05-05-2008, 03:29 PM | #21 |
I am the nip to your bud.
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Given the speed of the scout, the durability of the medic and the extremely easy and not-very-skilled way people can grab flags, combined with all the other rather obvious weaknesses in defensive classes right now, a well placed mirv on the flag as the rest of the defense is reloading (soldier), doing nothing (hw) or jogging back and forth to make an impact (engi) is about the only other lifeline there is to buy the defense a decent chance to recover.
Yes, that was one sentence. Let us not overlook the ability to dance through bomblets and give credit where it's due to those that pull it off in a dm situation. Or for those that use a bomblet to their advantage and jump off of the explosion. |
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05-05-2008, 03:40 PM | #22 |
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I'm with the opposition to this thread. MIRV's add comical reliefs and joy to the game and I think they suit the demo just fine...yes sometimes they can be annoying as fuck when some idiot just spams mirvs at the flag the entire round, but honestly...blame the mapper for that.
Shadow does a great job of balancing the nades in both cong and session. IF there is too much spam going on it's b/c of a design flaw in the map where a defensive resup is far to close to a very strategic defensive position and people has easy access to nades, and / or the nade bags respawn to soon.
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05-05-2008, 03:54 PM | #23 | ||
Nade Whore
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Onto Congestus. This is a relatively fun map, but again, we are to the same predicament as before. Nades are only available for offensive classes, and those offensive classes DO NOT NEED THESE PACKS. Scouts have 3 concs, medics have 2 at least, and that is more than enough to get the flag back to your base very quickly. Once I cap the flag, there is no reason for me to go back into my respawn and grab more concs. This is a major flaw within this map. I can understand not having secondary nade respawns, especially in the lower spawn, but in the upper spawns, the packs should give at least 2 primary nades to defensive players. |
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05-05-2008, 04:04 PM | #24 |
I am the nip to your bud.
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I really like the way session looks and think it's got great potential, but yeah those things mentioned above could use some work. Additionaly, it's like a mile hike to get from the respawn to position on defense, AND you have to take fall damage coming out of the respawn??
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05-05-2008, 04:29 PM | #25 |
[AE] 0112 Ihmhi *SJB
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I wouldn't care if they are replaced so long as the replacement is still a kill on an SG if you get it within a foot or two.
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05-05-2008, 04:38 PM | #26 | |||
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EITHER - You had 1 or 2 decent O guy(s) playing and the end score was something like 20 to 1900 (maybe not that high but still). The round generally ended up being a complete shut out and in pubs usually meant the team getting owned just turtled and still failed. OR (more likely of the 2) - you got 1 or 2 idiot D guys who would run into spawn, grab bag, toss nades, run into spawn...repeat for 30 min. This made this map fucking lame everytime. And more often then not this is what you got...IF you managed to get past the 2 Sg's, fatty, and sollies in the FR and toss the flag...then you generally ended up getting stuck going lower...that meant spam, no questions about it it would be mirv on top of mirv on top of mirv or spy pills (both equally annoying in that situation). What Shadow did was remove this and quite effectively IMO. Again a small map with very short runs from resup to position...as D if you die...your in position generally before the O can even conc back (saying a lot in cong) so not having nades just means you don't get to toss one every 5 seconds UNLESS you die...and TBH cry me a river if you can't handle that. The bags / resup don't strip your nades, they just force you to use the stock amount. Personally I like that and am happy that it was done that way. I had the best time ever playing cong when we played it in UGC the other week...and I used to play cong almost daily for about a year (no shit). And WRT not needing them as O...scout yes, med bs...that map is all about concing...if you can't conc (due to either lack of skill or concs) you pretty much die...so giving the med concs was the right thing to do. Quote:
Idk about the fall damage part but I don't remember ever taking damage in the resup.
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05-05-2008, 05:10 PM | #27 |
Stuff Do-er
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It's quite obvious you opposed-to-changing-the-mirv guys haven't played with Gator very much.
