phpBB Forum
 
It is currently Wed Mar 25, 2020 2:37 pm




Post new topic Reply to topic  [ 26 posts ]  Go to page Previous  1, 2, 3  Next
Current state of every weapon in the server. 
Author Message
HH Donor
HH Donor

Joined: Thu Oct 09, 2014 11:31 pm
Posts: 73
STEAM_0:0:50850057
Post Re: Current state of every weapon in the server.
Im not doubting that you can make things better, dont get me wrong, and im not only looking only at you.
When you have some stuff that could help I would support the idea to use it, sadly tho im not an admin and very close to being banned, so the actual things I can do are like zero.

Maybe you wait until Frog has time again or you write him a PM with your Ideas, could help, dont know, cant guarantee^^


Sun Jul 26, 2015 9:16 pm
Profile E-mail
@H|H Reg
@H|H Reg
User avatar

Joined: Sat Feb 28, 2015 1:20 am
Posts: 22
STEAM_0:1:53259968
MCID: Hircine_Hunter98
Post Re: Current state of every weapon in the server.
Getting all the weapons in tf2 balanced into the FF2 gamemode, is easier said than done...


Sun Jul 26, 2015 11:33 pm
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Fri May 31, 2013 3:36 pm
Posts: 84
STEAM_0:0:55370713
Post Re: Current state of every weapon in the server.
PocketTeacher wrote:
Im not doubting that you can make things better, dont get me wrong, and im not only looking only at you.
When you have some stuff that could help I would support the idea to use it, sadly tho im not an admin and very close to being banned, so the actual things I can do are like zero.

Maybe you wait until Frog has time again or you write him a PM with your Ideas, could help, dont know, cant guarantee^^


Chances he'll listen to me are kinda slim. And I know he's a busy man and I appriciate most of his work he's done so far. But I highly doubt he'll do anything about the weapons due it not being really that important...

Hircine wrote:
Getting all the weapons in tf2 balanced into the FF2 gamemode, is easier said than done...


It's not impossible to say the least. And everything doesn't need to be changed in one go.

_________________
I'm just assuming things most of the time...


Mon Jul 27, 2015 12:09 am
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Sat Feb 09, 2008 9:33 pm
Posts: 10091
Location: Finland
STEAM_0:1:14985898
MCID: Agentino
Post Re: Current state of every weapon in the server.
Indeed, frog is busy with RL work for a while so I hope guys understand that it might take a while until he has time to look at all these FF2 threads. It's very nice to see discussions about possible improvements and issues for the game mode.

_________________
Spandex wrote:
If you're Japanese, you just win.



HH Cup Season 1 Champion
HH Cup Season 2 Champion
HH Cup Season 3 Loser


Mon Jul 27, 2015 12:19 am
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Fri May 31, 2013 3:36 pm
Posts: 84
STEAM_0:0:55370713
Post Re: Current state of every weapon in the server.
This might sound like a stupid question, but is it possible to pre-make certain weapon changes as in how they would appear in the FF2 code so that they only need frog's approval when he's not busy in order to be added?

I know a couple of people who are capable of creating those certain pieces of code and I'm very certain we can create a couple of balanced weapon ideas with the help of the community. Although this is just an idea and I have no idea what frog thinks about this. :?


Mon Jul 27, 2015 7:52 pm
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Fri May 31, 2013 3:36 pm
Posts: 84
STEAM_0:0:55370713
Post Re: Current state of every weapon in the server.
If nothing actually gets done...
Atleast nerf the Phlogistonator, it's downright an unfun weapon to fight against and completly OP in every way.


Mon Aug 03, 2015 11:44 pm
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Wed Apr 03, 2013 11:16 pm
Posts: 74
STEAM_0:1:27082221
Post Re: Current state of every weapon in the server.
Agree about the phlog, it needs a nerf.

_________________


Mon Aug 03, 2015 11:45 pm
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Sat Mar 16, 2013 9:25 pm
Posts: 81
Location: Hertfordshire, England
STEAM_0:1:33765246
Post Re: Current state of every weapon in the server.
This is a very good list of the things wrong/right with the state of the weapon stats for the HH server at the moment. And in my opinion the first weapon that definately needs a nerf is the Phlog. Why it gives 10% speed when it can already Mmph to save you bothers me. Its so easy to run backwards with a crit boost to get the Mmph back before a hale can reach you. Therefore making the Pyro a Scout, a Medic and of course a Pyro all in one. I support this thread but I think the Phlog is the first most crucial change required for me anyway.


