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Experimental Hardcore Server

Created 9th August 2009 @ 14:24

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Tojacamo

In light of the action with the Team Fortress 2 Beta 2.0, we at Zerobull.net decided it would be a good idea to undergo some balancing tests of our own. For this, we have created a “hardcore” server with some mods to the gameplay and balance to try to test some things out. But as with any type of testing, its better to have more participants than less, and what better place to test out comp style tf2 than with etf2l players? Its still a work of progress and the mods as of now are listed below, while future changes will be listed here aswell as in the appropriate thread on zerobull.net.

Hardcore Server
IP: 77.92.85.178:27017
No password

Ventrillo
IP: 195.242.238.105
Port: 6389
No password
list for features of the ‘Hardcore’ server.
77.92.85.178:27017
cp_granary
cp_yukon_rc2
cp_gravelpit
cp_badlands

* All unlocks disabled apart from the Razorback, the Blutsauger, the Sandvich and the Axtinguisher
* All health packs are replaced by small healthpacks
* Health cabinets removed
* Snipers can only do damage by shooting the head, body shots do nothing
* People do not ignite instantly, Pyro’s must burn someone for an extra second before they are ignited, they will still receive normal damage.
* Stat points are doubled on this server, however – each death incurs a penalty of 2 points
* Player count based class locks, requires 14 players on the server to enable scouts, medics and engineers.
* Fall damage has been removed
* Demoman’s sticky launcher has been limited to 4 stickies per clip
* Scout’s scattergun damage has been reduced slightly (-2 per bullet, 10 bullets per shot)

Class Limits;

1 Medic
2 Scouts
2 Snipers
2 Heavies
3 Soldiers
1 Demoman
2 Spies
2 Engineers

Any suggestions to any changes to help improve balance are greatly appreciated.

Psyche

tbh, stuff like this is just not needed. What’s the point?

* All unlocks disabled apart from the Razorback, the Blutsauger, the Sandvich and the Axtinguisher
* All health packs are replaced by small healthpacks
* Health cabinets removed
* Demoman’s sticky launcher has been limited to 4 stickies per clip
* Splash radius of Demoman’s sticky bombs has been reduced slightly (132 – 100)
* Scout’s scattergun damage has been reduced slightly (6 to 4 per bullet, 10 bullets per shot)

Shyguy

Demo nerf? The fuck! ;O

troot

-9m-
DStS

sry,but i have no idea what you’re trying to do here.
I mean it’s like someone just went with a sledge hammer at a few features that slightly annoyed them in a well balanced game.
No offense but if there is tweaking to be done i trust valve more.

Puppets

scout has been slightly nerved ….. 33 percent is a bit much imo though, you will hardly be able to 2shot any other scouts, gonna have to hit almost all pelets

WalWer

* Demoman’s sticky launcher has been limited to 4 stickies per clip
* Splash radius of Demoman’s sticky bombs has been reduced slightly (132 – 100)

wat

Tojacamo

And this is the kind of feedback we asked for, keep it coming

so thus far after some playtesting for scout and demo like this we will try increase damage etc until it reaches a happy medium between impossible and super easy

the reason were changing it at all is because we want to experiment with different kinds of balance, see what happens when the demo is forced to dedicate in one direction or the other or when scouts have to play a little more reserved. Its not because we feel that the game is not balanced as is, but rather want to see how it plays if you tweak it a bit.

xzr

so this is your personal little beta program that you started cos you didn’t get on in the real thing? gg useless

Foxt

I don’t see the point of this

Jonni

[FB]

It’s funny how you link this to whats happening in the Beta program from Valve but in your changelog there is nothing that resembles the changes that were leaked from the official Beta in that steam-forum thread you mentioned.

This is more like a crazy mod than trying to balance out TF2.

Tojacamo

well why would we try to do whats already been done by valve in their testing? we simply want to try out some new and a little more out there theories of balance. We took inspiration from valve in that they are working on the game, if you want to find a simulation for the beta im afraid you will have to look elsewhere.

and please, try to keep the criticism constructive towards the project.

fJack

k^m

i like hardcore and i like tf2, this sounds like your onto a winner A++++ would rate again

n00ne

Why the nerf on demoman? He hasn’t had a single buff , EVER. Since the “grenade bowling” feature was removed from the demoman a month after tf2 was released he hasn’t had a single update , and now you nerf him some more? Why?

It’s interesting how he was never changed , but somewhere along the lines of last year he somehow became overpowered. :)))))))

And does the sniper’s “headshot only” thingy also affect his secondary weapon?

Tojacamo

Why the nerf on demoman? He hasn’t had a single buff , EVER. Since the “grenade bowling” feature was removed from the demoman a month after tf2 was released he hasn’t had a single update , and now you nerf him some more? Why?

It’s interesting how he was never changed , but somewhere along the lines of last year he somehow became overpowered. :)))))))

And does the sniper’s “headshot only” thingy also affect his secondary weapon?

again we arent trying to nerf demo perse, just alter a bit the fashion in which he is played

and no the sniper thing is for sniper rifle headshots only, smg and kukri do regular damage

Shyguy

And btw, what’s up with the pyro thingie? Have fun trying to light up a running scout ;o

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