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Created 11th January 2010 @ 14:41
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TDH
-mini crits
or
TDH
-mini crits
-one hit kills
+splash radius
or
TDH
-mini crits
-one hit kills
+less falloff
or
TDH
-mini crits
-one hit kills
+zero falloff
Whatever is balanced.
Higher divisions have more credibility in their arguments, but that doesn’t mean you completely discount others.
Yes, it does mean that.
With love, Jh.
Then why is sandman allowed in s7 wtf?
TDH
-mini critsor
TDH
-mini crits
-one hit kills
+splash radiusor
TDH
-mini crits
-one hit kills
+less falloffor
TDH
-mini crits
-one hit kills
+zero falloffWhatever is balanced.
Better fix the DH so that it only crits on real airshots (shots which aren’t 2cm off the ground), for example: 1 meter or more distance from ground = mini crit
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.
Well is a good map :X
Not related to the War Update, but I’d really like the equip command back please :(
wasn’t there some quick-equip menu thing that replaced it
Not related to the War Update, but I’d really like the equip command back please :(
that were very good (old) times
I support this
the new quick-equip isnt half as good
Whatever Valve decide to do I would hope they don’t change the speed and splash much, as they are currently what makes it different from the RL.
For starters I’d try removing mini-crits.
Even without the buggy airshot recognition it seems like overkill as the weapon already does more damage and requires less prediciton than the RL.
Also I imagine there is a fair amount of complexity involved in making “acceptable” conditions for what is recognised as an airshot, so it might just be best to cut your loses there.Max damage should be lowered to ~124, mainly because 1 hit kills shouldn’t be available to classes with the versatility of soldier/scout/demo.
For me that is the realm of snipers and spies who are particularly weak in certain situations as a counterpoint to their 1 hit abilities.
We should not forget the outcry from the brief period when demo nades were instagibbing scouts.
By the same argument I would also propose a damage cap on the Equalizer.So what is the point of the TDH if you remove the instagib damage and mini-crits? You can’t damage groups of enemies effectively! You will have a tough time against (buffed) scouts!
So how can we remove the “annoying” elements from the TDH whilst still giving it some purpose?
Tough question to be honest…I would try decreasing the damage falloff range, perhaps something like 124 maximum to 75 minimum for direct hits.
The TDH would still have a buff over the RL by dealing more targeted damage at every range giving it an edge in 1v1 versus heavy classes, whilst being less effective at crowd control and dealing with (good) scouts.Admirable is correct.
However, I would like to add a possible tweak to the minicrit for a clearer definition of what an airshot is. This definition will contain 2 conditions, where either condition can be met for it to be recognized as an airshot.
Condition 1. A player who is airborne due to any form of enemy or friendly damage (stickies, scattergun, rockets, etc.).
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.
completely agree
2 shots on scout with The Dirrect Hit is rather hard. Dirrect hit with close ranged one shots makes it what it is.
-Remove minicrits
-Decrease Equalizers maximum damage, to that doesn’t kill medic with a single shot ( there shouldn’t be a melee, that does that at all without kritz at least)
-Decrease the Buff Banner durability ( Buff banner shouldn’t last longer than any of medic’s ubers )
There are still some posibilities, that even with The Gunboats you get the regular damage ( like freeze time rocketjump, some walljumps etc ) and afaik it was said that The Gunbaots decrease -75% from any self inflicted rocket jump.
I don’t see a problem where a close right direct hit on a scout leaves him limping away with a few HP, the slightest whiff of a shotgun will finish him off anyway.
my suggestions: (TDH)
either totally remove the mini crits or the following:
the definition for airshot: “airborne” is based on the duration that a player has spent mid air.
atm its like: airborne = the players loses the contact with the world geometry or prop.
this would prevent: (MC = mini crit)
1) MC on jumping
2) MC while walking downstairs or upstairs
3) MC on targets that got juggled by rockets.
at point 3: imo a target that got juggled 3 metres into the air after a rocket and is more or less helpless against a high velocity projectile doesnt deserve a MC.
my suggestion: a timer starts ticking as soon as the player loses contact with the world geometry. as soon as there was no contact for the last 0.x oder x seconds, the target gets flagged as “airborne”. additionally you need at least a height difference of a player model between the target player and the ground to prevent the “stairs MC”.
EDIT: btw, i didnt really read the posts before mine. so plz dont mind if i suggested anything that was mentioned before. sry, if that is the case
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