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Fixed Weaponspread [Discussion]
Created 8th January 2010 @ 17:09
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FIXED WEAPONSPREAD [OFFICIAL RULE]
^fixed threadtitle for ya
done ;)
0! Enough ones already (and only 6 zeros in 9 pages), so I can disagree just for teh lulz.
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
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!
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
CL1 fixes everything
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
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
LET´S PLAY 6 on 6 ENGINEER WITHOUT SENTRY GUN.
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…
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 -> 85RL 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,
First equation is correct, second not necessarily: You can dare more with the overall higher survivability.
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