Recent posts by Dual_Smoke on Kongregate

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Topic: Freefall Tournament / Ranked/Competitive play

Originally posted by BrainsOptional:
Originally posted by Dual_Smoke:
Originally posted by BrainsOptional:

The load time would significantly increase i feel if this was to be implemented and may dissuade some people from coming to play this game. Also there is the amount of rooms there would have to be keeping up with the amount of teams formed, which would put strain on the servers causing lag to happen more often. It’s a nice idea though =)

I feel like you’re arguing for the continuation of a hunter/gatherer society because building cities is hard.
Or for closing down the patent office in the 1890’s because you thought all good inventions had already been made.

It’s worked for dozens of other games that have an excellent idea and wanted to turn it into something more.
Excellent ideas are a dime a dozen; In fact, excellent ideas with decent execution are a dime a dozen. This game has excellent execution and is superb and has been for quite a while.

But I’m worried that the playerbase isn’t large enough to support a free (with pay aesthetic/permanence) game.

Just because something is difficult, or would take an initial investment isn’t a good reason to avoid doing so.

And sorry for bumping, I didn’t realize FRG would already have read it.

Edit: Obviously my points are over-estimations of a video game online. However, the reasoning is still very much the same.
Also, if there just isn’t a will to move forward in that direction I understand. I just mention this after having made the observation that successful games only tend to become successful after implementing something such as this.

I didn’t intend for it to seem like i wanted it to stay as it is, i was only saying some points that could be a problem with this and your reasoning is very good.
I should think next time before i post and i would like for it to become what you said in your first post, it was meant to be food for thought not me disregarding the idea altogether, i like the idea a lot and hope it happens one day preferably sooner than later.

Oh I see – well I know there are plenty of things that would have to be ironed out for it to work; not only issues with needing more server room / space, but also just building the UI. In regards to the load time, you could always split off the ranked play as a separate download altogether.

And another thing is that once things become ranked, all of a sudden people who used to be calm and reserved will become astonishingly angry over the smallest of bugs / gameplay errors.

There are of course issues, but oh my god the potential in this game for ranked play X.X

 
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Topic: Freefall Tournament / Ranked/Competitive play

Originally posted by BrainsOptional:

The load time would significantly increase i feel if this was to be implemented and may dissuade some people from coming to play this game. Also there is the amount of rooms there would have to be keeping up with the amount of teams formed, which would put strain on the servers causing lag to happen more often. It’s a nice idea though =)

I feel like you’re arguing for the continuation of a hunter/gatherer society because building cities is hard.
Or for closing down the patent office in the 1890’s because you thought all good inventions had already been made.

It’s worked for dozens of other games that have an excellent idea and wanted to turn it into something more.
Excellent ideas are a dime a dozen; In fact, excellent ideas with decent execution are a dime a dozen. This game has excellent execution and is superb and has been for quite a while.

But I’m worried that the playerbase isn’t large enough to support a free (with pay aesthetic/permanence) game.

Just because something is difficult, or would take an initial investment isn’t a good reason to avoid doing so.

And sorry for bumping, I didn’t realize FRG would already have read it.

Edit: Obviously my points are over-estimations of a video game online. However, the reasoning is still very much the same.
Also, if there just isn’t a will to move forward in that direction I understand. I just mention this after having made the observation that successful games only tend to become successful after implementing something such as this.

 
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Topic: Freefall Tournament / Ranked/Competitive play

Bump. Would like this to get noticed by Freerangegames :)

 
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Topic: Freefall Tournament / Ranked/Competitive play

I haven’t played recently enough to see any buffs/nerfs to classes. So if shocker is OP, then I guess that should be balanced first.

I don’t see Shockers having enough anti-gunner potential to be strong at either node games or TDM.

 
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Topic: Freefall Tournament / Ranked/Competitive play

I personally am curious to see what the “meta game” would be. Assuming 3v3 games.

Tank/DPS/Support would be a solid option, because you have kill potential but also defensives to make it harder to get killed.

Of course there would be teams like scout/scout/scout, etc. But I’m fairly confident they would lose to a strong coordinated team such as Blaster/Gunner/Tech.

Just interesting to think about.

 
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Topic: Freefall Tournament / Ranked/Competitive play

So many nice responses! Ok, so let me do my best to answer them all:

A dumbed down version of this for noobs and newbies.

