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To Valve...
Created 11th January 2010 @ 14:41
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The Direct Hit is pretty much too strong. As a soldier, I agree. It can take out a team at times way to easily, and just randomly kill medics across the battlefield.
First of all: No Mini Crits. This solves people getting took out from a mile away.
And the damage should be capped at the same damage as the normal Rocketlauncher, however, without any falloff damage. I think this would probably balance the weapon, and do about 90 damage per shot. And we all remember it’s pretty hard to hit scouts with the direct hit, so yeah, I think this is a fair trade.
Condition 2. If a player loses contact with the ground, the player has to go higher or lower than one height of a hitbox from his last point of contact with the ground. This means a players falling briefly from an edge, jumping, dropping from train to ground on badlands mid, etc. will not count as an airshot. However, players falling from, for example, spire will count as an airshot half-way down.
Or how about if they are at a velocity that will cause fall damage?
Condition 1. A player who is airborne due to any form of enemy or friendly damage (stickies, scattergun, rockets, etc.).
I think there needs to be a minimum height here too because you can often be juggled by a tiny amount (even less than the height of a jump).
Condition 2. If a player loses contact with the ground, the player has to go higher or lower than one height of a hitbox from his last point of contact with the ground. This means a players falling briefly from an edge, jumping, dropping from train to ground on badlands mid, etc. will not count as an airshot. However, players falling from, for example, spire will count as an airshot half-way down.
What about a scout double jumping? He is jumping for the purpose of reducing or avoiding splash; does he not deserve to be treated the same as a rocket jumping soldier?
Or a scout who double jumps a large horizontal distance (eg. cliff to spire) but does not meet the vertical criteria; is that not an airshot?
There are a variety of circumstances where someone will not take fall damage but have ehqually high velocity (but not enough downards to take fall-damage) to other players taking fall damage, so I don’t think it’d be a complete definition.
And additionally, say if you were on badlands spire and were gonna drop for health, you’d immediately be at the height of taking fall-damage, and as such if a rocket hit you the instant after you left the platform, you’d be instagibbed. Therefore the problems with dropping off edges would be re-introduced but under more specific circumstances.
Condition 1. A player who is airborne due to any form of enemy or friendly damage (stickies, scattergun, rockets, etc.).
I think there needs to be a minimum height here too because you can often be juggled by a tiny amount (even less than the height of a jump).
Condition 2. If a player loses contact with the ground, the player has to go higher or lower than one height of a hitbox from his last point of contact with the ground. This means a players falling briefly from an edge, jumping, dropping from train to ground on badlands mid, etc. will not count as an airshot. However, players falling from, for example, spire will count as an airshot half-way down.
What about a scout double jumping? He is jumping for the purpose of reducing or avoiding splash; does he not deserve to be treated the same as a rocket jumping soldier?
Or a scout who double jumps a large horizontal distance (eg. cliff to spire) but does not meet the vertical criteria; is that not an airshot?
A scout doublejumping should not necessarily be counted as an airshot. A mere doublejumping scout is generally put in a fairly predictable arc.
However the latter example I do agree with, but it’s a delicate situation to balance it in if you are to not let every double-jump count as an airshot.
klu, even if valve releases the gloves he will get eaten up by direct hits, headshots and win bombs, (insert every possible weapon)… he needs a way faster spin down to escape.
Condition 1. A player who is airborne due to any form of enemy or friendly damage (stickies, scattergun, rockets, etc.).
I think there needs to be a minimum height here too because you can often be juggled by a tiny amount (even less than the height of a jump).
Condition 2. If a player loses contact with the ground, the player has to go higher or lower than one height of a hitbox from his last point of contact with the ground. This means a players falling briefly from an edge, jumping, dropping from train to ground on badlands mid, etc. will not count as an airshot. However, players falling from, for example, spire will count as an airshot half-way down.
What about a scout double jumping? He is jumping for the purpose of reducing or avoiding splash; does he not deserve to be treated the same as a rocket jumping soldier?
Or a scout who double jumps a large horizontal distance (eg. cliff to spire) but does not meet the vertical criteria; is that not an airshot?
I think Bers. meant that both conditions should be met before being granted a mini-crit, therefore a double jumping scout wouldn’t get critted as he didn’t get bounced.
Hey Valve, I’d like for one day a thread to be created on ETF2L which is genuinely made to help the community and for it not to turn into a two-sided argument about the Direct Hit or FaN, where the only arguments are “l2p” and “l2adapt”
Much love Shintaz xxxxxx
klu, even if valve releases the gloves he will get eaten up by direct hits, headshots and win bombs, (insert every possible weapon)… he needs a way faster spin down to escape.
That’s part of his appeal though, he’s a tank. While the enemy team focuses your heavy the rest of your team should find it easier to fight.
Change back viewmodel…please…I need my 110:P
I would like to ask Valve to only pay attention to the suggestions from div1/2 players, since they usually have a better understanding of the game mechanics.
(you can flame away now)
I would like to ask Valve to only pay attention to the suggestions from div1/2 players, since they usually have a better understanding of the game mechanics.
(you can flame away now)
What was that statistic about 67% of div1 players liking well?
WELL :D
And usually the players at the very top of a scene are the most resistant to change, hopefully that won’t be the case here.
l2p
well is da man
Gimme back my viewmodel 90 for demo
(you can flame away now)
div 1/2 players obviously have more experience. But disregarding altogether the majority of the league would be unwise. Higher divisions have more credibility in their arguments, but that doesn’t mean you completely discount others. At least consider lower divisions’ suggestions while prioritising higher divisions
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