Get the flag to SD2 front door against the fellas and enjoy your 10 fps. I think FF needs to warm to changing things around a bit. We've gotta start somewhere, right?
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05-05-2008, 05:13 PM | #28 |
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It's not so much that I don't agree that in the wrong hands the MIRV can and is bullshit...but I don't think that's a game play issue...I think it's a mapping issue. Regardless of what nade we give people it's going to be the same spam unless the mappers make a note to control the flow of nades to the players.
My point, I guess, is that changing the mirv won't solve the problem at hand... and I have played gator and totally agree...
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05-05-2008, 05:28 PM | #29 | |
Stuff Do-er
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So, back to the blackhole gren. It wouldn't pull teammates or yourself, and maybe it could even be primed at the same time as a frag for some black hole + frag + pipe O demo rape. Radius would be ~conc radius or maybe a bit bigger.
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05-05-2008, 05:46 PM | #30 |
Arf!
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stop toying with ideas suited for benefiting clan play.
pubs first. clanplay second. mirvs are quite enjoyable as they are tyvm. that is all. then again, guess we dont have too many pubs either. but in all seriousness, i see the motives of this discussion as the say as the stupid no O vs O crap, or otherwsie known as "don't shoot me idiot I'm going for the flag". i infected a scout last night in shutdown_2 while coming into the base and next thing I see is "you fucking idiot", like somehow i had the nerve, or the audacity to actually impede his progress, and for me to resort to such a nethandralic tactic was so beneath him. there's a constant general tone of scounts and medics, and highly skilled ones at that, who generally seek to remove all random chance of death, and they only suitable way of death for them is at the hands of someone who pulls of a skilled manuever. this line of thinking just bugs me i guess, and i'm seeing it here. spam for all its annoyances, is comical as stated but more importantly, is necessary imo as a recruitment tool for new players. it's how newbies can get frags and feel apart of things while they improve their skill. don't we already have the solution anyways? want to get fruity with all that O or No O vs O nonesense and have a "cleaner" and more skilled experience? stick to clan games, no? Last edited by puppychow; 05-05-2008 at 05:55 PM. |
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05-05-2008, 05:51 PM | #31 |
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Idk I don't think it's a matter of controlling the spam in such a way that you can or should ever eliminate it. Spam is and will always be a part of this game. It's times when tossing a mirv can and does happen often that it becomes a problem. One or two is not an issue...b/c they are a spammy weapon, they should be and that isn't bad. 7, 8, 12 etc is when it's simply ridiculous. And at that level it can be controlled by either disallowing nades (probably the worst of solutions but it is a solution) OR just extend the resup timer on the bags. If it becomes a sacrifice most times to "wait" for nades, then the D is less likely to waste their nades and more likely to use them strategically.
Monkey is an example...nades are pretty quick spawning. So you can pretty much grab the nade bag, run out, spam mirvs, run back grab bag...so on. Add a 30sec timer (or longer) to that bag and it's now more about getting to the flag and piping it then it is just grabbing the nades. Are people going to wait for them? Sure. Will their still be spam? Of course. BUT it won't be as much of a problem AND not everyone will have nades all the time. And if they do wait for them...they are going to loose the cap. Pitfall to...it's a messy map, always has been. But it's not spammy as I see spam. Some mirvs are acceptable IMO, a shit ton are not. WRT the blackhole...I like the idea, I still don't think it's the solution to this problem, but that's not to say changing shit up is a bad idea. I can see some extremely cool fucking skills built off of a weapon like that. Few things I think: 1) It should draw weapons into it. Eg: rockets, pipes, nades. I think the pull on weapons should be very slight. Meaning IF a demo caught a medic in it and a solly happened to shoot near the center…it wouldn’t necessarily pull it in, but within a certain radios it should pull that in and really fuck up said med. 2) The pull on people / players should be very slight on the outer angles…maybe enough to mess up a perfect conc, but not so much that it can’t be corrected. Then the closed you get the more it will pull and the worse off you are. AND at a certain point it should grab you. 3) Definitely should distort the area around it like a conc does, but inward and maybe get some coloring in there or just a dead black hue to it. 4) I would say it shouldn’t last longer then a nail gren for sure. 5) How many should a demo get? Too many and we’re at the same issue. 6) Should it do damage alone? I think if it’s a grenade…it should. Or maybe have it strip armor and ammo as opposed to doing damage? That would be pretty cool IMO b/c then even if you don’t kill the player with a projectile…your pipes are going to do a ton more damage. Would be really cool if it like stripped the armor / ammo and left something behind that another player could grab…just like tossing a bag, but this wouldn’t be voluntary. Helps out demo and engy b/c anyone who has played demo knows that you usually run out of ammo. I would say it shouldn’t take all of the players ammo b/c that would be overpowered, but some significant amount would be cool. 7) More I’m sure but I need to do some work today
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05-05-2008, 05:54 PM | #32 | |
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By the way, you are free to offer up suggestions as well. If you want the voice of public players heard, then speak up. Saying "this doesn't need fixing" is only alright if you can back it up with why, though.