1. A party system so that friends can fight together with ease.

2. These parties that players make up can be customized to have names, also make a system where other parties can fight each other. (also make the game modes random so that parties can’t fight the same gamemode over and over again)

3. Make a rating system so that noob parties can’t fight pro parties.

4. This system would make the game have more of a strategical environment making the players be more strategic in order to win. (AKA make the game harder)

5. Give rewards to the highest ranked Parties, so that pros will keep playing and coming back so they will stay in top.

Hope this is ok. :P

Looks good to me :) Clarifies it all pretty well, thanks!

Decent idea but the amount of time it would take for them to create this would take over 100 years + another 100 years to actually publishing it, and then there would be to high amount of flaws in it so they would have to take it down :p

Also Frg is very noob friendly guy. So they would have to come up with a system that every single one got a decent chance of receiving the reward and not that only the top players, a lot of people don’t have any friends so they wouldn’t be able to form any teams either.

I don’t see any of this as a reason NOT to implement the idea, with exception to the time it takes to code. However I would argue that the environment created via this implementation would be the most efficient use of the programmer’s time. It is an absolute necessity to games that want to go big!

Also, if you don’t have any people to group up with, just play regular games O.O

1. Make it a monthly reward.
2. Whenever possible try to match with a team with close elos.
3. Have 3-4 placement games which determines your elo to begin with.
4. Let players that aren’t a full team join other players.
5. How will the matchmaking work? Would it only search for players in a specific server, or across all servers? Would there be a specific ranked server?
6. How will teams meet up before going to search for a match?
7. How many teams will a single player be able to be part of?
8. As it’s reduced teams will the match time and score needed to win be reduced?
9. Would there be a fixed respawn time of, say, 10seconds, but a suicide penalty of another 10s (In professional play you shouldn’t be suiciding)

1. Monthly sounds good to me, makes more sense now that I think about it.

2. Yeah, the purpose of elos is to try to match teams with similar elos. It makes it easier to “rank” up, etc.

3. I didn’t want to go TOO in depth with the post, but yes certainly. Elo always has placement games at the start, with a different equation for calculation changes in rating for the first 10 or so games (I think the default is k=50; where k is games, but that can be changed).

4. Err, this wouldn’t make sense if teams were going to do high elo competitive play. You wouldn’t want a random person not in your skype conversation being added to the group. I think that the game environment already in place is suitable for people who want to compete by themselves.

5. Matchmaking would only be to teams in your server, as having teams face each other with large discrepancies in ping wouldn’t promote a competitive environment. This may make queue times a very long time, but worth it to have longer queue times than to have laggy games.

6. Good question, and this depends on what the programmer is willing to put into it. Personally I would say you have a button saying “Queue for Ranked Games.” Clicking it takes you to a screen where you can invite friends off of your kongregate friend’s list (easiest to use UI already available) to games.

7. Another great question. My favorite is having everyone have a “personal” elo, which is kept track of separate from the team. The team’s elo is then the average of all player’s elo. If you have a player who is still in matchmaking, than his rating does not count towards his team’s average. IF the entire team is matchmaking, than they will face off against anyone irregardless of rating until at least one player on the team receives a rating.

8. I would say the score / time could be changed. But currently I think the defaults are fine, since competitive games shouldn’t be super quick. I would say an average of 15-20 minutes per 3v3 would be adequate. There should be potential for faster or much slower games, however. Such is the nature of competition.

9. Hmm, I think the respawn timer should start off being small. I.E., 10 seconds. But as the game progresses the timer becomes longer. This is to help expediate games that are going on for too long (being 1 man down for 10 seconds is a small thing, but for 45 seconds it’s a big deal, obviously). And as for suicide, I think it should just activate the death timer. If you suicide in TDM, however, it should count towards the other team’s kills.

 
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Topic: Freefall Tournament / Ranked/Competitive play

I’ve been saying this about FFT for a little over a year now.

For this game to jump up to the next level of play, it needs some sort of ranked competitive environment.

Currently, the only real test of skill at the top level of play is what military rank you have achieved, and your high score.

My suggestion is based off of many games who have gone down this path before. Two examples are LoL and WoW.

1. You allow players to form teams (the team size is dependent on what would be the perfectly balanced amount of players AND the current game population). I would say 3v3 would be the most applicable at the moment.

2. These teams (which have names, maybe customizable icons, etc) can then queue up against other teams. Maybe make the map completely random to add to the skill (I.E., a team can’t just continually do TDM, they have to be able to do more than just that).

