Graham
08-06-2009, 11:37 AM
Recently there has been a lot of discussion about the FaN. I have seen people argue about it in scrims, in pubs, and on other forums. Kuiper mentioned it in his epic blog post: http://communityfortress.com/tf2/blog/kuipers-17-pages-on-team-fortress-2.php
The Force-A-Nature suffers from the same problem that the sandman does, albeit to a lesser extent. Robin Walker has already stated that they are working with the Force-A-Nature's knockback code, so hopefully the gun's issues will not be long-lasting. As it is, the Force-A-Nature's knockback doesn't seem to be working as intended, a good example being that it breaks a player's forward momentum even when it is fired at their back.
Another gripe about the Force-A-Nature's is that there is only one thing that affects knockback: range. It seems a little bit wrong that a 9-damage shot at close range has the same knockback as a 108-damage shot at the same range. The knockback should in part be determined by the number of pellets that hit the target. (Things could be simplified further if the knockback was simply based on damage, since damage is a function of distance and pellet count.) This rewards scouts for aiming well and landing shots at close range without penalizing rocket jumping soldiers who just happened to get clipped by a single pellet on the way up.
What do you guys think of it?
The Force-A-Nature suffers from the same problem that the sandman does, albeit to a lesser extent. Robin Walker has already stated that they are working with the Force-A-Nature's knockback code, so hopefully the gun's issues will not be long-lasting. As it is, the Force-A-Nature's knockback doesn't seem to be working as intended, a good example being that it breaks a player's forward momentum even when it is fired at their back.
Another gripe about the Force-A-Nature's is that there is only one thing that affects knockback: range. It seems a little bit wrong that a 9-damage shot at close range has the same knockback as a 108-damage shot at the same range. The knockback should in part be determined by the number of pellets that hit the target. (Things could be simplified further if the knockback was simply based on damage, since damage is a function of distance and pellet count.) This rewards scouts for aiming well and landing shots at close range without penalizing rocket jumping soldiers who just happened to get clipped by a single pellet on the way up.
What do you guys think of it?