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Damage numbers - opinions?
Created 2nd January 2010 @ 19:12
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I haven’t seen people debating the addition of the damage numbers themselves. Do everyone think it’s an improvement to competitive TF2, or that it reduces some important aspects of the game?
Personally, I think it reduces a significant element of the game, which is estimating how good you hit. It makes it FAR easier to make 100% accurate/certain calls regardign someone’s HP and focus on that person will be greater than before if everyone knows their teammate has a confirmed 110 damage on an enemy.
Additionally I think it reduces one of the mind games of scout vs. scout, where you pretend not to be hurt and retreat, and additionally if you think a fleeing scout is low you have to estimate whether it’s worth it to chase him ’cause you MIGHT get a kill (such as chasing a scout fleeing from badlands house back to his resup). I dunno, to me it’s just an element of the game to make these judgments based on your own observations and your teammates’ observations, not something you will have an absolute understanding of.
edit: Also, I’m making this so people can share their opinions, whether it’s because of the implications on the game, or just because of it being one step closer to RPG (whether you think that’s a good or a bad thing).
Last edited by BERSERKER,
It saddens me to see how little damage the Heavy actually does even with perfect aim and tracking.
It does shift some of the strategic skills but I don’t think it makes the game less strategic. It also opens up room for for example more exact tactical decisions.
Last edited by RaCio,
Imo the damage numbers make tf2 easier. Especially for scouts like me, because as a scout u often do less damage with a shot than u might have thought.
On the other hand, it takes away something from competitve tf2 at the same time.
I wouldn’t be sad if they were to vanish again tbh, but I don’t mind them either.
I love it for the simple fact that at times you see the animations for a hit (like blood splashes) but you actually did 0 damage.
Now that I’ve played with it once I don’t want to miss it anymore.
If you could actually know how much damage you dealt without them. Usually, atleast for me, the hitreg is so bad it’s always guessing about the damage dealt.
With the random as fuck and range based damage weapons this seems like the only alternative until (if) valve fixes it because nodamagespread feels just as random as without it and the hitreg is also pretty shit sooo… yeaaah.
Last edited by mb,
it just lowers the skill ceiling again and takes tf2 another step closer to being an mmo
I would love to play without it
Force a command on the etf2l config that disables them? Idk , if that’s a possibility. Anyway , i don’t really care if there is damage numbers or not.
I’d prefer QL hitbeeps, but I guess these are close enough.
Apparently judging the damage done by the tone of the beep is too hard to learn for some americans in the beta.
I’m against em, hitbeeps could be alrite.
hitbeeps or no indicator at all
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