Recent posts by velociraptorr on Kongregate

Flag Post

Topic: Freefall Tournament / Remenbering old times... And enjoying the present :)

Originally posted by rja12:
Originally posted by speakofsilence:

Dryflyriver or whatever was the first “pro” I met in the game. First learned gunner by emulating him.

Oh yess. Dryflyriver and Mr El X were the first really good snipers on this game i learned my ways of gunner from.

Just to name recognize some players/veterans that played FFT with us but no longer are with us.
If you still play now, then i won’t mention you and sorry if the list is too long.

hawkyup
Sizrek
solarcloud7
Eternal_Wolf
modernians
pwnednoobs
syntoxicated
user10000
godoy44
Mr_El_X
albertgo
cloakerx (I took a big hit when he left, He was my buddy :p)
eternal345
Dotrawr
Walackee
KoJFFXI
Subliem
Master_Deven
BreakininMiguel
khalistani
tunachar
Kunkuro
madarin
coolguy128
Szarive
prepkunow
Ninjo222
Mochian
qwerty159753
rcs587
Divegaz
lorenzomaria
M_Sixteen
TOBY456 ( very funny rager xD)
Djinn99
basicbasic
pcchan
horsejockey
acolli
Noxzero
qweztu
Masahiro8
xxi821
DeathRaw120
JoseD24
Iceddragon888

This makes me sad :( Sizrek and PhilipOlesco were the best scouts I knew! I just signed on today and was surprised how easy the game was, even after half a year of not playing.. Has the average skill level really fallen?

 
Flag Post

Topic: Freefall Tournament / Suggestion Box

Originally posted by Sizrek:

I vote for the take away tracking idea and decrease fire rate, yet increase speed suggestion. That would require the person to aim with the RL and predict movements instead of mindless spam. Maybe? Or reduce Dmg by 99%. Either one.

We already have a weapon like this, it’s called the railgun (aka sniper rifle). I would like to once put forward the cluster rockets idea- you have to maintain target lock while doing no damage and waiting for the thing to charge (during which time the victim hears a noise, sees a targeting lazer and is free to try to kill you and/or break your lock-on), then launch a swarm of rockets.

 
Flag Post

Topic: Freefall Tournament / Tanks are OP

Originally posted by mosemizrahi:
Originally posted by velociraptorr:
Originally posted by mosemizrahi:

I think that tanks are OP. When you compare to other classes:

It has an OP Q skill which is annoying because tank uses it-dies-respawns-uses it again in capping games even if the CP is protected by 5 enemies.
It has the best defense by a long shot, also because of the NB.
No close range classes stand a chance because of the mauler,Concussion Bomb and the E skill and ridiculous defense compared to them.
Agility and speed is medium, you can move fast with the E skill + jetpack and also hammering the air combo.
HMG is mid-powered as a ranged weapon, which is okay.
Concussion Bomb is a good bomb, not OP.

As a conclusion, I think they are OP in Moon Base and Shuttle Bay, normally strong in Training Arena. Many people say No Tanks in games, because they are too strong for other classes.

I wouldn’t really say so. They’re just easier to play well than some other classes. For example, a sniper can pick off a tank extremely easily if the tank is fighting someone else, and a scout can use the smg+smoke bombs to whittle away at the tank while staying unhurt.

Of course, if you charge straight at a tank you’re going to get hammered, frozen, and knocked on your ass, because that’s what a tank does best. Don’t rush straight at them without thinking, use your brain instead.

I’m saying this as a tank user. Also, usually you don’t attack tanks. Tanks attack you.

A scout can easily escape from a tank, but can it really kill an unharmed tank?

Also, I usually use mauler shield against snipers. They helplessly shoot at me.

If you’re slower than a tank, you’re doing it wrong. The tank shouldn’t dictate the place of the battle, that’s the scout’s job.

A scout isn’t designed to kill tanks, it’s designed to make them get scared and activate their bubble, then run away so someone else can finish them off. The mauler shield makes you almost invincible, but not quite, especially if you’re fighting several people, but it is very powerful in 1v1.

