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Forum

Damage adjustments

Created 11th January 2010 @ 11:13

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RaCio

GoT²

Main purposes:

Significantly enhancing the heavy usage
Balancing the TDH (finally)
Balancing the FaN
Slightly reducing the spam influence
Easy to implement with TFTrue as transition

Why would you want to reduce the damage of all weapons to balance the fan and tdh?
You could just adjust the falloff and ramp up of those weapons. Lowering the ramp up and falloff for tdh for example would make sense since it reduces the 1shot range and increases its potential in long-range situations by rewarding harder long range shots.

You could argue that lowering damage would make going alone less effective while improving effectiveness of groups. Thus making things more slow and spammy.

Anyway, ill give it a shot if it’s implemented in tftrue somehow.

Geten

And please make a backstab a max of 449 dmg.

Getting close, sneaking, timing and landing a backstab is the same thing as standing from a safe distanc, charge up for 3 seconds and landing a hit on the so tiny hitbox of the oh so fast heavy.


Last edited by Geten,

franco

i think fragga is actually right. demos and ubers are the only thing that cause stalemates in tf2.

cheee

fa»
[SpA]

i think fragga is actually right. demos and ubers are the only thing that cause stalemates in tf2.

are you new?
never say fragga is right, how dare you
we could solve the problem: demomanlimit 1 and sticky launcher limit 0

b2t: let valve adjust the damage, they will do it

i think fragga is actually right. demos and ubers are the only thing that cause stalemates in tf2.

are you new?
never say fragga is right, how dare you
we could solve the problem: demomanlimit 1 and sticky launcher limit 0

b2t: let valve adjust the damage, they will do it

Especially when he’s wrong, partially at least.

(see what I did there quickie?)


Last edited by Sturmis,

KOVACS

How about an end to these pointless discussions at least until someone comes along and volunteers to implement them for testing?

Most of you are now resorting to overcomplicated solutions for simple problems and “fixes” for things that until very recently people didn’t even consider to be broken. If the only change made was removing minicrits from TDH the game would return to having no major problems.

Democracy will never work for game design so there will always be more people contesting changes than those that agree with them.

minimoose

How about an end to these pointless discussions at least until someone comes along and volunteers to implement them for testing?

Most of you are now resorting to overcomplicated solutions for simple problems and “fixes” for things that until very recently people didn’t even consider to be broken. If the only change made was removing minicrits from TDH the game would return to having no major problems.

Democracy will never work for game design so there will always be more people contesting changes than those that agree with them.

Forum ban for posting common sense.

Fragga

FRAGGA`s
RIP

I know I bang on about the demoman class but you guys gotta realise the class overlaps soldier and heavy, ie,. it’s both an offensive and defensive class. Until something is done about stickies (perhaps similiar to what haunter suggested) this game will never approach a balanced point.

It’s ironic that even though we’ve limited the class to 1 per team we’re still holding choke points for a large part of every single map, due almost entirely to the demoman on either team. I don’t want to nerf demo into oblivion but stickies should not be a better form of rocket launcher, neither should nades be exempt from the fall damage of rockets and they should certainly not out damage rockets as rollers.

iQue

keso

If I could have everything the way I wanted, I would play with class limit 1 and balance all classes to be viable in comp without slowing down the game to a crawl. But I can’t have everything they way I want, and you neither, so people better be ready to compromise.

I don’t think nerfing all weapon damages would be too bad of an idea, but really, the game works fine as it is and there’s no need to tweak every weapon in the game when there’s one, tdh, that people really have a problem with.

And while fragga whines at the demo 24/7, the man has a point. The demo is limited to 1 per team and is still the powerhouse of the game, does he slow down the game too much? Or is it fine? I don’t know myself really.

GangsterAlgot

If you want to do something that makes the heavy a viable option, don’t nerf everything else, just give heavy an extra 100 hp.

KOVACS

Controlling and pushing through chokes as a team is an important part of the gameplay. Making it easy so you can just run about and DM for 30 mins isn’t TF2.

Koeitje

AUTOBOTS

Controlling and pushing through chokes as a team is an important part of the gameplay. Making it easy so you can just run about and DM for 30 mins isn’t TF2.

+1

And it ain’t that hard to try and do something against the trap even without an uber, problem is that most people are just scared shitless of traps :P. Every choke point into a new area has more than 1 entrance. Push through the one where there aren’t any stickies? Try to push your scouts through with heavy support?

Arnold

DAKKA

Fragga is right.
I brought up this issue some time ago in the beta project before being flamed by the americans that got into beta without actually understanding the game.

Scout needs a slight decrease in damage.
Demoman really needs his massive defensive and offensive powers fixed.
Medic uber should not be such a big decider.

This will not result in pure deathmatch on the contrary it will allow people to actually change classes maybe remove some limits and make the game more interesting.

I find it so funny that this game has barely changed from the start, i don’t understand why you would want to keep a class so powerful it requires a limit rather than alter the class and remove the limit.

Is the fact that the demoman has such massive defensive and offensive power and thus limiting it to 1 making this game so enjoyable?
Is the 10 second all deciding uber and every team handling a medic 24/7 really making the game much more fun than it would be if it was a viable option not to run a medic?
I also think the scout shouldn’t be able to deal this much damage although i don’t think it requires a big change.

Anyway i think fragga is right, and too bad these changes will never happen.

And a team that has no teamwork will always lose against a team that has teamwork, even if the classes are equally matched (god forbid)


Last edited by Arnold,

Mark

Phase

People should just use bonk more.

cheee

fa»
[SpA]

people should learn after 2 yr how long a uber really is

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