Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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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Dual_Smoke
245 posts
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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.
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Dual_Smoke
245 posts
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Topic: Freefall Tournament /
Unfair,Overpowerd and Unbalanced weapons
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%” ?
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Dual_Smoke
245 posts
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Topic: Freefall Tournament /
Nerf the Shotgun for gunners!!
Originally posted by sebastionay:
Originally posted by Dual_Smoke:
Originally posted by sebastionay:
Originally posted by jtfang:
Does it fucking matter? just get on with your lifes and play or stop playing untill its nerfed. ID.GAF.
Yes it matters, this game is awesome but game play goes out the window without balance.
If players don’t give feedback issues could get overlooked by the developers.
Shotgun is ruining the game. Why do you think people left after new content was added? Within the first week, the weapons were buffed/nerfed, and the shotgun got the good end of the stick. Then for 2-3 months, not a single weapon balancing patch was added. People left in droves. That’s on the heads of the developers.
If you don’t update balancing issues on a weekly/twice monthly basis, your game fails; no matter how well intentioned or programmed.
Kind of disgusted with the lack of response from the Developers. Screw the new classes, change the current problems. Get your heads out of the clouds and face the issues ripping apart the player base of your game.
That is all…
Definitely think balance should be fixed urgently and before any new updates.
However I think the reason this was not fixed was to pressure players to spend money on guns. I think this game will totally die if it continues, we now have a population of a few FT and plasma/FG players, nobody without the paid weps wants to play against them because it just isn’t fair. same goes for SG.
^ This.
Although granted, the FT and FG both allow their respective classes to do their duties as a class. The Shotgun just rapes anything and everything, and makes the Gunner a God class. Seriously, I’d expect a cheat code to do as much as the Shotgun does now.
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Dual_Smoke
245 posts
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Topic: Freefall Tournament /
Unfair,Overpowerd and Unbalanced weapons
Honestly, I think Gunner weapons should be mechanically capable of the following:
Shotgun: Low Rate of Fire, High Damage, Large Pushback, No Stun
(This would be… a nerf to Rate of Fire and to the Stun, but a buff to the pushback)
This would make it easier for the gunner to escape when confronted by a scout or a tank.
Combat Pistol: While at close range, the AR should have the highest DPS of any of the gunner’s weapons, the Combat Pistol should be a medium range weapon with solid DPS. The Rate of fire would be relatively fast, and the damage would be ~90 a shot (before armor calculations).
Auto Shotgun: Medium damage, Medium rate of fire, a small pushback, no stun.
The Auto Shotgun should be what the gunner uses when he wants to go head to head with other high damage classes in a close range environment. Note that there is still a pushback, but not very large. Should have much lower DPS than the shotgun does now.
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Dual_Smoke
245 posts
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Topic: Freefall Tournament /
Tech's weapons need to be buffed
Originally posted by jtfang:
Reads posts about shotgun …Wow, people cant go to a thread about the shotgun and not talk about it on techs?
When talking about how strong the tech is, the shotgun inevitably comes up. Considering that the biggest threat the tech currently has is the shotgun. The tech’s survivability will SHOOT up after it is nerfed.
Can’t wait for the nerf day.
Let’s pray that the 100+ people who stopped playing because of the abusive mechanics of the shotgun will trickle back. Probably not.
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Dual_Smoke
245 posts
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Topic: Freefall Tournament /
Nerf the Shotgun for gunners!!
Originally posted by sebastionay:
Originally posted by jtfang:
Does it fucking matter? just get on with your lifes and play or stop playing untill its nerfed. ID.GAF.
Yes it matters, this game is awesome but game play goes out the window without balance.
If players don’t give feedback issues could get overlooked by the developers.
Shotgun is ruining the game. Why do you think people left after new content was added? Within the first week, the weapons were buffed/nerfed, and the shotgun got the good end of the stick. Then for 2-3 months, not a single weapon balancing patch was added. People left in droves. That’s on the heads of the developers.
If you don’t update balancing issues on a weekly/twice monthly basis, your game fails; no matter how well intentioned or programmed.
Kind of disgusted with the lack of response from the Developers. Screw the new classes, change the current problems. Get your heads out of the clouds and face the issues ripping apart the player base of your game.
That is all…
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Dual_Smoke
245 posts
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Topic: Freefall Tournament /
Gunner team!
Xy hates tanks because they beat him when he tries to 1v1 with his shotgun. Of COURSE a tank is going to beat you in close combat 1v1. That’s the point of a tank, TANKING.
However, that does not mean that the shotgun is underpowered; rather, that should make you aware that you should not try to tank as a gunner :P
Your damage is still higher than anything else in the game with shotguns, not to mention the valtech’s.
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Dual_Smoke
245 posts
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Topic: Freefall Tournament /
Tech's weapons need to be buffed
Back to the tech – here are my proposed solutions. I’d like to see what you guys think (this will be brief, with a small analysis of why I think this will make the tech a better class without buffing the “great” tech defense).
1. Tech’s armor increases from 25% mitigation to 35% mitigation (putting it above Gunner [30%] but under Tank [45%])
2. The Repair Beam heals all techs the same as the user. This would nerf the Repair Beam from 20 healing on other techs to 5 healing on other techs.
The armor buff would make the tech better at stand alone healing inside the Control Point.
The Repair Beam nerf would prevent tech spam from becoming overpowering.
Thoughts?
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