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Roger Explosion
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    Adelaide - FFP The gums reserve, 1pm Saturday 26th Feb & NEW FFP CLASS PLAYTEST

    Chaos-Blades
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    Post  Chaos-Blades Wed Feb 23, 2011 5:00 am

    It's been a quiet couple of weeks here in Adelaide, I wish to change that.

    So, 1pm saturday the 26th February at the Gums reserve tranmere (shakespeare Rd)
    And this time, it's FFP. Why, you ask?

    Because I want to play test a new class idea, that's why.

    So, here it is...

    EngineerPrimary: I'm thinking that they can only use Autos, there's not enough in FFP.
    Secondary: I'm thinking a foam knife/axe no longer than the "Klaw Hatchet"
    No grenades.

    Ability:The engineer has the ability to capture a "node" spawn point which is a flag (pole) that is set up in a central area of the field, making it easier to respawn closer to the objective.

    The flag for this pole has team colours on each end (one blue end and one red end). To set up a "node" spawn, the engineer places the flag pole with his/her team's colour facing upwards. From then on, the team can respawn in a normal way from the "node". That is, until one of two of the following happens;

    1) The opposing team's engineer capture's the node and swwitches it to their team's colour

    2) the opposing team's Demo destroys the node. This destroys the Node similary to how a base spawn can be destroyed (the flag gets knocked over) but it can be repaired by either team's engineers.

    If an engineer is shot while capturing/repairing a spawn flag, he/she is out and needs to drop the spawn flag on the ground without completing the repair/capture.

    Secondary ability: Base spawn repair
    To repair the base spawn,after an enemy demo's destruction, the engineer can sacrifice either;
    1) 2 lives, or
    2) the use of his/her primary weapon for the entire match

    Obviously I'm throwing this one out there for discussion, So what do you think?

    I'm a bit iffy on the secondary ability but if that was the engie's only ability that'd make things interesting.

    See you guys/gals there

    -Tony

    littlebro05
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    Adelaide - FFP The gums reserve, 1pm Saturday 26th Feb & NEW FFP CLASS PLAYTEST Empty Re: Adelaide - FFP The gums reserve, 1pm Saturday 26th Feb & NEW FFP CLASS PLAYTEST

    Post  littlebro05 Wed Feb 23, 2011 6:24 am

    Even though I'm not so interested in this FFP stuff, I remember in HvZ we had the 'engineer' class, although it was way to hard, but Engineers are the only which are allowed to reload clips.

    I.E.

    Step 1 - Soldier runs out of ammo
    Step 2 - Soldier can reload another clip BUT not allowed to reloads extra darts in the clip
    Step 3 - If soldier wants more ammo in his clips, must grab engineer to do it

    These includes magstrike clips, shells and standard CS clips.

    Obviously all characters are allowed to start off with all their darts loaded.

    Turret Guns

    Step 1 - Soldier runs out of ammo,
    Step 2 - Engineer must load each barrel individually,
    Step 3 - This does not count for 'single shot' secondaries, and the soldiers are able to reload that weapon.

    Rockets

    Step 1 - Demo, cannot pick up missiles from the ground, but is able to use the ones he/she carries
    Step 2 - Engineers are able to pick up the 'used' missiles off the groudn and 'repair them' if you want some sort of scenario going.

    Well, there's a few ideas. Although, it will make the game more challenging.
    TheBradl3s
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    Post  TheBradl3s Wed Feb 23, 2011 8:01 am

    hmmm FFP, keen!

    - Brad
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    Post  gooni Wed Feb 23, 2011 9:35 am

    As Brad said. As mustard.

    Engineer, sounds good, and I like the auto only idea indeed. For the knife/axe, I'm thinking bayonet size ,e.g. 30~40cm long (I think that is a bit lager than the tomahawk).

    On the node idea, maybe the engineer should have to retrieve the node flag/pole from the opposing sides spawn point or other area. Although this would mean the needing of more poles.

