[gt] Capture The Flag: Tactics
No, keybindings are always faster. Icons would still be nice to
show how many turrets you have or what type of turret.
Also i doubt that you can create buttons with AS. Prove me wrong devs!!! xD
Also i doubt that you can create buttons with AS. Prove me wrong devs!!! xD
Yeah maybe it's possible, but still useless without a bit of
unneeded work. You would have to bind a key to a function that
makes you see the mouse pointer and use it to click the button.
are all the weapons strong? if not, put weak weapons with small
letters and strong weapons with CAPS
Huksi` wrote:
are all the weapons strong? if not, put weak weapons with small letters and strong weapons with CAPS
All weapons are weak - strong ammo is pickable.
Huksi` wrote:
medics can take dropped armors
Which kind of game me the idea: medics decay armor :)
Uploaded 0.3, although it's still to known to crash the server as
turrets are not free'd propely.
kiki wrote:
Hmm. 5sec battlesuit for runner against 50ap cost?
(v) Yes!
The runner seems a bit underpowered ? His only advantages are
faster ground speed, which is not important cause you jump all the
time to move anyway, and the dash distance, which is good to avoid
fire but as you have low health splash damage will get you. A
weapon as RG or a special ability for him would be great. Run and
does full RG damage is great and fast, it fits the class'
philosophy. Just take a look on the TF2's scout.
And what is the capture time ? Cause, is there's timer as in normal ctf, runner will be very hard to play which is not a bad thing, but I don't feel right about this.
If I read well, medic seems to be a distance class so it couldn't help very much in the heart of the battle ? He should has a melee weapon (rg/lg/rl) to defend himself.
Maybe, you should lower the respawn point. 15s is a huge amount of time and as the players don't have many armor, they will die fast. So, people will hesitate to attack and it could break the rythm thus turn warsow into a slow paced fps.
Tank/grunt should has walljump, definitly. If there's stun, which I hope there is, he will not wj this much by the way.
Anyway, I can't play at the moment, so this is only ideas. What I think should be changed even if I didn't play it already :
- RG for runner.
- To lower the respawn time.
And what is the capture time ? Cause, is there's timer as in normal ctf, runner will be very hard to play which is not a bad thing, but I don't feel right about this.
If I read well, medic seems to be a distance class so it couldn't help very much in the heart of the battle ? He should has a melee weapon (rg/lg/rl) to defend himself.
Maybe, you should lower the respawn point. 15s is a huge amount of time and as the players don't have many armor, they will die fast. So, people will hesitate to attack and it could break the rythm thus turn warsow into a slow paced fps.
Tank/grunt should has walljump, definitly. If there's stun, which I hope there is, he will not wj this much by the way.
Anyway, I can't play at the moment, so this is only ideas. What I think should be changed even if I didn't play it already :
- RG for runner.
- To lower the respawn time.
There's no capture timer.
Yes, it will be slower than regular runlikechicken-ctf simply because you have to interact way more with other team members / classes to create tactics.
So, people will hesitate to attack and it could break the rythm thus turn warsow into a slow paced fps.
Yes, it will be slower than regular runlikechicken-ctf simply because you have to interact way more with other team members / classes to create tactics.
indeed, the point of this gametype is to really accentuate
teamplay, which is almost non existant in regular ctf.
This is bit early, but I have something to say about this(played
pub 3on3 and 2on2 witht this)
I think turrets shouldn't have that high knockback. When 2 turrets shoot someone his speed goes to 0 very fast. And imo turrets should be bit easier to destroy. When rounds last longer and longer, and there is more turrets capping will get very hard.
I think turrets shouldn't have that high knockback. When 2 turrets shoot someone his speed goes to 0 very fast. And imo turrets should be bit easier to destroy. When rounds last longer and longer, and there is more turrets capping will get very hard.
yah should have turret limit , game i played was turret camp and
farm :D until crash xD
Well there is a turret limit set to 64 in the turret class to
prevent crashes from too many entities I think. But setting a lower
one for each engineer would ofc be better :P

