: After playing ETF, this invisiblity for spy is huge. Also, I like how they implemented the ability to change weapons when disguised. ex: If I have my knife out disguised as a soldier, it shows me with my crowbar out. And the gas grenade is ownage. It actually has an effect. Screen tints green, you see people as random classes/team color. These 3 things combined will make the class "easier" to play, and more blanced imo.

Sniper: I don't like the idea of flashbang too much as it is in ETF. But I guess that opens the door for offensive capability. I like the idea of a "gummy" grenade that snares you. But that would only be useful for D as I see it, unless it also roots you.

HW: Bullets still do way to much damage, since everyone can conc aim now. I like the idea of not being able to move while shooting as they made it in ETF. Most tfcers prolly don't like it tho. But HW is overpowered as it is now. There shouldn't be a need for class restrictions in leagues.

Grenades: From what i've noticed the damage radius is alot smaller in ETF. Makes it less spammy, and grenades less overpowered.

eXCeLL
January 18th, 2005, 12:46 AM
good thread, read none of the posts under the first

[RiCE]Doc.JF
January 18th, 2005, 01:26 AM
there's something wrong with both scenarios imo. but your scenario is the same issue that's delt with in maps like op2k1, mulch_trench, etc etc... so it's nothing new

Doc

MoonGuardian
January 18th, 2005, 01:39 PM
Ya, I would say make the blue pipe a slower rocket type projectile, one that detonates on impact with anything.



no - demo doesnt need to be a soldier/demoman....


leave his pipes, blue pipe skill is a SKILL - and its learnable, people just need to take the time to do it. The idea of the demo having a straight lined projectile, is not a good idea. He is not suppose to defend himself - thats why you pair him with a soldier....

and if the demo was any stronger, you defense will be complaining about O demos ripping you apart.

nephilim
January 18th, 2005, 01:52 PM
Blue pipes are a difficult weapon to use against someone that is good at DM. Blue pipe aim is a mixture of skill, ping, and luck. If you can dodge rockets pretty good you can EASILY dodge blue pipes. Demos get pawned by a good O. Two shotty hits and a gren and you are dead. Blues are NOT a feasible weapon in an open FR. Narrow hall... yeah.

Don't even get me started about the single shotty. Could they have made a more useless weapon? I consider it humilating the enemy if I kill someone with it. If I could throw the stupid shotgun at the enemy it would probably do more damage. Either give it some balls or replace it with something with balls. Preferably a pistol with option to turn it sideways for ghetto style. :)

realy
January 25th, 2005, 04:35 AM
IMO fixing the gren radius and making hitscan weapons harder to aim (i.e. making you lead your aim) would fix almost every balance problem in the game. Those two fixes alone would tone down the three most powerful classes HW, sold, medic enough to make a big difference in class selection.

DON'T get rid of fall damage. The fact that you don't think about it as part of your strategy doen't make it pointless. All the time when I dm as soldier I shoot someone in the air and toss a nade above them so they get blasted into the ground. Also I think about how to avoid fall damage on offense like when you use air control to land on the water after leaving spawn in openfire. Its just another aspect of the game to think about and the more stuff like that the better.

Bad Luck
January 26th, 2005, 12:00 AM
How often would a real soldier rocket jump?


I can tell ya it's not more than once.

PHISH
January 26th, 2005, 01:11 AM
Jiggles: any game which takes out things i can do in real life...is sad <[TDA]RoYalAssAssin`DD-BSU> you can bhop in real life? Jiggles: sure!
i can rocket jump
but ill only show you once

collision
January 26th, 2005, 01:47 AM
I can tell ya it's not more than once.

roflz