    @ LilB,

    With ammo, the norm is to have a cache of ammo at the spawn point, and the picking up of nades/rockets/darts when the player is in play is not allowed if I remember correct.

    But the ability for the engineer to be able to retrieve "spent" rockets and nades and then resupply the demo or solider is a good idea in my books.

    Anyways, there is a few of my thoughts.

    By the way, FFP is the win, haven't had a good PPF in ages.

    Ill be there, and with the older of my two, he needs a good pwning so feel free to pwn.
    Seems go-karting is better than nerf in his books, his loss.
    Gooni.


    Last edited by gooni on Fri Feb 25, 2011 8:41 am; edited 1 time in total
    Chaos-Blades
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    Post  Chaos-Blades Wed Feb 23, 2011 1:29 pm

    Cool, great input Gooni.

    @ li'l bro - i was just talking about FFP but thanks for the ideas, much appreciated
    TheBradl3s
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    Post  TheBradl3s Wed Feb 23, 2011 1:32 pm

    gooni - The person who is as Keen as Mustard wrote:
    Although this would mean the needing of more poles.

    I got poles, and they can be stuck into the ground and are easy to pickup on the run.

    - Brad
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    Post  littlebro05 Wed Feb 23, 2011 3:04 pm

    Chaos-Blades wrote:@ li'l bro - i was just talking about FFP but thanks for the ideas, much appreciated

    Err, I was giving you ideas from the human vs zombies games we played to incorporate into FFP.
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    Post  Hamish Thu Feb 24, 2011 8:00 am

    I had a similar idea. This sounds good with any luck at all I'll be able to come. Hmm I think i would like the engineer class.
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    Post  Roger Explosion Thu Feb 24, 2011 10:42 am

    I'll show up, until 3. Scratch that, I need my sleep

    If anyone wants to sell their Photon Burst Pistol I'll buy it. well, I mainly just want the clip


    Last edited by Roger Explosion on Fri Feb 25, 2011 7:08 pm; edited 1 time in total
    Chaos-Blades
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    Post  Chaos-Blades Thu Feb 24, 2011 12:28 pm

    TheBradl3s wrote:
    gooni - The person who is as Keen as Mustard wrote:
    Although this would mean the needing of more poles.

    I got poles, and they can be stuck into the ground and are easy to pickup on the run.
    Thanks, but I've got it covered
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    Post  Hamish Fri Feb 25, 2011 1:05 pm

    Ohk, will be there. Tony are you doing dart hire? Also if anyone has streamline darts I could borrow I mgiht borrow some as well depending on how things work out.

    See you there,

    Hamish
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    Post  seph Sat Feb 26, 2011 12:57 am

    I wont be going to this one guys. I might be able to make it to the next one
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    Post  Hamish Sat Feb 26, 2011 2:00 am

    Update. My brother is coming also he may want to borrow blasters as I am only bringing stock/near stock blasters today. We will both need dart hire also and if anyone has stock darts there that would be good too.


    Thanks,

    Hamish
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    Post  gooni Sat Feb 26, 2011 2:10 am

    Hamish wrote:Update. My brother is coming also he may want to borrow blasters as I am only bringing stock/near stock blasters today. We will both need dart hire also and if anyone has stock darts there that would be good too.


    Thanks,

    Hamish

    Um, I could lend a trooper or raider and mav/NF, I also have some hotglue streamlines and a good deal of fbr stefans.

    looks kike I be needing to pack some more shit, lolz.

    Gooni.
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    Post  Hamish Sat Feb 26, 2011 2:42 am

    Haha, thanks Andrew.
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    Post  Chaos-Blades Sat Feb 26, 2011 3:01 am

    just a reminder guys, it's going to be a bit warm so remember to bring bottles of water with you.

    by my count there'll be about 8 people, unless we get a few surprise visitors, so if we don't have enough for full ffp, we might use the bush/creek area across the road.

