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FFA Duel Videos

by swatllama on 03/01/2015 03:43, 7 messages, last message: 03/11/2015 15:29, 1488 views, last view: 04/14/2024 23:25

Most people do not play ffa. Most competitive players play only efficiency and some instagib for duels.

I've made some videos highlighting some aspects of ffa. You'll probably have to turn the sound up for the microphone. The audio quality probably isn't great, but try to focus on the analysis.
If there's anything I should improve content-wise, please lemme know here, on IRC, or in an email.

http://sauerworld.org/forum/index.php?topic=190.0

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#1: ..

by Honzik1 on 03/01/2015 13:15

Yesterday I was playing public FFA game and I was dead just 3 times in whole 10 minutes game. They were calling me cheater all the time and when game ended, someone of them toke master and banned me.

If FFA mode become a mode more about weapon-skill than power-ups skill, then new players will come. Try to play Cube1 FFA mode, in past there were more FFA players than instagib players. When I switched from Cube1 to Cube2 then HB become permanent, pistol became default weapon (not shotgun) and armors became 2x more powerfull.....

I am not suprised why FFA is so unpopular, because a little skill difference between players will make one side taking all powerups and control rest of the all game because powerups are too strong. Permanent HB makes FFA game sooner or later being disbalanced even if players have same skill.

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#2: Re: ..

by hypernova^ on 03/02/2015 19:48, refers to #1

+1 @ Honzik. However aside from the yellow armor giving +200 hp, I don't think the items unbalance the gameplay too much, considering all players are capable of timing items. This is typical arena-fps strategy; the whole game revolves around controlling items. Rather I think it's the weapons that unbalance the gameplay. Although all the current weapons are useful in some situations, the rocket and minigun always come to the top as being too overpowered all-around. In CPMA, for example, all the weapons (even the grenade launcher) can be used effectively in most situations, and a larger weapon set increases the efficiency in which you can play those situations. A totally different (but equally interesting) take on weapon balance is found Half-Life 2: Deathmatch. Here, the weapons are highly unbalanced in terms of damage output, but rebalanced by less conventional factors, such as the difficulty of finding ammo, or the unique defensive strategies (mostly because of the physics part of the game). I think Sauer's style of FFA would benefit from a more QW style weapon balance (which would require few changes from what it is now). Just my two(or more) cents :)

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#3: Re: ..

by hypernova^ on 03/02/2015 20:19, refers to #2

Sorry in my last phrase I meant to suggest that Sauer have a more CPM-style balance, not QW :)

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#4: Re: ..

by suicizer03 on 03/02/2015 22:23, refers to #1

I agree with it, but perhaps that's because you just get from 0 armour (or 25 upon spawning) to 200 armouur. So perhaps it would be better if just 100 armour is added to what the player has right before taking it (and 50 armour for GA).
I disagree the healthboost, although something like you health would be reset back to 100 when a new HB spawns (so you have an advantage when spawning a lot during that minute).

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#5: Re: ..

by suicizer03 on 03/02/2015 23:48, refers to #2

Also having a quad which only does 3x the regular damage would improve the gameplay.

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#6: ..

by swatllama on 03/11/2015 02:19

Frosty, Nyamms, and I are lightly working on gameplay changes. Some of the things you described have been implemented.

ANYONE ACTUALLY WATCHING MY VIDEOS AND LEARNING FROM THEM?

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#7: Re: ..

by hypernova^ on 03/11/2015 15:29, refers to #6

Yes I have watched most of the videos. IMHO they should be on the front page of sauerbraten.org along with the trailer :)

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