2024-03-29, 09:38 *
Welcome, Guest. Please login or register.

Login with username, password and session length
 
Pages: 1 [2]
  Print  
Author Topic: Team Play (Grapples: Love 'em or leave..?)  (Read 11557 times)
0 Members and 1 Guest are viewing this topic.
Angst
Rabid Doomer
 

Team Member
Elite
***
Posts: 1011

WWW
« Reply #20 on: 2004-02-28, 17:10 »

Quote
"Demoman rocks.. you dont know anything about him cuz you only play soldier"
"naw man, soldier is the best, he has the RL"
"you dont need the RL, all you need is the grenade launcher and a fre demopaks and you can mess shit up"
Pretty much Dic Slipgate - Roll Eyes

I try playing all the classes before I bitch, I'm just at the point where I've found the classes that suit my play-style well without being overly powerful. Doom's easy to kill, so if I botch something up, I'm toast. Not sure you can say the same with slippy, I do well and I'm not even GOOD at that class..
Logged

"Who says a chainsaw isn't a ranged weapon?"
Phoenix
Bird of Fire
 

Team Member
Elite (7.5k+)
*********
Posts: 8805

WWW
« Reply #21 on: 2004-02-29, 03:10 »

Quote from: Angst
My point was that a solo player trying to take out a grappling player with the current across-the-board grapple speed is at a serious disadvantage if they're playing as Doom.
This does bring up a good point.  A lot of times in CTF when you respawn you are completely alone.  Sometimes you're the only thing around who can try to take out someone running into your base, or escaping from it with the flag.  I found myself a lot of times on McKinley playing point defense for the flag room instead of flag running because there were multiple incoming players and I knew the single defender wasn't going to easily stand up to 3 Doomers.  Another problem I had was lack of coordination with my team.  Sure, we had Pun on D, myself going on O, but I found a lot of those offensive runs I had no escort.  I couldn't get anyone to pair up with me, and Con (when he changed teams) was railing anyone on the top deck.  I had to be sneaky and go in solo.  Now, getting away with a flag while on a hook is pretty easy.  However, if I had been trying to nail somebody else doing the same then the only way I'll hit them is with the Heavy Chaingun, or pistol.  When the halls have tight corners that's not going to happen with weapon hook.  Angst's complaint is very valid in this sense.  Granted, CTF is not supposed to be about lone glory charges, but sometimes you have no choice when you're the only person around to take out an escaping flag runner.  Doom does have a serious disadvantage in the long-range department when it comes to hooks.  If he could CATCH the fleeing player, on the other hand, by out-hooking them then the odds are definitely more balanced out.  I'm hoping class-based hook behavior will help with this and any other class balance issues we might run across.
Logged


I fly into the night, on wings of fire burning bright...
Pages: 1 [2]
  Print  
 
Jump to: