Forum
TFTrue 2.8
Created 30th December 2008 @ 10:15
Add A Reply Pages: « Previous 1 ... 23 24 25 ... 41 Next »
Sourcemod with all its plugins and extensions is released under GPL, so author of any plugin MUST share source code, otherwise he’s violating license
Where did I say this is a sourcemod plugin?
It may be on option to include this in season 4 if everything with it gets done properly.
But I think each team should be able to choose if they want to use it or not. It should only be used if both teams agree on it.
Don’t think I will be using it though, and tbh, i think the “randomness” makes it a better game for the spectators.
No one is spectating your f*cking div3-matches anyway ONlock, so go ahead with the plug-in ;x
I’m with arnold word by word….
Also notger I believe in math that is prolly true but in real it doesnt just like arnold said who knows which one will get the lucky grenade, in a critic situation? that’s why I say we should be able with this plugin to be a little more peaceful when it comes to discussions about luck. I’m 1shoted as scout all the time and guess what when I play demo I usually need 2+ grenades. With really alot of grenades like 1000+ we could prolly eliminate de luck factor but we dont shoot 1000 per game maybe in a season we do. That can change totally a decisive moment inmatch.
“No one is spectating your f*cking div3-matches anyway ONlock, so go ahead with the plug-in ;x”
I might spectate your f*cking div3-matches :P
A question i’ve asked a lot recently…. Why shouldn’t a demoman be able to 1 shot a scout? Valve made it so that it is possible, they also realised if a demoman can 1 shot a scout 100% of the time, this would be overpowered. That is why there is random damage. Because static values alone can cause imbalance.
If a demoman can’t 1 shot a scout, it makes it increasingly difficult for a demoman to defend himself against a scout.
If a scout always gets 1 shotted, it makes it increasingly difficult for a scout to attack a demoman.
Random damage will mean a more even fight, yes it is dependent on luck ‘per fight’ but over the course of 30 minutes, the law of averages plays a part and both the scout and the demoman get a bit more of an even battle.
You also have to remember that a demoman killing a scout with pipes is the scout’s fault. He can dodge projectile weapons. Sure, it’s inhuman to be able to dodge 100% of all pipes, but it is in his court. The demoman doesn’t have this luxury of being able to dodge the scout’s weapon because it’s hitscan, so it is all down to the scout as to if he kills the demoman before the demoman can kill him. If you think the demoman is overpowered… get better at dodging his pipes and get a better aim.
I know there are some scouts who it frequently takes me 4/5 or more pipes to hit. Other scouts i can frequently hit with 90% of my pipes for an easy take down. My aim does play a role in this, but mostly he is doing a good job of staying unpredictable, and since my weapons rely on me being able to predict his movements… that’s all him, not my class.
i cannot dodge pipes in close quarters,
i cannot kill a demoman as fast if i don’t get close
if i do get close he most likely won’t miss his pipes
I would like to be able to at least make a decent estimate of how much health he has left before i engage for the final shot.
Right now i just take random guesses sometimes i get killed sometimes i don’t.
anyway, the demoman has 8 stickies to set traps and deny the scout an escape route you can combine your pipes and stickies to kill a scout much easier. 1 sticky can kill a scout even without random damage.
So no instagibbing a scout with your pipes is not balanced.
Then you have to choose a balance between how close you get, and how much damage you want to deal. The further you are from his pipes, the more reaction time you get to dodge them. It works both ways though as he will die slower which means he has more attempts to hit you before he dies.
Incase you haven’t realised it, the demoman’s huge vunerability is when he is reloading and still in combat. If you can make him waste his stickies and pipes, he’s almost as good as dead as most demomen rely on correctional aiming to hit their pipes which they can’t do with only 1 pipe loaded.
I played scout for a long time, and i’ve played demoman for a short time. Sure it’s great when i one shot a scout with a pipe, but it was just as great to 2 shot a demoman with the scattergun. I never had a problem with fighting a demoman as a scout, excluding the top 1-3 demomen in Europe, and even then, I wasn’t a top 1-3 scout so on paper I shouldn’t be able to kill those ones anyway.
you can only 2 shot a demoman if you already are close…
and that’s taking into account you get 2 high damage shots and decent spread (and that he’s not buffed and doesn’t have a trap set for you, which is kinda what the demoman is supposed to do)
also, i know how to play scout
You can shoot his trap, you can dodge his pipes and stickies at mid range, if he’s buffed, you get buffed too and he can’t 1 shot you just as you can’t 2 shot him.
Can a good scout kill a good HW guy? If the HW guy doesn’t miss and the scout doesn’t miss. The HW guy wins. Surely that is imbalanced? Shouldn’t every class be able to kill every class?
Fact is, some classes are stronger than other classes. To kill a high skill heavy, most of the time you need 2 high skill soldiers.
Why should a demoman be nerfed because some players struggle to kill them 1 on 1? Remember that demoman limit is 1 for a start, and secondly I don’t often hear ‘focus fire demo’ being shouted across comms. If the demo is such an overpowered class, by killing their demoman, and keeping yours alive, you will have a _huge_ advantage. In reality, it’s not such a huge advantage, nothing compared to having a medic alive compared to not having a medic alive.
While I don’t like the idea of random damage, I don’t feel that static values balance the game any better than having random damage, as the static values cause an automatic imbalance while the random values are imbalanced some of the time, and balanced some of the time. As mentioned before, Always 1 shotting a scout = overpowered, always 2 shotting a scout is a huge nerf and imo, underpowers the demoman. Find a way where you can balance this out without using a random factor and you would have a very happy community.
The comms on ventrilo are a pretty poor arguement tbh.
demoman shouldn’t be able to kill a scout easily when the scout passes his traps and manages to get close. A scout is in fact the counter class for the demoman. and no i cannot shoot traps cuz i’m a retard if i would waste my time and shots doing that.
(i don’t even have a guarantee to destroy a sticky when shooting at it because i already have this random spread and smart demoman place stickies behind some obstacle)
A demoman shouldn’t 1shot a scout if he is full health.
you can debate about the damage values but i’m all for removing the randomness.
Players will adjust to whatever changes are implemented into the game. If the demoman is made underpowered (as has been suggested), teams will simply alter their strategies, just as they formulated some of their strategies around the power of the demoman. I still think the much bigger issue with this plugin is the potential alienation the 6v6 community will face, and the long term effects of it.
Add A Reply Pages: « Previous 1 ... 23 24 25 ... 41 Next »