x
ETF2L is looking for new Staff to recruit! Are you interested in supporting the league? Then click here for more details on what we can offer and how to apply! 

Forum

Fixed Weaponspread [Discussion]

Created 8th January 2010 @ 17:09

Add A Reply Pages: « Previous 1 ... 8 9 10 Next »

Dekamano

scenic

oneoneoneoneone

Akasazh

THG
HL

FIXED WEAPONSPREAD [OFFICIAL RULE]

^fixed threadtitle for ya

Dr-GimpfeN

9g1c

FIXED WEAPONSPREAD [OFFICIAL RULE]

^fixed threadtitle for ya

done ;)

lassizci

on a horse

0! Enough ones already (and only 6 zeros in 9 pages), so I can disagree just for teh lulz.

AnimaL

Not having this set to “1” is like forcing crits enabled. Has that ever been considered a good idea?

No.

Less randomness = good for people who has over 10 hours game time, more randomness = awesome for a newcomer without a clue.

Hooray.

please add “scout is already op” to ur logic

gryzor

please add “scout is already op” to ur logic

So limit scouts to 1, just as medics and demos are limited to 1? Problem solved! AWESOME!

Arnold

DAKKA

Not having this set to “1” is like forcing crits enabled. Has that ever been considered a good idea?

No.

Less randomness = good for people who has over 10 hours game time, more randomness = awesome for a newcomer without a clue.

Hooray.

please add “scout is already op” to ur logic

What does the scout being overpowered have to do with the damn random spread?
Jesus christ

Fanva

CL1 fixes everything

Haunter

What does the scout being overpowered have to do with the damn random spread?
Jesus christ

He explained it wrong.

The scout is strongest class in 1v1 in the game, adding fixed spread will make the good scouts even stronger.

I agree with the fixed spread, but the damage from scatter should be decreased from 104 to like 90, or a general fix:
scatter 104 -> 85

RL 112 -> 100

tdh 140 -> 112

stickies should have an ammount bonus, for example: 1 sticky 50damage, 2 stickies 125damage (instead of 2×50=100), 3 stickies 200damage (instead of 3×50=150) etc.. that would make the stickies work more as a trap than actually spam

Medic needles: go as a linear nail gun, without spreading or falling

Dr-GimpfeN

9g1c

please add “scout is already op” to ur logic

So limit scouts to 1, just as medics and demos are limited to 1? Problem solved! AWESOME!

jeah and change gamemode to 5vs5

lork

LET´S PLAY 6 on 6 ENGINEER WITHOUT SENTRY GUN.

Old_Grandma

OGizzle

0

combo breaker i know, but i dont like scout fortress 2

go make a scout v scout tournament and use ur silly norandom dmg/spread thingies…

atreides

I agree with the fixed spread, but the damage from scatter should be decreased from 104 to like 90, or a general fix:
scatter 104 -> 85

RL 112 -> 100

tdh 140 -> 112

stickies should have an ammount bonus, for example: 1 sticky 50damage, 2 stickies 125damage (instead of 2×50=100), 3 stickies 200damage (instead of 3×50=150) etc.. that would make the stickies work more as a trap than actually spam

Good idea, I’d like to discuss a general 10% penalty (not Heavy, but Sniper bodyshots as well):

Scattergun -10% = 93 max.

Rocketlauncher-10% = 100 max.

TDH = 120 max.

Pipes = … max.

Main purpose: reducing the impact of spam.


Last edited by atreides,

jgmaster

BM

Doesn’t decreasing damage output = longer to kill someone = slower gameplay?

atreides

First equation is correct, second not necessarily: You can dare more with the overall higher survivability.

Add A Reply Pages: « Previous 1 ... 8 9 10 Next »