3. Give teams ratings using an “Elo” rating system (which is currently in effect already, albeit in the background). That way they can place themselves versus other teams of the same rating.

4. This system promotes a “meta-game” environment. For example, say that in the 3v3 environment it is found that the best team set up is 1 tank, 1 high DPS class, and 1 support. This system tends to be reflected into non-ranked gameplay. It promotes a healthier gameplay community.

5. Give rewards to teams with the highest elo (or highest percentage of the elo) at the end of each week, and make it so they have to earn these rewards each week. THIS is crucial, as it promotes the top level players to continue to play to fight for these leads.

This is immensely challenging to program, but most of the important parts are already there. I think the most difficult parts are the “group up” to “queue” aspects.

Please consider implementing this system, this game is absolutely phenomenal, but it needs something to work as a pick-me-up.

Dual_Smoke

 
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Topic: Freefall Tournament / Tanks are OP

This is silly. The tank has been accused of being overpowered since Day 1.

- The shield duration has been reduced.

- The cooldown on Comet Rush has been reduced.

- The Neutron Buckler has had both duration and lock on angle reduced.

- Removal of Flamethrower/Minigun/Heavy Shotgun (Classes 2.0 patch)

Compared to only a small list of counter-balancing rebuffs

+ The Heavy Machine Gun’s missile speed has been increased.

+ Comet Rush now afflicts the target with Shatter (Increased chance to crit).

 
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Topic: Freefall Tournament / January 3, 2013 Update Build Notes

I still would like to see ranked 2v2 or 3v3 matches with elo ratings, and aethestic rewards for having achieved a certain % overall, or a certain elo.

 
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Topic: Freefall Tournament / Classes Guide (Update 15)

Originally posted by basicbasic:

I dislike these, mainly because your telling us what to do in not so much detail. While you are mostly right, everyone has their own play style. I was thinking it would be more like The gunner has an excellent long range attack, this is particularly useful on large maps such as TF and MB

Maybe its just me though.

Eh, I think there is an optimum role for each class. The meta game in LoL, WoW, or any other competitive game like that will back me up. There are always deviations, but I am assuming that your opponents will be performing their duties to the maximum.

Originally posted by klackerer:

Assassin can’t capture a CP when cloaked, I have tried it shows the bar but it doesn’t change. While it might be a bug, right now you still can’t.

I’ve done it before…as recently as an hour ago. On Shuttle, an Assassin can take the bar from 50% to 100% during a cloak.

Originally posted by PhragX:

Friendly critique for Dual_Smoke… It’s not necessary to list EVERY class’s role as “Getting Mega Damage.” Everyone benefits from that and we all know it.

But, creative idea you have here. Props.

Again, in almost every scenario the Mega Damage will be best to simply grab. BUT not in every scenario, and that’s why I included it in some cases but not in others. For instance, assume you are playing on a competitive Freefall team. You probably want your gunner or your scout to have the Mega Damage, seeing as how they will have the maximum effect from it. While the MD does increase Tech healing, the tech should never (again, assuming a perfect meta game) grab the Mega Damage. Why? It’s chassis is the weakest, and the tech always heals itself for 25% what it heals others. The Shocker can use Mega Damage in scenarios where he needs to Orb Clear a CP.

TL;DR – Some classes need the MD over others.

Originally posted by Sizrek:

Nice job on the list Dual, seems pretty accurate. I like how you made general guidelines for each class, yet did nit go I to noob-teaching detail. Though chasing down scouts is now a pastime of tanks somehow….TANKS of all classes.

Hehe Tanks are quite fun. I play Tank/Assassin in-game. Much fun to be had.

 
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Topic: Freefall Tournament / Classes Guide (Update 15)

This will briefly cover the roles of each class in all 3 maps. Note that the order in which each role is covered is considered that class’s priority. I.E.,(1) holding the CP, (2) pushing the gunner tunnels. My knowledge in some areas, particularly with the updated Shocker, is limited. All suggestions or additions are welcome. (CP stands for Control Point) (The Pit is the area in the middle of the map in Training Arena that has 2 health packs)

Shuttle Bay

1. Gunner: (1)Sniping the CP, typically from the “gunner tunnels” or on top of a yellow/blue base. (2)Skirmishing the CP against one or two opponents.

2. Tank: (1)Pushing and Holding the CP. Melee weapon is exceedingly useful in smoke fights. (2)Clearing the Gunner tunnels of snipers.

