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I did notice that for the ~25th time in a row, the new version's weapon balance does indeed not seem to achieve perfection.
In my opinion, we should switch back to the 1.4.2 version because in that version all the weapons were perfectly balanced.
To nail the WM you could try gathering together some top-level players (SCTFL admins/winners/top competitors, gather admins, trusted players from here who play regularly in pubs) and have them pretty much sit down over a weekend. Get control of a server or two and just play some CTF and some DM. After 5 or so rounds you all hop on IRC and suggest tweaks to the WM, those tweaks are then applied to the server and you repeat the process however many times on your Saturday. Then you all get some shut-eye and come back the next day to test the release candidates you concocted the previous day with a slightly fresher perspective and just whittle it down until you have something to propose. Perhaps invite players that are trying to start gathers to the server for an opportunity to hang with the cool cats and get some more perspectives.
The spas is good at close range but at mid to long range spas really sucks
I'll leave this post by saying that I think the main gameplay of Soldat should be 50% aim/weapon manipulation and 50% movement.
Quote from: iAmBullet on August 04, 2013, 01:18:40 amI'll leave this post by saying that I think the main gameplay of Soldat should be 50% aim/weapon manipulation and 50% movement.Uhhh, No.
Pros:-Nades in general
Quote from: Adam on August 04, 2013, 11:15:53 amQuote from: iAmBullet on August 04, 2013, 01:18:40 amI'll leave this post by saying that I think the main gameplay of Soldat should be 50% aim/weapon manipulation and 50% movement.Uhhh, No.Yes, it should. Team work, movements, smart play, map knowledge, should play a bigger role than 30%, aiming alone should not account for 70% of the game play.Quote from: iAmBullet on August 04, 2013, 01:18:40 amPros:-Nades in generalReally I don't know, I think there are issues with the nades. I think there should be a timer of how soon a nade can explode, so that you can't just tap nade to kill off somebody close to you. The timer would start once you start holding the nade key, then after it reaches a certain time the nade can collide and explode on people.
Quote from: Adam on August 04, 2013, 11:15:53 amQuote from: iAmBullet on August 04, 2013, 01:18:40 amI'll leave this post by saying that I think the main gameplay of Soldat should be 50% aim/weapon manipulation and 50% movement.Uhhh, No.When I said Soldat should be consisted of 50% movement and the other 50% accounts of every other aspect of Soldat, where did you find fault in that Adam? There's a certain characteristic about the nature of Soldat and how it's made that sets it unique from any other 2d sidescrolling fps game -- the versatility of the movement is highly flexible and the amount of manipulation you have over your gostek is more than any game I've ever played. I can tell you from personal experience that having a decent aim with any weapon does not even compare to the work, practice, and repitition needed to become a decent runner on all the CTF maps. I suggest to build upon the unique characteristics of Soldat -- movement and running -- as a way to make Soldat seem more enticing and to set Soldat apart as something "new", or unique, rather than it be any regular fps game where you just aim and shoot and movement doesn't really matter at all. Nobody likes constantly being killed by campers and people who just hover-spray, but with the new WM, this is becoming quite the preference for most players. I'm only arguing that movement should not be over-looked as the devs make changes, as even the minor tweaks to weapons can affect the whole playing field for professional flagcappers.
how do you define crap like 50% movement and 30% aim and the kind? soldat will always be a shooting game, it doesn't matter how many years you spend on honing your precious running skills, there will always be people who manage to do the same with the shooting side and most of the time running won't save you, because these individuals can, most of the time, move well enough too. why should shooting be worth any less?but which is more versatile, focusing more on movement and less on aiming or the other way around? i don't think it matters because despite what you focus on your team still needs to be competitive balanced between shooting, movement and the use of brain for you to be able to cope
how do you define crap like 50% movement and 30% aim and the kind? soldat will always be a shooting game
it doesn't matter how many years you spend on honing your precious running skills, there will always be people who manage to do the same with the shooting side and most of the time running won't save you, because these individuals can, most of the time, move well enough too. why should shooting be worth any less?
but which is more versatile, focusing more on movement and less on aiming or the other way around? i don't think it matters because despite what you focus on your team still needs to be competitive balanced between shooting, movement and the use of brain for you to be able to cope