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05-05-2008, 06:00 PM | #33 | ||||
Nade Whore
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05-05-2008, 06:02 PM | #34 | |
Arf!
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it doesn't need fixing because it's fine as it is, and a certain level of mirv spam is beneficial to the game through the comedic value and being able to take out positions entrenched by turtlers. i just don't see it as broken. this would be a radical change and theres not enough of a problem for such a step. edit - and i don't really find an issue with spawn being spammed on a pub - it's a pub. some of the best fun to be had with tfc/ff are anything goes games. but thats a polarizing opinion, i know. just such seriousness out there..... Last edited by puppychow; 05-05-2008 at 06:11 PM. |
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05-05-2008, 06:05 PM | #35 |
I am the nip to your bud.
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The black hole nade idea is interesting, I could see it being very fun. But replacing the mirv with it doesn't necessarily offer a decent alternative to the purpose in the mirv to begin with.
Tactical spam in particular is a tough topic. It's good, it's useful when used decently. It's bad when it's overly used. But what about what I listed earlier in the purpose of the mirv? That's gone completely untouched. The mirv does have a purpose and by taking it away then you've taken some advantages away from the defense and replaced it with a much less-impacting alternative option being discussed. |
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05-05-2008, 06:13 PM | #36 | |||||||
Stuff Do-er
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EDIT: I got it! It could have a huge effect on your own projectiles and have a hold time. Toss it next to an sg, throw some blues and they'll det in the center of the black hole.
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05-05-2008, 06:30 PM | #37 | ||
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I was thinking something like either disabling the Sg or drawing it's fire into the center...like a black hole would do. This way a timed run with a demo / scout / med would require some skill (as opposed to throw + mirv) but when pulled off correctly, a med / scout could get in there and grab the flag and be out b4 the nade ended. OR the demo could toss that and then run in and rape the Sg with pipes / frags.
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05-05-2008, 06:41 PM | #38 | |
Stuff Do-er
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Also, dys, the mirv does serve a purpose currently. Hopefully the skimming momentum will be reduced and we can get some new ideas, such as this one, rolling with it.
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05-05-2008, 06:50 PM | #39 |
Arf!
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re-read Dys post: he knows there is a purpose, he's saying that if you take the mirvs away, even with something in it's place, the game might be made even more O friendly than it already is.
i'm not trying to be combative but i do have strong feelings about the mirvs. i think there is some mental masturbation going on here with new ideas, and being enamoured with the possibility of something new, for something that doesn't need to be changed. make the game any more O friendly and it's offbalance. i'd suggest making these prospective changes widely known to get others comments. again, and we may disagree on this but the changes here being disucssed seem to be in the interest of clanning first, and that's unfortunate. mirvs shouldn't go anywhere. |
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05-05-2008, 06:56 PM | #40 | |
Stuff Do-er
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I think the ridiculously fast skimming momentum is make the game nearly unbalancable/unchangable, and that, once it gets fixed, other things can start to happen.
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