Note to snipers- shoot below the knees. It works beautifully.

 
Flag Post

Topic: Freefall Tournament / Tanks are OP

Originally posted by Xy312:
Originally posted by itsinthegame:

tank is slow and heavy you should hit and run so he is forced to use shield then return and kill him and even if you dont return, unless he hides well someone should spot him and take him out

the problem is 2/3 of the game is capture. so thus u r forced to stand on the little space called CP in order to guarantee the victory. Not only tank has a bubble, it also has the shield which can extend its untouchable duration to a game breaking point. There is no hit and run, the purpose of the game is limited on the CP solely.

Back then, we had Sonic Disruptor, Flare and Shotgun which allow us the ability to stun, kb and possible kb-lock them till death. But they’re no longer available as of the new classes update.

If the other team went all tanks, and given that they know how to use it, ur team is fucked back and forth. Ofc, someone who is so smart is gonna say go play tank against them or (n-1)tanks + a tech. But why the fuck am i forced to play it to win???? And why the fuck dont we just call this game Fuckingtank Tournament..?

And, another rant to those fkin idiots that keep complaining about smoke, poison, rocket and flamethrower to FRG, the dev,yesterday. NONE of these is as game breaking than bubble. U can abuse smoke, poison, rocket and flammy however u want. Its nothing against tank’s OPness.

Well, you’re supposed to pick a class that’s suited to your enemy. That’s one of the core mechanics of the game. A good anti-tank team would have 2-4 tanks, a tech or shocker for healing and Q-tility, one assassin or scout to provide support with panic or smoke bombs, and a couple snipers or blazers that hang back and shoot the enemy tanks once their bubble have gone down. It’s a standard makeup, used in lots of class-based games (in fact, it’s the widely-accepted party formation in RPGs).

I do not want any stunning weapons in the game at all. Stunning is not fun because it doesn’t let me respond to the attacker, I’m just helpless the whole time. Take the blaster’s rockets- one lucky shot and I’m automatically dead-not fun. Sizrek wants to reduce the damage of everything to make battles longer and more tactical, and stuns just make them one-sided.

itsinthegame is right- tanks simply have a much shallower learning curve, and there’s nothing inherently wrong with that. They’re also generally predictable and easy to beat if you know how, especially if you have two people.

However, the current situation allows them to spam the bubble because the respawn timer is actually shorter than the cooldown, making bubbles more frequent than they should be. This needs to be fixed, probably by reducing both the bubble’s duration and its cooldown.

 
Flag Post

Topic: Freefall Tournament / Suggestion Box

Originally posted by Sizrek:

^ That suggestion is terrible. It falls under the category of making an OP Class even more OP. It’s like giving assassin the flare gun, or the tech the stun gun.

Basically it would make the blaster even stronger in close range, in addition to the already OP rockets. Just not the best, unless it was complemented with a large HRL nerf.

My suggestion is to make the minigun have some (or a lot of) spread when it’s not locked on, because at the moment it’s impossible to hit a scout when smoke fighting. Spread would make this much easier.

 
Flag Post

Topic: Freefall Tournament / Tanks are OP

Originally posted by Sizrek:

But I really don’t care about the tanks anymore, I’m waiting for the new classes lol.

The new update seems to concern mainly performance, not content. Also, an entire team of tanks will lose to a team of all tanks + 1 competent tech, or one competent gunner, or one competent anything really. Diversity is usually more viable than uniformity, that’s a base tenet of natural selection.

 
Flag Post

Topic: Freefall Tournament / Tanks are OP

Originally posted by mosemizrahi:

I think that tanks are OP. When you compare to other classes:

It has an OP Q skill which is annoying because tank uses it-dies-respawns-uses it again in capping games even if the CP is protected by 5 enemies.
It has the best defense by a long shot, also because of the NB.
No close range classes stand a chance because of the mauler,Concussion Bomb and the E skill and ridiculous defense compared to them.
Agility and speed is medium, you can move fast with the E skill + jetpack and also hammering the air combo.
HMG is mid-powered as a ranged weapon, which is okay.
Concussion Bomb is a good bomb, not OP.