3. Scout: (1)Assassinations on opponents outside the CP. (2)Clearing the Gunner tunnels of snipers. (3)Keeping the CP smoked for when your team is pushing it. (4) Getting Mega Damage

4. Tech: (1)Building defenses and healing inside the CP once your team has acquired it. (2)Healing your team when they are holding/pushing the CP.

5. Blaster: (1)Pushing the CP, clearing out all enemies. (2)Holding down the Gunner Tunnels to prevent sniping. (3)Holding the CP.

6. Blazer: (1)Being involved in any team fight whatsoever. (2)Lighting the CP on fire when occupied by another team. (3)Holding the CP against skirmishes.

7. Assassin: (1)Getting quick kills against important enemies, such as those holding the CP or sniping. (2) Panicking enemies inside the CP as your team is pushing. (3) Stealth-Capping the CP.

8. Shocker: (1) Building defenses inside the CP once your team has acquired it. (2) Clearing the CP with the orb caster when your team is pushing, and regenerating important cooldowns for your team; such as the Tech’s nanoboost, the Assassin’s mutilate, or the Blaster’s forcefield.

Training Arena

1. Gunner: (1) Gaining control of the top-side via sniping from the towers. (2) Getting Mega Damage.

2. Tank: (1) Holding down the pit for your team. (2) Getting Mega Damage. (3) Initiating Team Fights with the intent to use Neutron Shell.

3. Scout: (1) Farming kills against any enemy not in the Pit. (2) Clearing the Gunner Towers. (3) Getting Mega Damage. (4) Getting bombs

4. Tech: (1) Building defenses and healing allies inside the Pit.

5. Blaster: (1) Getting Mega Damage. (2) Controlling the area outside the Pit. (3) Pushing enemies out of the Pit.

6. Blazer: (1) Getting Mega Damage. (2) Controlling the area outside the Pit. (3) Clearing the Gunner Towers. (4) Tracking down enemies with Infrared Vision

7. Assassin: (1) Harassing the Pit. (2) Getting Mega Damage. (3) Clearing Gunner Towers

8. Shocker: (1) Building defenses in the Pit. (2) Getting Mega Damage

Moon Base

1. Gunner: (1) Getting mega damage. (2) Finding sniping positions that cover the current CP. (3) Capping the current CP once enemies are waiting for respawn.

2. Tank: (1) Pushing and Capping the current CP

3. Scouts: (1) Getting Mega Damage. (2) Killing any enemy with Mega Damage. (3) Clearing Gunners. (4) Capping the current CP once enemies are waiting for respawn.

4. Tech: (1) Dropping Suppressors on the current CP. (2) Healing any allies capping the current Control Point. (3) Capping the current Control Point.

5. Blaster: (1) Clearing the current CP. (2) Capping the current CP.

6. Blazer: (1) Assisting in Team Fights on the current CP. (2) Dropping fire bombs on an enemy controlled CP. (3) Capping the current CP

7. Assassin: (1) Getting Mega Damage. (2) Killing enemies capping the current CP. (3) Stealth Capping the current CP

8. Shocker: (1) Building defenses on the current CP. (2) Assisting in team fights on the current CP. (3) Pushing the CP using Orb Caster. (4) Getting Mega Damage)

 
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Topic: Freefall Tournament / Shockingly bad

Padrone is just flat out wrong. Balance is something that the game creators have to work towards. What you mean to suggest, Padrone, is that the meta-game balances things much better than at lower-skilled levels of play.

This is correct to a large extent (classes that are easier to play are considered OP’d at lower levels of play, etc), but that doesn’t mean that a class can’t be fundamentally imbalanced itself.

These classes are rough around the edges, and need a lot of work.

From what I can see:

Assassin: Blades need to be wired like the Saber, and allow the Assassin to make rushing attacks towards his target. The Ambush Blades Enabled don’t do this well enough, because… First, you bounce off your target after using enabled. Second, it’s Cooldown is just long enough to make it an unreliable way of sticking with an enemy. Third, having 1 attack every 3 seconds isn’t good enough to keep up damage. Fourth, enabled+Ambuscade (R-key) isn’t a viable combo against moving targets, like you would hope it to be. This is because Ambuscade’s strength is moving and hitting, but enabled causes your momentum to stop after hitting a target. Coming from someone who really favors the assassin, it needs a lot of fixes to the blades and the needler. For a class without a mobility-e button, a lot is asked and a lot is required.

Blaster: Only one I haven’t played much of. Seems pretty strong in a lot of scenarios. The Q-tility is much stronger than what I originally thought it to be. Good assist for the tank.

