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Smokey Joe
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« Reply #60 on: January 09, 2012, 01:43:24 am » |
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We can define class roles by their relationship with the other classes, even if that class does not have a specifically focused one (deto). The main thing is to prevent overlap with existing classes (ie. deto and rocketman, q/c and firebug)
The small writeup was made with this in mind, focusing on the deto's most unique traits (traps, indirect fire).
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Phantom Brave
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« Reply #61 on: January 09, 2012, 08:39:48 pm » |
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unlocked because sani janitored it
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Smokey Joe
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« Reply #62 on: January 09, 2012, 09:12:39 pm » |
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Actually, let's get the easy class roles out of the way before working on q/c and firebug  seem easy Rocketman's the jack-of-all-trades, not the worst or best in any particular scenario. Overweight's basically a tank with strong lastability and area-of-effect counter-balanced by lack of mobility, easy to overwhelm if positioned incorrectly. Healer is the white mage and the key to a successful push. Balanced by lack of any strong weaponry, diminishing returns for multiple healers. Rifleman's slightly questionable. Due to the lack of headshots, he's not really the assassin that he was in TF2, which technically helps separate the role between him and infiltrator. He clearly dominates the long range game (and hence is a form of area denial), but if he doesn't assassinate, does that just make him an enemy softener? The class is pretty balanced right now, although I feel like the points system should account for rifleman's full-charge hits a little better. Constructor is a tad different from his TF2 counterpart as well, but his role is identifiable enough. The autogun fortifies an area for the team as solid area denial. The only question is in the balance in power between the puppeteer and puppet, and the conditions and speed in which the constructor can recover a broken autogun (which I think is key for identifying strengths and weaknesses of the class).
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~ Smokey Joe
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Humble Master
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« Reply #63 on: January 09, 2012, 09:49:30 pm » |
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Further thoughts on Healer. He is pretty much the ultimate team support. I can't think of any situation where a Healer wouldn't be helpfull. Aditionally his Uber is sort of the failsafe of GG2. No matter how good a defence or offence is an Uber can always take it out (with a medibuddy worth his salt). However I feal the Healer is a little bit more of a lone wolf in GG2 than the Medic in TF2. In TF2 pretty much all of the Medic's abilities dealt with healing and building an Uber while in GG2 the Healer has half of his abilities dedicated to self preservation (autoheal and syringe gun). I love being a sadistic battle Medic as much as the next guy but I can definatly see a difference between the Helar and the Medic.
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« Reply #64 on: January 09, 2012, 10:07:19 pm » |
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Superbursts in GG2 are helpful for eliminating small to medium lines of defense (say, three different enemies, possibly) but have a hard time dealing with full-blown sentry nests (i.e., 5+ sentries) simply because A) superbursts take a relatively long time to build and B) people just can't deal enough damage in that invincible time frame to destroy that many targets.
However, it still remains to be an efficient way of breaking past defenses.
Now, I'll add some more rocketman stuff.
The rocketman tends to be just what its TF2 name is: the soldier. He's a class capable of confronting most enemy classes and holding his own if played with skill. The rockets-fading-away part tends to limit his ability to fight long-range engagements, at which point you shouldn't be playing him at all. The same applies to close-quarters fighting; at that range, you're just as likely to waste a very limited supply of ammo and hit the ground (or worse, yourself) than you are to hit someone else. As a result, he excels at assisting pocket fights; 55 damage per shot x 4 rockets makes for 220 damage, assuming you don't miss or shoot through your allies.
All in all, the rocketman is that class you need if you can aim and plan on helping your team break past enemy defenses with your splash and direct hit damage, albeit behind your helpful machine-gun-wielding mammoth of a buddy.
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CandleJack
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« Reply #65 on: January 09, 2012, 11:45:25 pm » |
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Lemme try and take a shot at what the Infiltrator is supposed to do.
The infiltrator is supposed to make people paranoid. Make them know that you're there and that you will eventually attack but the question is When and where? The infiltrator is supposed to excel at getting behind lines and clearing out those who are not aware that he's there. Although not suggested, he can play the objective but once he does so, people know where he is and what he's doing so yes he is supposed to dart out of there as soon as he reveals his location.