As a conclusion, I think they are OP in Moon Base and Shuttle Bay, normally strong in Training Arena. Many people say No Tanks in games, because they are too strong for other classes.

I wouldn’t really say so. They’re just easier to play well than some other classes. For example, a sniper can pick off a tank extremely easily if the tank is fighting someone else, and a scout can use the smg+smoke bombs to whittle away at the tank while staying unhurt.

Of course, if you charge straight at a tank you’re going to get hammered, frozen, and knocked on your ass, because that’s what a tank does best. Don’t rush straight at them without thinking, use your brain instead.

 
Flag Post

Topic: Freefall Tournament / How to beat a team with too much of one class

Originally posted by Sizrek:

Lol nice 9 month old thread. But since there are new classes, might as well give an update.

Gunner team:
Counter with scouts and assassins

Blazer team:
Counter with Tanks and Gunners

Scout team:
Counter with gunners and blazers

Tank team:
No real counter because of shield. Assassin is best bet.

Blaster team:
Best countered with scouts and gunners

Assassin team:
Best countered with scouts and blazers

Tech team:
Best countered with gunners and blazers

Shocker team:
Best countered with tanks. And no, scouts won’t work because EMP mines DESTROY everything. Except noob tank shield spammers. Yeah.

Snipers are also a good counter vs tanks. Blazers (especially the bomb) are also surprisingly effective.

The general seems to be like this:
p.

  • Scout kills gunners and assassins
  • Assassin kills everyone except scout and blazer, though heavy classes are somewhat more resistant.
  • Tech and shocker are wimps, except against the blazer and assassin respectively, because the heal ray douses fire and the lightning gun removes poison. Also, you can’t get poisoned inside an aegis.
  • Gunner kills everyone except light classes at long range, but you’re screwed if someone gets close.
  • Blazer kills everyone at close range, except heavy classes and possibly snipers.
  • Tank kills everyone at close-mid range, but especially heavy and medium classes.
  • Blaster kills everyone at close-mid range, but especially light and medium classes.
 
Flag Post

Topic: Freefall Tournament / Suggestion Box

Speaking of testers, it would be really nice if we could have another server where FRG puts experimental gameplay changes and we get to post about them in the forums, like RotMG already has.

 
Flag Post

Topic: Freefall Tournament / Suggestion Box

Originally posted by Sizrek:

^ I totally agree with you Rapunzel Jose Amadeus, the rockets are what makes the blaster OP. As he said, they are practically unavoidable, cause stuns a decent amount of the time, and do a hell of a lot of damage.
Rockets in real life are fast as hell, but I’m pretty sure they don’t track like missiles. But in the FFT environment, that would be OP. I like the idea of reduced damage with range. Damage decreases by 20% every second it remains in the air.

And XY312 I believe hit the tank problem right in the core. The shields should reduce damage, not eliminate it. It’s perfect!

I would honestly prefer a tank shield to defend against 80% of damage instead of blocking it. Weapons literally don’t do crap against it to reduce it’s duration unless you have a team of 8 Blasters who all micro munitions and rocket the shield at the same time (that would be awesome to see).

TL;DR
Nerf tank shield to defend against 80% of Dmg
Make Blaster rockets lose 20% Dmg every second they are in the air.

But that’s my favorite use of the neutron shell… You wait until you are at ~20% health and your enemy is already mentally dancing his victory jig, then you pop the shell and smash him. Fun for the whole family! That won’t work anymore if the shell only reduces damage.

Also, my main criticism of the rockets is that they don’t act consistently- I haven’t been able to figure out which rockets stun and which don’t, so afaik it’s random, and I don’t like winning or losing purely based on luck.

