Page 2 of 2
Re: Team Fortress
Posted: Thu Mar 15, 2012 1:13 am
by [PX]IronFist
[PX] Nebuchadnezzar wrote:Things to add or change:
Soldier
- Rockets have a 5m area of effect
- Cyclone feeder allowed, but mechanical semi-auto triggers only
- Extra pod allowed if you don't have a launcher
I think 5m is pretty large for rocket area of effect. Also how can you tell if someone is inside the area or not. It will be obvious in some cases but not so much in others (if they are near the edge of the range, etc..).
Re: Team Fortress
Posted: Thu Mar 15, 2012 12:38 pm
by THE JEW (RaVeN)
Splash damage, if that route is decided, would have to be ref decided. No ref, no splash damage. Otherwise, it may just turn into a giant b!tch fight.
Alternative:
Soldier-launcher (ie. like Neb's/Homey J's)
-unlimited nerf/water balloons/whatever they're launching (ie. like Neb's/Homey J's)
-mechanical/semi gun with a
cyclone/force feed hopper (ie. phenom with a cyclone, autococker with a Revvy)-3 grenades (ie. paint or smoke)
-max 2 pods of additional ammo (ie. 280 rounds)
-side-arm allowed
Rocket is then relegated to a special usage. Soldier is armoured as other classes (ie. see italics). Perhaps something like the rocket shot is the only style shot that can accomplish an objective?
ie. American Gladiators: AssaultOnly the soldier would be able to shoot the target to win the game. Striking of target could be visual or by vibratory sensor.
Or if the rocket had paint, a strike to a person could eliminate that person and the next closest teammate (ie. 2 birds, 1 stone).
Re: Team Fortress
Posted: Sat Mar 17, 2012 7:45 am
by [PX] Nebuchadnezzar
5m is OK, and again, on the honor system if people are going to be a bitch about it, they probably shouldn't come play the Team Fortress 2 event. It's a special thing that only 2 or 3 people will have, and if it hits the ground near you, suck it up.
Re: Team Fortress
Posted: Sat Mar 17, 2012 11:16 pm
by THE JEW (RaVeN)
Serious Questions:
Theoretical situations:
1. No ref
2. Rocket fired at group of people
3. Rocket lands in the what appears to be the 4.5 to 5.5 range (ie. very tough call on whether it's in range or not)
4. Solider thinks it's a hit; group does not.
Or
1. No ref
2. Rocket fired at group of people
3. People are in rapid motion and rocket lands in the what appears to be the 4.5 to 5.5 range (ie. very tough call on whether it's in range or not)
4. Solider thinks it's a hit; group does not.
Or
1. No ref
2. Rocket fired at group of people in bunker
3. People never saw/heard the rocket hit in the heat of battle, rocket was not of the paint variety so no mark was left.
4. Solider thinks it's a hit; group does not.
I foresee these, potentially, being a situation for us what with our usual setup.
How should the outcome be determined? How will it likely be determined?
Re: Team Fortress
Posted: Sun Mar 18, 2012 12:16 am
by [PX] Nebuchadnezzar
1. Marshall present
2. Rocket fired and hits in target 5m area
3. Marshall somewhere else
4. Solider thinks it's a hit; target does not
5. Soldier stops carrying rocket launcher
Either way it will never be perfect. I guess we just need it to be that a rocket disables a scenario target and that way everyone is focused on it.
Re: Team Fortress
Posted: Mon Mar 19, 2012 3:34 pm
by THE JEW (RaVeN)
Might be a better flame-thrower design:
http://www.neospud.com/cannonpages/inlinevortex.htmlHas the potential to make a cloud of paint rather than a drenching spray.
Re: Team Fortress
Posted: Mon Mar 19, 2012 11:45 pm
by [PX] Nebuchadnezzar
A cloud of paint may not leave a quarter sized mark of paint and count as an out. The spray certainly will.
Re: Team Fortress
Posted: Tue Mar 20, 2012 7:26 am
by THE JEW (RaVeN)
True. Though, I don't think we should underestimate what it will be like to be sprayed in the face with a full stream of paint.
I don't think it will be pleasant

I'm thinking an engulfing mist might be an option to still tag people, but not drown them. Again, it's one of those things where I guess we'll just need to try it.