    See you guys there.
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    Post  Servulus Sat Feb 26, 2011 3:15 am

    i am packed, still not sure if all the gear will make it into the car yet, for we all know me and heat dont mix well. In the kit i have 2 autos that i would be prepared to lend out, for anyone that wanted to try out this engineer class. Also i have 2 water blasters packed in too.

    But i will have to play wait and see though, damn weather, followed closely by damn birth defect!
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    Post  Hamish Sat Feb 26, 2011 8:35 am

    I'm not gonna do the Lost/Gained thing I'm just going to say it was good to see everyone again and see improvements etc. Brad, I though I got a mark from Andrew's Stampede. It wasn't the stampede it was your BBBB from like 70ft my arm has a bruise but the swelling is massive.


    -Hamish
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    Post  Chaos-Blades Sun Feb 27, 2011 2:04 pm

    Thanks for coming out on such short notice guys, especially since it was pretty hot.

    The inclusion of the engineer to ffp seemed to work alright, it does need a bit of fixing, the Engie needs a buffer to be fully integrated into ffp. but i'm not sure what.

    I see the "control spawns"* being more for large-scale venues (glenunga or st kilda for example) anddefinitely see them being used in epeen events.

    *I much prefer the name "control spawn" by the way
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    Post  Servulus Sun Feb 27, 2011 3:24 pm

    Well darts are all sorted and bagged.

    The most were from gooni of course, followed closely by Smitty (blames the raider) and then by Tony, Jason and then Brad. There is clearly something wrong with this list Jason is never in the top 5. My dart usage is always omitted cause mine dont get bagged.

    Oh and Mark (aka Biggles) you again left a pair of safety glasses behind!

    And thats all from the lost property bin from this war.
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    Post  Chaos-Blades Mon Feb 28, 2011 1:52 am

    Servulus wrote:Well darts are all sorted and bagged.

    The most were from gooni of course, followed closely by Smitty (blames the raider) and then by Tony, Jason and then Brad. There is clearly something wrong with this list Jason is never in the top 5. My dart usage is always omitted cause mine dont get bagged.

    Oh and Mark (aka Biggles) you again left a pair of safety glasses behind!

    And thats all from the lost property bin from this war.
    Thanks go out to Lachlan once again for his dart sweep.

    You need to start charging people for the little plastic bags
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    Post  Servulus Mon Feb 28, 2011 2:18 am

    I could do what KC recommended and start charging everyone $5 per year for the service, but i cant bring myself to do that. I see what i am doing as just a part of of any club, people within it do unpaid work to help it run smoothly. As for bag cost, well 150 bags are about 70 cents i think and i use the same bags to package the clothes i make in.

    The dart sweep i do at the end of each war is just a grid type search, means i can collect as many darts as possible, we dont want to leave much rubbish behind and random dart pick-ups dont always get them all collected.

    Lastly, you will have all noted by now i dont socialise much, where as most people like to stand around and chat in their groups, i much prefer being by myself. I have grown up alone and have gotten very used to being alone, so dart sweeping suit me perfectly.
    TheBradl3s
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    Post  TheBradl3s Mon Feb 28, 2011 3:51 am

    Indeed, it was a good war.
    I liked the engineer class, but it would work better at a larger war area, ie Glenunga.

    - Brad
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    Post  Chaos-Blades Mon Feb 28, 2011 4:44 am

    So did we decide that we'd war in a couple weeks? and where?
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    Post  TheBradl3s Mon Feb 28, 2011 7:37 am

    I'd be keen for this weekend, if anyone else is.

    - Brad
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    Post  gooni Mon Feb 28, 2011 8:22 am

    I can't this weekend, but next should be free.

    Was a good war on Saturday, I enjoyed playing engineer a lot more than I thought I would.

    On the buffing of the engineer, I have had a little think on this subject and this is what came of it.