For example, more than once I won only because I got a lucky rocket and my opponent was just standing there getting flooded with my micro munitions. However, rockets are quite easy to evade in an open space through kangaroo-hopping (don’t use the jetpack, just jump).


My suggestion is to have the rockets charge up and then release all at once (kinda like this ) – but they can only start to charge up when you’re locked on already- everyone remembers how annoying the plasma pistol was, so we don’t want to repeat that.

It would go like this- a blaster sees an enemy and starts locking on. A counter by his crosshairs starts filing up with missiles, and meanwhile the target starts to hear an annoying whine that gets steadily louder, and sees a gunner-style laser pointing from the blaster.

There are a few extra things we should work out- maybe taking health damage should interrupt the lock, maybe you shouldn’t be able to lock while in the air.

I’ll leave the numbers (time to charge, damage, number of missiles in a burst, etc.) to the testers, but I think it’s a neat idea.

 
Flag Post

Topic: Freefall Tournament / FAQ

Originally posted by freerangegames:

1. Only run this game, no other applications, processes, YouTube, etc. at the same time.
2. Don’t play on WiFi, use an ethernet cable directly instead.
3. Buy a better computer

1. My browser actually takes up a fair chunk of RAM and/or processing speed. I think we would get better performance if we got a standalone client. Maybe even a linux one, pretty please?

 
Flag Post

Topic: Freefall Tournament / PhragX's Awesome Class Guides: Striker-Chasses

Originally posted by Crestmage:
Originally posted by velociraptorr:

You can’t hurt your teammates physically however hard you try, only yourself.

Except with those rabid ‘F-bombs’.

Not even with the F-bombs. Try it sometime.

 
Flag Post

Topic: Freefall Tournament / Suggestion Box

Originally posted by Trogdorfanatic:

Im not at all talking about player skill. Im saying that if both teams only have access to the same 4 classes then it feels like half a game. when your team has the shocker but no one has access to tech then the aegis can never be healed. each class in the same set completes the other. everyone will still be restricted in classes but all classes should be represented instead of the same 4 for all players for an entire day..

So what do you propose? If we make class rotation different for all accounts people will simply make alt accounts and play all the classes for free, and the devs will go broke. I don’t want that to happen.

 
Flag Post

Topic: Freefall Tournament / Top 3 Favorite Classes (So Far)

Originally posted by Sizrek:

^ True that RJA.

Scout, Gunner, Blazer.

Scout I like playing when I want to relax. Little effort, just flying around killing people, enjoying the view.

Gunner I like to practice sniping with cause I suck at it, and it’s fun to have sniper battles, which usually end up in a tie unless pardons or qwerty63772892&464738 are playing. Damn pros…

And Blazer is just plain fun to do suicide runs with. If two blazers see each other, they both will die 90% of the time. Love the bomb too.

Sniping can be hilarious when everyone decides that they want to snipe you in return- it becomes practically a game of whack-a-mole. I got 7 kills on snipers (as a sniper) before some scout broke the streak once :D

 
Flag Post

Topic: Freefall Tournament / Suggestion Box

Originally posted by Sizrek:

I recommend a new team balancing system, where each team deviates by a maximum of only 1 player, no more. I played a game, with about 6 people one time. At the end of the match, it was 1 poor Sgt. Against 4 relatively good players. A few other matches ended with one person on a team. I don’t like winning unfairly, even though it might not seem so.

Suggestion:
Make anyone who joins only deviate the player count per team by 1 max. This would make every game start evenly, which is how I believe it does.
During the game:
If 2 or more people leave the game, the game randomly selects someone from the other team to join them only if they are losing. If the winning team loses people, then every 2 people that leave the game should transfer one random person from the losing team to the winning team.

Example:
Team 1 Team 2
A G
B H
C I
D J
E K
F L

Scenario 1
Team one is winning 420-69. Player L leaves, Nothing happens. Then, player leaves. As soon as player K leaves, a random member from team 1 (C for example) gets switched to the losing team. With this system, The winning team and the losing team remain balanced, and the losing team would eventually have 1 more player, which is fair.

