Declined [FF2] Jumppad nerf and short circuit change suggestion (2 Viewers)

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Autismo

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Hello, those who play FF2 frequently know that the engineer can create jump pads that can do two things:
  • Jump boost, provides a jump boost by being on it whilst active (or not if the engineer has disabled the option for others to use it, same for the latter)
  • Speed boost, provides a speed boost that makes you unslowable
My issue with this and has always been for the longest time I've been on this server:
  • Jump pad provides ridiculously high momentum by crouching, this allows classes whom which weaknesses stem from their inability to access good mobility like other classes now able to use it on demand given an engineer allows it
  • Speed boost is comically useless due to being too niche: slows which only serve for hales with a stun on rage; this pad is ultimately fodder in comparison to the jump pad because it closes gaps between the merc and the hale within seconds
my proposal for the jump pad variant is:
  • Horizontal momentum no longer exists
  • Vertical boost is static and crouching doesn't provide anything extra (would be similar to a uncrouched rocket jump's)
  • Pad recharge rate is increased by 10%
This would allow for speed boost to potentially be useful at times than the jump pads always taking stage as the go to pad, I've always hated these because of how stupid it is to deal with them and that's from a hale experience side, I have more fun playing against Force a' nature scouts than jump pad engineers; absolute aids experience.


Short circuit is currently a useless weapon, useful for a sticky jumping hale called hardware, not to be confused with xX_Arnold_Gaming_Xx, because you can delete his stickies thus screwing with his gameplay but that aside the proposal:
  • Make it able to jump with its right click which'll do rocket jump knockback
  • Around 30 to 40 damage per jump
  • This costs 60 metal per pop and chews up metal quickly
A nice side weapon if you want to get to certain places as a result of these changes, pistol on engineer is currently the strongest damage option so I don't see the issue with making this able to do some funky stuff.



I have jump pad fatigue​
 
im only for the jumppad change to remove the crouch jumping bonus (and fix the jumppad recharge rate to what it was before)
 
Hello, those who play FF2 frequently know that the engineer can create jump pads that can do two things:
  • Jump boost, provides a jump boost by being on it whilst active (or not if the engineer has disabled the option for others to use it, same for the latter)
  • Speed boost, provides a speed boost that makes you unslowable
My issue with this and has always been for the longest time I've been on this server:
  • Jump pad provides ridiculously high momentum by crouching, this allows classes whom which weaknesses stem from their inability to access good mobility like other classes now able to use it on demand given an engineer allows it
  • Speed boost is comically useless due to being too niche: slows which only serve for hales with a stun on rage; this pad is ultimately fodder in comparison to the jump pad because it closes gaps between the merc and the hale within seconds
my proposal for the jump pad variant is:
  • Horizontal momentum no longer exists
  • Vertical boost is static and crouching doesn't provide anything extra (would be similar to a uncrouched rocket jump's)
  • Pad recharge rate is increased by 10%
This would allow for speed boost to potentially be useful at times than the jump pads always taking stage as the go to pad, I've always hated these because of how stupid it is to deal with them and that's from a hale experience side, I have more fun playing against Force a' nature scouts than jump pad engineers; absolute aids experience.


Short circuit is currently a useless weapon, useful for a sticky jumping hale called hardware, not to be confused with xX_Arnold_Gaming_Xx, because you can delete his stickies thus screwing with his gameplay but that aside the proposal:
  • Make it able to jump with its right click which'll do rocket jump knockback
  • Around 30 to 40 damage per jump
  • This costs 60 metal per pop and chews up metal quickly
A nice side weapon if you want to get to certain places as a result of these changes, pistol on engineer is currently the strongest damage option so I don't see the issue with making this able to do some funky stuff.



I have jump pad fatigue​
I 100% agree on all of what you said on jump & boost pads, And to be frank, Even with such nerfs, Engineer still imo, shouldn't really have all that mobility, I would even say a total removal of the pads would be the appropriate call, he still has his pomson, which is extremely balanced and works just fine of a last resort weapon, in addition to the short circuit sounds even better of engie's mobility being enhanced and enhanced FAIRLY.


As for the short circuit, My only maybe dissent.. is the hp self damage, 40-50 sounds good.
 
Why...?

So let me get this straight...

We're changing the meta by making a simple character with a simple get-away harder to get a kick for Scoobs weird obsession with mobility?
Why are these very weird suggestions even entertained, it's confusing me. FF2 is supposed to be fun last time I checked, it's not jump academy.

I'd go as far to say that the recent changes for Heavy and his 'rocket jumping' ability should be reverted entirely. From me, I'm going with a very straightforward no. I ain't entertaining bullshit ideas, bullshit mechanics that do nothing but up the made-up skill ceiling some people are imagining around here.
 
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Why...?

So let me get this straight...

We're changing the meta by making a simple character with a simple get-away harder to get a kick for Scoobs weird obsession with mobility?
Why are these very weird suggestions even entertained, it's confusing me. FF2 is supposed to be fun last time I checked, it's not jump academy.

