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So I just got to the fastlane page, and I had an idea. You name all these great modifications that should be made; and state earlier you have mapping experience. I know we already have cp_prolane; but it's not enough to satisfy many of us.... What about producing a modification called cp_chrolane?  Also it's 12:24 AM and I just started and finished reading a 213 page book today; and finals are the next 3 days. LOL
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Seriously. I hardly ever see scouts get near me on my 32-slot 2Fort server. WTF is this guy talking about?
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I just finished reading the essay. It was great. I did have some problems with the formality (which I've already mentioned in the SB) and there were some grammatical errors, but overall the purpose of the essay gets across. I think the ideas are mostly sound and find myself agreeing 99% of the time (I'm never comfortable saying 100%). I'm really glad that you decided to send this to Valve, you basically did the work I was trying to do in the Collaborative Email topic. So I guess thanks even though I know it wasn't intentional. Lastly, I put a link in the Starmen.net TF2 topic, maybe they'll learn something.
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Great read, read the entire thing.
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WORTHLESS, SHITTY, LONG, AND BORING ESSAY.
Actually, its not bad. After finishing the paper, I feel that most of the ideas presented here are well-constructed. However, the article is far too long and can be condensed to be an easier read for a wider audience. The title was misleading to me on the forums(18 Page Paper on TF2 Mechanics). I thought it would be exactly that: tf2 mechanics. ie, The pyro's flamethrower damage. More segments like these providing factial knowledge was more interesting to me than broader statements without definite numbers.
Also something to consider, is that the target audience for games are usually not us (competative players). Its usually the nintendo wii-fit audience, in the sense that the targeted audience are light-gamers. To base your credibility on being a 'capable player' may hold true for more hardcore gamers (like us), but probably not Valve.
Overall the article was good in providing alternatives/solution and im amazed that you're able to compile it to such a long length.
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Good read, although I disagree on some of the points, I can see where you are coming from on all of them. Personally I think the wall is too situational and I also think that tranq should replace sapper but be a pretty poor (still better than having a weapon that DOESNT AFFECT 8 OF THE CLASSES).
I can see the engineer getting a railgun (similar to what you made, but more combat orientated) for his shotgun, a lightning gun (perfectly accurate, moderate damage falloff, gains "momentum" as it damages players, so for each tick that it deals damage it goes up by 2 damage/second, and each tick it doesnt deal damage it does down by 2 damage/second [with minimum and maximum damage values, obviously] and getting an electric whip for wrench, that can't repair or upgrade buildings, but hitting a building while it builds makes it go up twice as fast as the wrench does, and mouse 1 swings the whip, and mouse 2 cracks it back, and wherever you crack it gets shocked, dealing an aoe all around it with huge damage at the centre, OR mouse1 whips it makingn the aoe at max flamer range and mouse 2 switches between lassoo and whip form, in lassoo form mouse 1 throws the lassoo out and if it catches onto a player it restricts their movement, deals a small amount of damage and yanks them back a reasonable distance, all of this taking maybe a second.
Wow, wall of text.
Also I don't think the huntsman is as good as you make it out to be, but I still have loads of fun with it anyway.
EDIT: Oh god, the steam forums are so damn bad.
Like wtf, these people arent casual, they arent just "playing the game for fun", they are just downright fucking retarded.
"Crits do balance the game, just because there is a CHANCE you will get
them at any time, doesn't mean you WILL get them every time, the chance
goes up the better you do. ....... I don't know about you, but I'd wager that most (read >50%) people
on the steam forums have no idea what they're talking about."
"Tf2 isn't even a very competitive game (look at the graphics bro, it
was made for fun) so you can't call it dead b/c "pros" don't use it."
"All the time. The trick is to not let them get close enough to be
"overpowered". From a distance a scout isnt going to bother me much.
The best they can do is flank and get the team out of position. Then
they have a better chance."
"If scouts were so OP, they would roll 4 scouts in competitive. But they only roll 2."
"If all the Classes are OP then doesnt it make them all Balanced and scout is a little bit UP?"
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A very interesting and thought provoking read Chro.
It's just a pity I went to the steam forums thread and read the comments, lowering my IQ again.
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Great read.
Only thing I might change is the proposed alternate for the wrench. While I think it is a great idea for engys to be able to heal their sentry from a distance, I think it would be quite difficult to deathmatch at the same time. Ex. Deathmatch with shotgun, switch to rail and heal, back to shotgun, rinse/repeat.
My idea would be to deploy some sort of a healing ray, thrown like the teleporter idea. It can only heal buildings, only one can be deployed at once. The healing percentages would have to be playtested, as would the time the deployable is active. This way under fire an engineer can drop his deployable, and use the shotgun more effectively. If said weapon was underpowered, the deployable could maybe even give a buff of health to the building. This weapon would also go along with your offensive/battle engineer ideas.
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Its nice but I heavily disagree with you about the demo/solly balance. That may be because of how the game is so different in Europe/ NA. Pretty much here you keep your demo alive, and the team with best demo/ best demo protection wins.
I just cant agree that solly is balanced when enemies with 175+ health will not die to a soldier at medium range if they have a medic on them, without hitting every rocket perfectly.
Also, I wouldnt buff demo, Id nerf it...
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I particularly like the engie and soldier sections. Not so much for the specific suggestions, but they do a great job of explaining the fundamental ideas of what makes a class good, and why soldier is an A-class in competitive play while engies are pretty much sidelined. Also, the changes you suggested for engie would make for a great set of unlocks, right up there with the medic. I really hope Valve shows some love to the offensive engineers.
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