Scenario 2
Team 1 is winning 999-1. Then, Player D and E quit to fight a tank duel of epic proportions in training. Team 1 is down 2 players. The system randomly chooses a team 2 player (lets say H) and they go to the winning team. Losing team keeps their 1 surplus of players, while the game does not get completely turned around by lack of ayers on the winning team vs a hoard of losing team new joiners.

I didn’t mention rank or anything due to the existence of many Alts, and that rank and skill level have very high variability.

Also, a mute function would be VERY welcome. To mute douchebag players who annoy the hell out of ya. Thanks for taking the time to read this.

I dunno, your seems complicated and kind of intrusive (I don’t want to get switched against my will. My suggestion is much simpler- cash rewards for switching teams, but you can only switch once a match to prevent exploits (we all remember the cp-cashflowing days, we don’t want another age of switchflowing). That way, players will actively work to keep teams even.

 
Flag Post

Topic: Freefall Tournament / PhragX's Awesome Class Guides: Utility-Chasses

Originally posted by erwantamine:

beeep beeep beeep.
i propose a new tactic for tech:
you put your tower on the roof, but not the roof outside, but inside.

That’s called the ceiling :)

 
Flag Post

Topic: Freefall Tournament / PhragX's Awesome Class Guides: Striker-Chasses

You can’t hurt your teammates physically however hard you try, only yourself.

 
Flag Post

Topic: Freefall Tournament / Classes Guide (Update 15)

Originally posted by PhragX:
Originally posted by velociraptorr:

Sizrek, you forgot to include blasters in your big guide.

Not true. He has two “Blazers.” You have to guess which one is the Blaster ;)

What’s weird is that he typed it wrong twice. And he didn’t say how blasters do against blazer (pretty well actually, as long as you stay out of flamer range. If the blazer gets too close, punch them, they’ll go flying, leaving you free to kill them with rockets)

 
Flag Post

Topic: Freefall Tournament / Free Range Development Philosophy

Originally posted by freerangegames:

You bring up a different issue.

Sorry, what I originally meant to post was “Conflicts should generally be won by the team that brings more troops to bear at the locus of contention. However, very skilled/lucky/tactical players should also have opportunities for ‘heroic actions’ that turn the tide”. Edited my original post.

 
Flag Post

Topic: Freefall Tournament / Free Range Development Philosophy

Originally posted by freerangegames:

Free Range Development Philosophy

Conflicts should generally be won by the team that brings more troops to bear at the locus of contention. However, very skilled/lucky/tactical players should also have opportunities for ‘heroic actions’ that turn the tide


Hopefully these help you understand some of the choices we make. Feel free leave your comments and questions below.

Are you going to focus this game mostly on teamwork or mostly on individual skill and glory? As of now, the focus and fun (for me at least) is fighting people of similar-or-better skill one-on-one. There’s also vanity in grinding for xp to get a shiny rank. Captain velociraptorr has a much better ring to it than lieutenant velociraptorr, for instance.

Killing a higher-ranked player in a duel is rewarding and brings a sense of accomplishment. Working together as a team to do the same thing is not nearly as rewarding (I get zero reward for helping bring down an enemy champion) and doesn’t feel as if the game is made for it. I have some suggestions in that regard, but I’m not sure if the you even want to take the game in that direction.

 
Flag Post

Topic: Freefall Tournament / Classes Guide (Update 15)

Sizrek, you forgot to include blasters in your big guide.

 
Flag Post

Topic: Freefall Tournament / Suggestion Box

Originally posted by SupersSonics:

wow that month without play will make me pay with insta kills and pro snipers shooting my face… what a fantastic welcome…

It’s certainly better than before update 14.