Shocker: Like OP said, needs to be reworked all around.

Blazer: Interesting idea to have a mid-close range fighter without tank-like stats. Probably requires some of the most skills to use (at the meta-game), but is almost childishly easy against lower skilled players. Heat Ray needs to stack Flame at a lower rate.

Love this game, etc. But it needs a lot of polishing at the moment.

P.S. Stop with the infernal lag!
P.S.S. Make it so that grenades that cause a lot of lag (I.E., smoke/flame) may only be placed once per class active. I.E., a scout can only place 1 smoke grenade, but 2 scouts could place 2, etc.

 
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Topic: Freefall Tournament / Shockingly bad

Originally posted by speakofsilence:
Originally posted by Djinn99:

Mostly just wanted to say clever title; something you don’t see much in the forums :P

I remember a TECH-nically unviable thread from a while ago in this same spirit. Was that made by you too qweztu?

I wrote that thread.

 
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Topic: Freefall Tournament / Shockingly bad

I agree with what Qweztu has said. He is absolutely right about the weakness of the Shocker.

One of the biggest faults outlined here is that the Shocker heals shields rather than health, with shields being far weaker (due to no armor calculations for shield) than health.

The changes I would like to see:

1. Proximity mines cannot affect the user nor players on his team, even when their time has elapsed (Both Tech and Shocker mines would be changed).

2. In addition to its current effects, the Shocker’s e-ability stuns all enemies within range for 1 second.

3. The rate of shield repair is increased to be about 125% of what it is now. No more than that.

4. Increase the damage dealt by the Aegis Generator and the range at which the damage may affect an enemy target (does it currently affect the entire sphere? I think not).

Please don’t make the Shocker the side-kick class to the Tech. The way it is now, a Tech will always be more important to the team than a Shocker (IF given the option of only having one).

 
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Topic: Freefall Tournament / Damage Factors

Originally posted by Crestmage:

Hi forums :) I would like to ask whether there are any factors like headshot or whatnot that affect the amount of damage dealt? Thanks for any help :)

The only time headshots affect the damage done is with the Gunner class’s Railgun Scoped.

For every other weapon, there is no damage increased based on location of shot.

Hope this helps!

 
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Topic: Freefall Tournament / The Great Tech Defence

Yeah, be cautious in buying weapons this close to an update… Especially ones that seem to be publicly condemned as “oped” (namely, Flamethrower, Shotgun, and Flare Gun)

 
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Topic: Freefall Tournament / Design your favorite items

Originally posted by Freedomh:

Guys,guys…don’t make this Team Fortress :P.With all the dispensers and teleporters it starts to sound like TF 2

Just because TF2 does it, doesn’t mean that it’s a bad idea.

I do agree that this game shouldn’t be overcomplicated.

 
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Topic: Freefall Tournament / The Great Tech Defence

You can sign me up for Tech, haha.

I have Sonic/Repair…

Seeing as how you’ll need a sonic tech with this just to live through the MD Flamethrower…

 
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Topic: Freefall Tournament / New classes coming

Who wants ice cream?

 
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Topic: Freefall Tournament / New classes coming

Originally posted by shadowex165:
Originally posted by Dual_Smoke:

I’m not sure how the Rock-Paper-Scissors aspect applies to this.

Personally, I like to look at this game as having 3 main avenues:

1. The Goal
2. The Open Air
3. The Sniper Nests

Some classes are made to achieve/hold the “Goal”. The “goal” will always have the fiercest fighting, and therefore will have many people running in an attempt to retreat.

Classes that excel in the Open Air are made to pick off these running classes. It is almost always better to kill an opponent than let him get a health (which could be used for yourself or your team). This is why the scout is an integral part of every team, even though he is relatively ineffective inside the “Goal” area.

Sniper Nests are the areas in which classes use long range weapons to pummel the Goal area. Classes can both BE snipers and ASSIST the snipers. Usually, classes in the “Open Air” section of the battlefield are the ones who must counter the Sniper Nests; although this can also be done with classes from other Sniper Nests or classes in the Goal area.

Just a generic outline in which the new classes can be drawn in, if you wish.

RPS:
Goal > Open Air > Sniper Nest > Goal.

Unless, of course, you have a pro. That above assumption was made given all players were of the exact same skill level, with the exact same weapons and stuff.