    The armament of the engineer is good with the auto only with melee weapon. But I was thinking that they could carry 2 grenades.
    Also if an engineer is hit by a grenade, they are to lose only 2 lives instead of the normal 3.
    And the idea from above about the ability to pick up spent grenades and rockets .

    Thanks Serv for the dart bagging (I win dart lotto), like always it is much appreciated.


    Again, good war all.

    Gooni.
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    Post  Chaos-Blades Tue Mar 01, 2011 1:22 am

    TheBradl3s wrote:I'd be keen for this weekend, if anyone else is.
    I won't be able this weekend
    gooni wrote:I can't this weekend, but next should be free.

    Was a good war on Saturday, I enjoyed playing engineer a lot more than I thought I would.

    On the buffing of the engineer, I have had a little think on this subject and this is what came of it.

    The armament of the engineer is good with the auto only with melee weapon. But I was thinking that they could carry 2 grenades.
    Also if an engineer is hit by a grenade, they are to lose only 2 lives instead of the normal 3.
    And the idea from above about the ability to pick up spent grenades and rockets .

    Thanks Serv for the dart bagging (I win dart lotto), like always it is much appreciated.

    Again, good war all.

    Gooni.
    Once again, all good ideas for the Engie.

    As for the next war, I'm thinking Saturday 12th or Sunday 13th March, not sure what venue though. Perhaps Oaklands reserve?
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    Post  gooni Tue Mar 01, 2011 8:46 am

    Chaos-Blades wrote:

    As for the next war, I'm thinking Saturday 12th or Sunday 13th March, not sure what venue though. Perhaps Oaklands reserve?

    Both days are good for me. And Oaklands reserve is fine by me, but will go just about anywhere to war ;).

    Gooni.
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    Post  TheBradl3s Tue Mar 01, 2011 9:08 am

    As per normal, Saturday is the best day for me, Sunday isn't too good.

    - Brad


    Last edited by TheBradl3s on Tue Mar 01, 2011 9:49 am; edited 1 time in total
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    Post  Silent Scope Tue Mar 01, 2011 9:29 am

    Servulus wrote:I could do what KC recommended and start charging everyone $5 per year for the service, but i cant bring myself to do that. I see what i am doing as just a part of of any club, people within it do unpaid work to help it run smoothly. As for bag cost, well 150 bags are about 70 cents i think and i use the same bags to package the clothes i make in.

    The dart sweep i do at the end of each war is just a grid type search, means i can collect as many darts as possible, we dont want to leave much rubbish behind and random dart pick-ups dont always get them all collected.
    Yeah, but KingCam thinks everything has a tangible value. It took me a good three stubies of Heineken to argue with him that, as much as you probably should start asking donations of some thought, you are willing to make such an initiative without needing to ask for anything in return as long as you're cool with it.

    But that said, there was something some of us VICs observed and did find bullshit and that was the fact that most of you just bail out of dart sweeps and assume one or two are going to do all the work. I did get rather pissed when, during the St Kilda war, I had to ask some of the younger players to help me sweep with Serv when everyone else just f*cked off thinking about their own stomachs with the BBQ.

    gooni wrote:On the buffing of the engineer, I have had a little think on this subject and this is what came of it.

    The armament of the engineer is good with the auto only with melee weapon. But I was thinking that they could carry 2 grenades.
    Also if an engineer is hit by a grenade, they are to lose only 2 lives instead of the normal 3.
    And the idea from above about the ability to pick up spent grenades and rockets .
    Judging by what I'm reading about the engineer, the class is meant to be of support value which shouldn't disturb the triangle-balanced nature of the tank-sharpshooter-demoman.

    The fact that the engineer alone packs an automatic should already make anyone fearful of short ranged combat. The typical DPS/Burst-fire soldier wouldn't want to carry anything else but their primary anyways.

    Based on the high reward value of the engineer, the class wouldn't need to utilise any grenades as that role is already supplimented by the demoman.