 
Flag Post

Topic: Freefall Tournament / Suggestion Box

Originally posted by Sizrek:

All is true, except the victory combo does kill almost anything within 2 seconds.Gunners have no time to react, same with blazers, stationary scouts, techs (healing does not protect well against it with confusion), and shockers.The only classes that stand a chance against the combo are tank (shield) and blaster (repulsion).
And the combo we are talking about is the Blade special- “melee.” THAT combo is the unstoppable one.

BTW, I’ve killed pro tanks with the combo (Mochain in particular), because of how the Melee and blades work together. I won’t go in detail to keep noobs from spamming the combo, but it is pretty damn good. Still fair though, since assassins suck in the air.

Stationary scout is an oxymoron. Blazers have plenty of time to react, they have spectral optics which is spammed on cooldown, preventing anyone from sneaking up on them, ever. Snipers and techs don’t have any time to react, true, but the assasin is their natural predator. No surprises there.

The whole “keep combos secret to make life hard for noobs” is really annoying and I wish it would stop. By melee, do you mean blades-strike+twirl+detonate (the E key attack)? That does a lot of damage but leaves you quite vulnerable, fulfilling the assasin’s intended role.

As for assasins fighting in the air, they’re actually quite good at it. You bring someone’s shield down with the needlers (pumping them full of stacked poison), then run away and wait for the DoT. Then just as the poison is about to wear off you hit detonate (E) and kill them. I’ve only seen szavriel use this tactic, but I’ve died as a tank to it.

 
Flag Post

Topic: Freefall Tournament / Suggestion Box

Originally posted by Sizrek:

Now, for my suggestion, since I can’t edit effectively on this slow phone:

SCOUT SWORD DO SHOULD FOUR TIMES DAMAGE BECAUSE UNDERPOWERED AND IT SHOULD POISON AND STUN AND BURN I mean, I think the tank shield COULD have burn and poison effects affect it even if they deploy their shield (not sure on this one, but people always complain about the tank shields when it’s open. Jet trying to throw out ideas for this one.)

Blazer should have slightly more thrust…? Maybe
Tech kick should combine with the area heal, so the tech could kick and heal at same time, and so people can make fun of anyone who dies to the kick.

All of the other class’s seem very well balanced…only other complaints are the Blasters unstoppable heat seeking missiles of ultimate destruction, tank shield, flamethrower, assassin Victory Combo, and scout sword. I feel that everything but the tank shield is fair to everyone, so yeah.

The blazer’s only weakness is that it is slow and helpless against snipers, so we should keep it that way.

Tech’s aoe should just stun all enemies within range for 0.5 secs, while the shocker’s should knock them back.

The assasin’s victory combo only insta-kills light chassis classes, everyone else should just be grievously wounded.

I’ve had my missiles consistently dodged when playing as blaster. The trick seems to be to drop immediately (shift), then bunny-hop without using your jetpack. This confuses the missiles, which try to anticipate your movement (landing from a jump) and dive into the ground themselves. At that point it’s easier to just fire without locking on or switch to the minigun.

 
Flag Post

Topic: Freefall Tournament / Suggestion Box

Originally posted by Sizrek:

^ Best fix for the scout bomb is reduce duration of the mist to 4 seconds or so (12 is ridiculous now tha I know how gameplay is with it). And yeah, of the scout is in the mist, he loses targeting as well.

Examples:
Scout is about to sword up a gunner: Throws bomb at gunner and rushes in like most idiot scouts do. Scout loss targeting once it hits the mist as well as the gunner. Smoke for 4 seconds. * Both enemies and the bomb thrower lose targeting if they hit the mist*

Example:
Scout decides to troll and bombs shuttle CP from above hole. Scout does not hit mist.
Scout retains ability to target, every enemy in shuttle loses ability to target.

Basically, the ONLY changes are:
Bomb duration reduction to 4 seconds
Bomb ability disabling affects the thrower as well

Or
Brig back Valtech as a purchasable bomb.

I agree that the smoke lasts too long right now.

However, smoke bomb + sword chop + smg sounds like a valid combo, it’s gotten me plenty of kills. What faults do you find with it?