Fortoresse Suggestions |
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If this is possible, make a weapon that fires slowly to start with then eases into its maximum firing speed, which is more devastating than most of the weapons. So in essence, it has a windup phase, which goes back down if the weapon isn't being fired. So basically, this should lead to the heavy weaponry class. I don't really know any weapons that are like this in reality. (probably the M134 minigun, which is motor powered) Heavy weapons can be carried around, but the player cannot jump with it until they switch to another weapon (via the buttons or by 1 or 2 or by the mouse wheel) Switching the weapon will reset the windup to zero regardless of how high it was when switched out or how long it was switched out. You could even have it vary in accuracy to balance it out. A weapon like this could give incentives to players who want to get up close but will punish campers. However, I think this will worsen the problem we already have with the spas 12. It shouldn't be too powerful, just a little more powerful than most of the guns. As for weapons that can't pierce conj, there is something called a "Metal Storm" minigun that fires projectiles rather than bullets. It boasts the highest rate of fire in the world. (over 1 million rounds per minute) Basically, keep the high fire rate, severely nerf the damage, and make it pass through players but not conj. So it will tear through large ranks slowly but surely, say, at a rate of sub 3 or 5 damage per second. (I can say from experience that taking 10 damage per player in a crowd , per second, is ridiculous, but if the weapon doesn't pierce conj 10 might be a suitable number) i.e. best possible weapon for fighting huge crowds, but terrible at 1v1 and cutting into bases. With grenades, it shouldn't just be limited to explosive grenades. There could also be shrapnel grenades which explodes into projectiles that do not pierce conj, but cause major damage to anyone caught by them. I think having cluster fragments that explode will be too OP. Unless the damage is much weaker than an ordinary explosive. I don't really know how flashbangs would work in this game. It could be temporary blindness for anyone caught within a certain range of it. EDIT: Supposedly there's something called the "sustained", "rapid" and "cyclic" rates of fire for a weapon. If a weapon is fired too quickly, there is a chance of catastrophic failure of the barrel of the gun. Basically, the weapon explodes in your face. Dernière modification le 1416133800000 |
Siuker « Citoyen » 1416327600000
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solfn a dit : Reply I think the heavy weapon is interesting(M134 minigun?) The idea is longer firing,higher power rate(I call it power rate) For purpose of power rate,I will keep firing,and my ammo will be spent up quick.Then the ammo perk is useful for this. Also a good orientation which is to fight with a group of enemies and unconvenient to move around,though conjuring can easily deal to this weakness too. But we need to consider the strength of heavy weapon compared with general weapon.Ideal,Assume general weapon provides 100 power,then how's heavy weapon at begin phase and peak phase?May be min 70,max 120.And how long to reach max,how long can I enjoy the peak phase,ammo,etc..... I feel the problem you worry about SPAS.A plan I make use of it is,when I want to close melee to deal two enemies,use shelter to keep safe and shoot for rais the power rate.After shelter is over,my power rate has gone up to peak phase already,and both of them are doomed?So the heavy weapon must not be too powerful at the peak phase.But still,pro can run away to against this. About metal storm,it's quite new and cool technology I have ever seen. The damage it deals can like archer in MapleStory. A bullet pierces 5 enemies,1st enemy get 100% damage,2nd enemy get 60% damage,3rd,4th and 5th enemy get 20% damage. _______________________________________________________ I found that the digging and conjure problem is serious.Conjuring is abused,I can abuse it to blocking the way ppl goes,it has no fun clearing the way with UZI.And i found pros only pick UZI,because there has no other better choice to deal with conjuring.So I certainly suggest to make 30 dots limit to conjuration,like I suggest before. Also I support a weapon that can pierce enemies.Because when two crowds fighting each other,I use shelter and stand in front to tank all the bullets.It's quite unfair I think.But piercing weapon can deal with this problem. Dernière modification le 1416327900000 |
Holistergo « Citoyen » 1416370080000
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siuker a dit : Its actually part of the game as they have stated. There is no such thing as going too far with it since it was made to be a wall. There is also a reason why enemies cannot go through. Plus there is already a limit to how much you can put at a time. Only difference is that it regenerates. Although i find it quite annoying, its why we have uzi. there is always a way to counter everything. |
+Supergrunt « Citoyen » 1416440460000
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solfn a dit : Weapons with multiple cannons do that and yeah, it's always heavy. |
Holistergo « Citoyen » 1416446580000