Pros would ruin it. Pros always do. Pro things in the Goal side can hunt down snipers. Pro Open Air types can kill Goal types. Stuff like that can happen.

For the most part I absolutely agree with that analysis you made.

I would like to add the stipulation that, given a strictly competitive environment amongst pros, the laws you suggested SHOULD theoretically have no exceptions.

I would like to make the comparison of Rated battlegrounds and Random battlegrounds in the popular MMORPG World of Warcraft.

In random battlegrounds, people are not in communication and do not necessarily know their class role well enough to work together at full potential.

However, in rated battlegrounds, all players are in communication and are generally very well experienced. The results are that while yes, a class meant to have one role can get away with doing something else in a random battleground given the player is a “pro”; the same player will be unable to perform that pseudo-role given a rated environment with other experts.

This is why I urge for a competitive gamestyle! Would make for much fun at the meta game level.

 
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Topic: Freefall Tournament / Bushido Clan

More RPers :D Yay! They always lead to a large influx of cannon fodder.

 
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Topic: Freefall Tournament / Unfair,Overpowerd and Unbalanced weapons

Originally posted by speakofsilence:
Originally posted by Dual_Smoke:

I like that, I just couldn’t think of a unique mechanic to give to the Assault Pistol. I like the idea you gave, but the pistol whip seems to be either really good (easy to abuse) or really weak (never going to be used). I say this because of the fact that the pistol whip is melee range, which the gunner generally tries to avoid due to the high damage of the scout and the staying power of the Tank. Also, a passive speed increase seems to be sprinkling sparkly dust over an otherwise turd of a weapon.

How about a debuff that the Combat Pistol applies on hit?

Maybe a “increased damage dealt to this target”, or a “the target has all healing received reduced by X%” ?

The reason for the increased speed and the pistol whip is really as a mobility buff, not an offensive buff. It’d be more of an easy getaway gun than one for staying power or offense. I don’t necessarily like the idea of a debuff for the pistol because it seems counter to the gunner’s feel. IMO, the gunner is more of a sniper or frontline attacker, not a harasser like scout or offensive tech (which use debuffs more to assist team or level playing field against higher DPS’s). Also, if I recall correctly, the pistol has a bit of a knockback as well? Again, this makes it an ideal getaway gun for those who would rather escape close range attacks instead than attempt to repel them with shotty/autoshotty.

No reason to use CP over Shotgun right now. They shouldn’t have the same effects, either. It’s redundant.

And I feel like the gunner isn’t quite a front line fighter. Gunner v. Tank often seems to go in the Tank’s favor, if the gunner stays to fight. Which is what I assume when I hear “front line fighter” – more of a harasser, from what I’ve seen

 
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Topic: Freefall Tournament / New classes coming

I’m not sure how the Rock-Paper-Scissors aspect applies to this.

Personally, I like to look at this game as having 3 main avenues:

1. The Goal
2. The Open Air
3. The Sniper Nests

Some classes are made to achieve/hold the “Goal”. The “goal” will always have the fiercest fighting, and therefore will have many people running in an attempt to retreat.

Classes that excel in the Open Air are made to pick off these running classes. It is almost always better to kill an opponent than let him get a health (which could be used for yourself or your team). This is why the scout is an integral part of every team, even though he is relatively ineffective inside the “Goal” area.

Sniper Nests are the areas in which classes use long range weapons to pummel the Goal area. Classes can both BE snipers and ASSIST the snipers. Usually, classes in the “Open Air” section of the battlefield are the ones who must counter the Sniper Nests; although this can also be done with classes from other Sniper Nests or classes in the Goal area.

Just a generic outline in which the new classes can be drawn in, if you wish.

 
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Topic: Freefall Tournament / Design your favorite items

Item? As in a class utility, or a bought item that is keybound such as a grenade (F)?

 
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Topic: Freefall Tournament / Unfair,Overpowerd and Unbalanced weapons

Originally posted by Sizrek:

Gunners don’t need any debuffs with pistol. But the other ideas I agree with. I think just focusing on the shotgun and nerfing that is fine. Gunners don’t need any buffs. Scouts don’t need any buffs. Tanks don’t need any buffs. Techs might need some buffs (ion blaster).

Gunners as a whole may not need buffs, but they may need some of their weak weapons to be redesigned. Every weapon should have a purpose.

Right now, why would you choose to buy the Combat Pistol over the Assault Rifle?

The Auto Shotgun over the Shotgun?

Questions like that need to be asked so that the class roles can be more clearly outlined.