The infiltrator is also meant for specific assassinations where key targets such as an constructor base, charged healer, carpet camping detonator, and various other targets that may pose a threat to the team. The infiltrator can quickly pick off these targets and may die in the process but that doesn't matter since his job is done (But if you're lucky yeah you'll make it out or take a couple more people with you.).
The knife is one of his most powerful weapons if used correctly, being able to 1 shot kill everything if it makes it's mark. The revolver is also an excellent compliment to the spies weaponry because it excels in suppressive fire when the spy is retreating in order to hide from enemy eyes again.
Am I getting a good idea on what he's supposed to do?
P.S. I don't think GG2 actually get's this gameplay style right IMHO (No offense to devs)
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Humble Master
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« Reply #66 on: January 10, 2012, 10:56:54 pm » |
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Some thoughts on the Spawn.
The Spawn is supposed to be a safe house that can be retreated to effectivly when you're neerby but out of the question when you get halfway across the map and further. It should be difficult to spam but not give the spawners to many options so that they cannot control a large area from just siting in their spawn.
Sorry if that wan't clear.
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Orpheon
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« Reply #67 on: January 11, 2012, 08:11:24 am » |
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Further thoughts on Healer. He is pretty much the ultimate team support. I can't think of any situation where a Healer wouldn't be helpfull. Aditionally his Uber is sort of the failsafe of GG2. No matter how good a defence or offence is an Uber can always take it out (with a medibuddy worth his salt). However I feal the Healer is a little bit more of a lone wolf in GG2 than the Medic in TF2. In TF2 pretty much all of the Medic's abilities dealt with healing and building an Uber while in GG2 the Healer has half of his abilities dedicated to self preservation (autoheal and syringe gun). I love being a sadistic battle Medic as much as the next guy but I can definatly see a difference between the Helar and the Medic.
I often associate the medic with the blood of an organism. The central provider, making sure everyone has enough of everything, and also one of the necessities for prolonged fighting. A medic is supposed to keep everyone alive, and also hold the team together. Not attack in almost any way. The needlegun is a joke alone, and harassing requires enormous amounts of time and luck to actually achieve something with a medic.
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Your mind is software. Program it. Your body is a shell. Change it. Death is a disease. Cure it. Extinction is approaching. Fight it.
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CandleJack
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« Reply #68 on: January 11, 2012, 11:58:45 am » |
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I often associate the medic with the blood of an organism. The central provider, making sure everyone has enough of everything, and also one of the necessities for prolonged fighting. A medic is supposed to keep everyone alive, and also hold the team together. Not attack in almost any way. The needlegun is a joke alone, and harassing requires enormous amounts of time and luck to actually achieve something with a medic. IMHO, the needler for the medic should just be used for retreating when your partner has died and also for spychecking to make sure you or your partner won't get picked by an infiltrator
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RebelINS
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« Reply #69 on: January 11, 2012, 02:36:25 pm » |
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Use of needler to hit certain breakpoints with your ally (ie. 3 needles + 2 rockets = 122 dmg, 1 needle + 2 scattergun pbs = 100 dmg) becomes even more important with how the healing ramp works now. If your medibuddy keeps getting hit, you will be at the bottom of the heal ramp (~15hp/s iirc). There's a point where you healing them and hoping they finish the enemy off, especially if they have to reload mid-battle, has diminishing returns compared to if you just throw in a few needles.
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Smokey Joe
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« Reply #70 on: January 18, 2012, 07:24:41 pm » |
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Humble Master
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« Reply #71 on: January 18, 2012, 10:18:55 pm » |
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Will you add my spawn stuff to the OP?
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Smokey Joe
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« Reply #72 on: January 18, 2012, 10:45:11 pm » |
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I'll probably write something like that in once I decide how to categorize it. A "Map elements" category might be useful for map designers.
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Humble Master
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« Reply #73 on: January 18, 2012, 10:54:27 pm » |
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Yah map elements sounds good. Choke point, CP and Runner only route would be some other things to put in that category.
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