I'd go as far to say that the recent changes for Heavy and his 'rocket jumping' ability should be reverted entirely. From me, I'm going with a very straightforward no. I ain't entertaining bullshit ideas, bullshit mechanics that do nothing but up the made-up skill ceiling some people are imagining around here.
My main issue with these "Jumpy classes" (that include spy, soldier, demoman, pyro, and heavy now, and I will count engineer because of the jump pad), is the fact that everyone is jumping, Ik it's all freak, fun and giggles, but I'm looking for the fight that I can face a team and fight them face to face, Not jumping me whenever I go, when did FF2 turn into duck hunt.. everyone's flying around now, most people are using the jump pads for the purpose of landing a goomba because they're highly leaving from it alive anyway because the boss is busy and? yep, not just busy but also there are like 4 other people are jumping with that one guy.

Honestly ridiculous, what happened to the jumper weapons being annoying, how is everyone jumping any better from the jumpers.
 
My main issue with these "Jumpy classes" (that include spy, soldier, demoman, pyro, and heavy now, and I will count engineer because of the jump pad), is the fact that everyone is jumping, Ik it's all freak, fun and giggles, but I'm looking for the fight that I can face a team and fight them face to face, Not jumping me whenever I go, when did FF2 turn into duck hunt.. everyone's flying around now, most people are using the jump pads for the purpose of landing a goomba because they're highly leaving from it alive anyway because the boss is busy and? yep, not just busy but also there are like 4 other people are jumping with that one guy.

Honestly ridiculous, what happened to the jumper weapons being annoying, how is everyone jumping any better from the jumpers.

Ignoring the fact this doesn't pivot towards anything I said...

The Engi cannot jump on command like the rest of the classes mentioned. It requires the building and then said building not getting destroyed. ((Ignoring sentry jumping))
With another change like this it makes playing Hale even worse. This is slowly going towards VSH levels of disabling playing hale completely.

1. We have demoman builds for market gardening
2. We have Soldier which is just Soldier
3. Heavy has access to mobility now which in itself contradicts his class identity.
4. We got the Spy with a revolver which he can use to rocket jump around

I agree with your point that this cat & mouse game has been going on for too long. And it's getting worse and worse with each brain-child like this.
 
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most people are using the jump pads for the purpose of landing a goomba because they're highly leaving from it alive anyway because the boss is busy and? yep, not just busy but also there are like 4 other people are jumping with that one guy.
more so for positioning and engagement means, most people don't use it for goombas and acts as a way to close the gap from one end to the other.

Honestly ridiculous, what happened to the jumper weapons being annoying, how is everyone jumping any better from the jumpers.
because the entertained methods aren't being addressed in the correct areas for certain weapons: heavy rocket jump ff2 for example is getting tons of mobility nerfs but no tweaks towards durability/damage output which only keeps it strong as is.
the jumper weapons would honestly be easier to deal with than whatever the huo long heater is currently.
 
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more so for positioning and engagement means, most people don't use it for goombas and acts as a way to close the gap from one end to the other.
Yes you're right, not solely goomba, rather mostly positioning, still doesn't change the fact it's strong, that would actually be fixed if the tele pads were locked just for engie alone
 
I think jump pads are not the problem since I believe most bosses can reach Engineer first before he sets up his turtling spot.

Most maps provide close proximity to Red's spawn. Even if they are not - predicting an Engineer is not hard, especially when they jump onto it.

What makes the pads so easy to use is good positioning and their reliability. They are strong, and they're fun for all red members to use.
The cat & mouse game apllies to all self knockback weapons made so far. This one being almost on demand. You need to build it first like a regular teleport. (Can the construction time be increased?)

I believe the jump pad is NOT the problem, for there are other classes who recieved their jumping options. The speed pad could be potentially used more if this rework happens to go through. Making the other pad be situational therefore obsolete to general circumstances.
 
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A complete different suggestion, for this pads situation, and much simpler even.

Engineer does not have any other mobility option except the pomson which is a last call like I said before, Giving the fact that the short circuit is probably getting rejected too, that will leave engineer, who is already most wanted target and already vulnerable, I say retract all these changes and edits, and rather simply LOCK IT.



That's all, you don't need to obliterate the jump pads when you can just remove the ability of the team to use it, the issue is not with the jump pads, but rather the team abusing them.

If it was locked for engineer alone, who is a single class of his own and has zero mobility, it would be much balanced and less chaotic.

@Madact if you could please change the poll and add my suggestion here, Aerial's suggestion: Not changing the jump pads mechanic at all, but rather locking them solely for engineer.
 
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A complete different suggestion, for this pads situation, and much simpler even.

Engineer does not have any other mobility option except the pomson which is a last call like I said before, Giving the fact that the short circuit is probably getting rejected too, that will leave engineer, who is already most wanted target and already vulnerable, I say retract all these changes and edits, and rather simply LOCK IT.



That's all, you don't need to obliterate the jump pads when you can just remove the ability of the team to use it, the issue is not with the jump pads, but rather the team abusing them.

If it was locked for engineer alone, who is a single class of his own and has zero mobility, it would be much balanced and less chaotic.

@Madact if you could please change the poll and add my suggestion here, Aerial's suggestion: Not changing the jump pads mechanic at all, but rather locking them solely for engineer.

I concur with Aerial on this one. A much simpler, a better choice is to simply disable pads to the team proper and only allow Engis to use it.
This eliminates the team flying about, and it maintains Engis still having some sort of escape mechanic. Predictable but still viable.
 
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