    I would make the reccomendation that the engineer should have the ability to sweep used grenades and bring to the spawn point, and have the ability to handle other teammates' weapons for the sole purpose of reloading and/or transporting to help emphasise the class as a support role rather than a combat role. This would allow for the class to be played in two different ways:

    • comrade support - helping teammates in assisting in reloading clips/belts/speedloaders as well as restocking bases with 'nades, coupled with covering/suppressive fire for the main offense
    • combat engineer - playing offensively by pushing the opposition back with both the automatic primary and setting a spawn point closer to the objective.

    This should make things interesting for us demomen who love spamming grenades for area denial.
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    Post  splosionman Wed Mar 02, 2011 9:30 am

    Silent Scope wrote:
    I would make the reccomendation that the engineer should have the ability to sweep used grenades and bring to the spawn point, and have the ability to handle other teammates' weapons for the sole purpose of reloading and/or transporting to help emphasise the class as a support role rather than a combat role. This would allow for the class to be played in two different ways:

    • comrade support - helping teammates in assisting in reloading clips/belts/speedloaders as well as restocking bases with 'nades, coupled with covering/suppressive fire for the main offense
    • combat engineer - playing offensively by pushing the opposition back with both the automatic primary and setting a spawn point closer to the objective.

    This should make things interesting for us demomen who love spamming grenades for area denial.

    I firmly believe that the engineer should primarily be a weak support class, similar to the medic. Although currently he fits this, I think to make the class truly worth playing some other abilities need to be though of. Being able to "capture" bases is not a particularly strong ability in the end, unless the field is particularly large.

    I was contemplating the possibility of the engineer being able to carry as many grenades and rockets (possibly clips and ammo if there is need) as they want, but they cannot use them, only give them to team members who use grenades. This coupled with the ability to pick up used rockets and grenades should make them useful for supporting demo men. To make them even more useful, I think the ability to pick up rockets should be removed from demo men.
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    Post  Silent Scope Wed Mar 02, 2011 10:09 am

    splosionman wrote:I firmly believe that the engineer should primarily be a weak support class, similar to the medic. Although currently he fits this, I think to make the class truly worth playing some other abilities need to be though of. Being able to "capture" bases is not a particularly strong ability in the end, unless the field is particularly large.

    I was contemplating the possibility of the engineer being able to carry as many grenades and rockets (possibly clips and ammo if there is need) as they want, but they cannot use them, only give them to team members who use grenades. This coupled with the ability to pick up used rockets and grenades should make them useful for supporting demo men. To make them even more useful, I think the ability to pick up rockets should be removed from demo men.
    Firstly, I'm under the impression that there is no such thing as a weak class. Medics play some of the biggest roles in some strategies.
    Secondly, my understanding of the conception of the engineer class was to increase the proliferation of autos. That in itself presents an incentive for many to trial and hone in close-range combat skills. While you may be right in mentioning how base building isn't the strongest ability, I could say for sure that this class would've been put to great use in a field like Braeside Park in which battles were drwn out a fair bit.

    With regards to other abilities, I find that I share many of the opinions that an engineer should have the option of playing a supply support role. However, the demoman's ability to pick rockets is one of neccessity since they cannot be handled easily.
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    Post  splosionman Wed Mar 02, 2011 10:19 am

    Surely the medic can not be described as the best class for actually eliminating the enemy team, yet their role can result in a significant advantage to one team if used well. In this way the engineer is similar. Using only an auto, they are not suited to participating in a fight on their own, unlike a soldier for example.
    The use of autos does seem to go unnoticed by many people who play soldiers, yet letting an engineer use a vulcan is not going to suit the close combat role. We have already talked of letting engineers use only single burst guns such as the magstrike.
    I do not fully understand what you mean when you say titan missiles are not handled easily. If you are referring to their bulk, then that is something envisaged for demo men from the start, making using the powerful weapon suitably difficult.

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