Mon Aug 03, 2015 11:45 pm
Profile E-mail
User avatar

Joined: Sat Feb 14, 2015 9:10 pm
Posts: 41
STEAM_0:0:87945449
Post Re: Current state of every weapon in the server.
I have been using the Scorch Shot after the update, now it's a good weapon to use as support pyro if you use it with the Degreaser and the Powerjack. It has a perfect knockback potential so you don't always airblast and give extra rage to the hale, but you lose the ability to flare jump. Just burn the hale with the Degreaser and then switch to Scorch Shot to do a minicrit and push the hale back while you equip the Powerjack to be a jumpless scout. It can make heavy hales like Gabe or Shrek "trip" on your escape route.

As for the Phlog, I think both "no crit on taunt" (like demoman with sticky launcher) and "need more fire damage to gain Mmph" would be a nice nerf. I mean, they die in one hit from most of the non scout hales, and sometimes you don't react in time to use the taunt either. A "remove everything and give more HP" is not a good idea, as they will survive one hit and then will taunt to recover, and a "block heal while being used" will 100% make them run away after taunting, which is the thing you say it's annoying.

I will note this too about pocketing pyros over heavies: heavies suffer when hales are surrounded by demoknights and spies (or people in front of the heavy) because they block the bullets and can push away the hale while shooting, pyros don't.

I will also note one thing here, as everyone can use this "weapon": the parachute of regs. There are players that stay away of the hale on purpose just to gain crits for being last and start abusing this with a parachute friendly class (pyro and demoman most of the time, soldier not that much) to either force a stalemate or hop from medkit to medkit while doing minimal damage. This causes the hale (who has a 6 seconds of cooldown on super jumps and more than 30 seconds on teleports most of the time, when the parachute has 5 seconds to be used again) to either stand still and be voteslayed, pursue the last player with no hope on catching him or getting killed while trying.

This server has nerfed scout as last alive so much, why not the thing every class can use? You can go from one point of the map to the other with a pyro or a demoman, but as a hale you have limited space covered with the super jump. The parachute should have a longer cooldown, as long as the longest super jump cooldown on the server, which is 9-10 seconds.


Wed Aug 05, 2015 2:08 am
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Fri May 31, 2013 3:36 pm
Posts: 84
STEAM_0:0:55370713
Post Re: Current state of every weapon in the server.
TheNeUn wrote:
I have been using the Scorch Shot after the update, now it's a good weapon to use as support pyro if you use it with the Degreaser and the Powerjack. It has a perfect knockback potential so you don't always airblast and give extra rage to the hale, but you lose the ability to flare jump. Just burn the hale with the Degreaser and then switch to Scorch Shot to do a minicrit and push the hale back while you equip the Powerjack to be a jumpless scout. It can make heavy hales like Gabe or Shrek "trip" on your escape route.


I'm well aware what the Scorch Shot can accomplish in its current state. But it still is inferior to the Flare Gun/Detonator in every way. Being a support Pyro barely has its uses and is highly situational as I already stated. Maybe for übered hales, but the Scorch Shot doesn't affect them. If airblast didn't give you such a severe punishment of 8% rage, then maybe...

Anyway, Scorch Shot isn't all that great because you're doing this:
-Set hale on fire.
-Run away.
-Spam Scorch Shot for delaying hale.
-Chance of missing is real and hale can easily catch up to you.

Instead of this:
-Set hale on fire.
-(Airblast)
-Pull out Flare Gun and fly away to where the hale can't reach you anytime soon.
-Capability to goomba hale more reliable.

Quote:
As for the Phlog, I think both "no crit on taunt" (like demoman with sticky launcher) and "need more fire damage to gain Mmph" would be a nice nerf. I mean, they die in one hit from most of the non scout hales, and sometimes you don't react in time to use the taunt either. A "remove everything and give more HP" is not a good idea, as they will survive one hit and then will taunt to recover, and a "block heal while being used" will 100% make them run away after taunting, which is the thing you say it's annoying.


That still won't solve the problem of the OP Phlog Pyro-Medic combo. Now before you mock me for saying teamwork is OP. There's nothing actually skillful about this way of playing. Pyros can easily catch up with the hale due the Flare Gun and faster movement speed, which is one of the main problems with the current Phlog.

Atleast they can't do these things anymore with removing those attributes:
-Acquiring mphhh-very easily.
-Catch up with hale due faster movement speed.
-Run at a whopping 125% movement speed with the Powerjack.
-Juke as reliable anymore after taunting.

I'm all for to add 25 additional health as long as I don't have to deal with those "strategies" anymore.

If you add "blocks healing while in use" on it, then atleast Pyros have to plan their mphhhh better.

Quote:
I will note this too about pocketing pyros over heavies: heavies suffer when hales are surrounded by demoknights and spies (or people in front of the heavy) because they block the bullets and can push away the hale while shooting, pyros don't.


That is true, but I'm talking about Phlog Pyros here, not Pyro in general.


Thu Aug 06, 2015 3:17 pm
Profile E-mail
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 26 posts ]  Go to page Previous  1, 2, 3  Next


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © phpBB Group.
Designed by Vjacheslav Trushkin for Free Forum/DivisionCore.