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solfn a dit : And actually it is possible to put a weapon like that in. Except there should be a bar for overheating. If the bar is full then it overheats and you have to cool it off and let the bar go down. You can't shoot as the bar goes down though. __________________________________________________my own topic_______________________________________________________ The only that fortoresse could become better is if the game tactics change. Now the classes back in the beta in tfm was big bomb. But maybe changing the playing field, not like a no build area but maybe how the landscape effects how you play intentionally. Its kinda hard for non professional game makers like us to figure this out so we can't really have the best ideas to change fortoresse but we do know what i we think is needed. Now instead of classes we can have roles or specialties by buying items to enhance some stats passively but lower another stat to keep players on their role. Such as tanking. They can have a portion of more hp, higher shield resistance, or more resistance from attacks. This is more exciting rather than just going in their and use your own perks and do whatever you want. Honestly you can go where ever you want no matter what role, but in a team fight tankers would know how to get in frontlines and ad would go back and deal dmg. |
Siuker « Citoyen » 1416564720000
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holistergo a dit : I probably disagree these two things. We already have ammo to limit the gun shooting,one more limitation will make it complex.It will has two bars,one for conjure,one for overheat.Also every gun is different,they should have their own value of heat they produce to be fair,which Tig has to think. Besides,roles or specialties.In fact I agree and want this to be implemented,some passive stat to add,etc....But the problem is,this has existed in game. I remember a period in the past,there has three roles in the game.One has more hp,one has aid,and one has C4?That was a great time too,but why has it been changed to the current gameplay?Is there any unfair matter or technical problem because of the specialties? I didn't keep an eye on Fort about why they changed the game,so when we know the answer of this change,roles or specialties are preferred.Any idea of the reason? |
Holistergo « Citoyen » 1416603660000
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Siuker a dit : I have been thinking about the perks and that they were made to take place grenades and skills that everyone wanted. Although the perks didn't change how people think when playing much. When they first came out, people were still thinking of this is used, "are there roles now? Classes? People had just assume that whatever perk you have gave you a class. But we were wrong. it was more like whatever situation or map you're in, this certain perk will help you. Such domination and defending a flag. Shelter perk and hp pack is essential in those two modes to sustain yourself. Though i do believe that we can still make this happen by what we have now, the unfortunate part is that it doesn't work quite well compared to passive stats or advantages. I say this because passive stats are faster rather than doing it manually which makes most people feel a pain in the neck. Its not that we changed, but that we came to realize that manual perks put a different feeling than passive skills. |
+Supergrunt « Citoyen » 1416655320000
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(I'm *LavaCreeper) Aww good times, good maps (instead of worms-like maps) , the one with three paths in Domination for me : bottom (underground) , middle and top (made of solid clouds) . |
Jackalpaw 1416667800000
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[Modéré par Shamousey, raison : Spam.] |
Cheddarfist « Citoyen » 1416906060000
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Name: Machete Cost: 200 Ammo: None Automatic: X Damage: 6 Fire Rate: None Precision: 95% Reload (sec): Each stab you take, you need to wait for 1.8 sec Scope: (No) Dernière modification le 1416906600000 |
Cheddarfist 1416984300000
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[Modéré par Yogiibear, raison : Double post] |
Tadame « Citoyen » 1417096920000
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How about adding a soldat rank to our profile? It can be shown as a badge (e.g., ). Source : http://en.wikipedia.org/wiki/Ranks_in_the_French_Army |
Jackalpaw « Citoyen » 1417098000000
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tadame a dit : Great idea for like if we get lets say 8k kills we get another stripe or whatever. |
+Supergrunt « Citoyen » 1417111080000
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Cool and people will run for the ranks. |
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Yeah, that's what I suggested. We have a badges system that works the same way as the titles system and we can wear a badge on our character to show it off. |
+Supergrunt « Citoyen » 1417164480000
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Need a rank for suicides... |
Cheddarfist « Citoyen » 1417210320000
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We also need titles |
Lalemavis « Citoyen » 1417436760000
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Titles, like in transformice? |
Jackalpaw « Citoyen » 1417438920000
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Like whenever you get a new badge you get a new title |
Frostyghostz « Citoyen » 1417636440000
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That you could shoot while you are crouching. And when you are crouched you do more damage like plus 1 or 2 and make maps where you cannot destroy the enviorment. Dernière modification le 1418043120000 |