Wolf
Well-Known Member
- Joined
- Mar 5, 2015
- Messages
- 517
Hello Panda's welcome to my thread which will give suggestions based on my play experience/from others to improve a respectfull and fun gamemode of our Panda server:Freak Fortress 2.
Feel free to read all the suggestions and make feedback in the comment section!
I may update the list if you make some solid points in the comments!
Keep in minds that things you will suggest must be possible as in "not too complicated"
I made this thread to help the community and create a fun expirience for the players on it.
I would be glad to hear if you want to be part of it <3
1) Bosses suggestions
Bosses are a big part of Freak Fortress 2 as they are the main objective in this gamemode.
It's fun to play against wacky new bosses and trying to defeat them all with your team!
However, I would love to see some classics comming back to our server as they give us solid gameplay and more options to pick from.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Christian Brutal Sniper
heheh, It's like cristmas mornin'
Brutal Sniper most likely known from the gamemode VS Saxton hale is one bloody freakshow!
He will catch up with you and kill you with his wide arsenal of knives.
Build up his rage to recieve a small stun towards other and a bow which will take down sentries with one shot.
-Painis Cupcake
I am Painis Cupcake, I will eat you!
A Classic Rubberfruit video and one of the most famous freaks/fads of Team Fortress made it into Freak Fortress, Painis Cupcake has a solid gameplay with the brave jump and a ubered rage with a small stun area around him.
-DemoPan
Stout shako for 2 refined!
Demopan the one who will charge at you with his pan and turn you into stout shako for him to sell.
Demopan has a rage which will stun close by players and players are shown fake-trade requests from demopan to warn that he is in his rage.
Brave jump is anabled for this freak and to compensate with his "weak" rage ability he is granted with endless amount of shield charges.
-El Jefe (Nerf)
Let us prai!
A boss which was supricingly fun to play as and a fun character/idea for many!
But after all this time people start to play this freak with a "annoying" gamestyle.
The hale is the strongest hale there is in the server and has a lot of powers.
Some people say that this boss has too many lives and his smite is way to strong since it goes trough walls.
I honestly think that the "flying" part of this freak is not really good for the gameflow.
There are players who just simply fly around the map trying to land on heads if they can, or just stay in the air to delay the round.
I suggest changing the fly part of this hale into a ability/rage instead of a perk that this boss has, there is already a punishment on flying which is El Jefe losing his rage when flying.
I rather see a option for El Jefe that he can either smite players or fly of for a certain time period.
And maybe his lives should be dragged down to two lives instead of 3. (health spreaded out over the two lives)
-The Human Sentry Buster (buff)
Tick tick tick tick tick tick tick tick
The Sentry Buster which is known from the gamemode Mann vs Machine makes a Cameo in Freak Fortress as a Humanoid Sentry Buster.
The Sentry Buster has the head of the Demolishion man and would say "tick tick" to imitate the Sentry Buster.
This Freak has a weakness for melee damage which isn't based one the Sentry Buster itself and can blow up as a rage what would kill nearby enemies (Won't damage yourself)
Altho this Freak has a slight resistance against incomming bullets and explosions damage, his weakness for melee damage is too big for this freak and will most likely by be taken care of in no time.
Changing this Freak's incoming melee damage weakness would help out a lot.
We don't know what the % number is but it should be less as far players can tell.
2) Weapon changes suggestions
Freak Fortress 2 has a wide range of weaponry to pick from, almost every weapon from Team Fortress 2 made it into the game exept for some few who are automaticly changed into the stock "freak fortress" modified weapon.
But all in all, it's really good to have modified weapons for this gamemode since you are not playing against a whole team, you need weapons who are focused to kill a "Boss"
Let's have a peek shall we?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Short Circuit
This is my biggest concern of gamemode breaking weapons in the gamemode right now.
Not only brings the short circuit stuns to bosses, it can also glitch the boss to make him completly defenceless for a long duration, the boss will be in a "stunned" pose and won't be able to do anything inculding using his rage.
If we keep the glitch fact away from this weapon we have the weapon idea itself which bothers a lot of players as well.
The Short Circuit a secondary weapon for the engineer which allows the player to make quick getaways from bosses, this is a great idea and gives defenceless engineers more option to get away and move out to a other building spot.
Sadly, our server has a plugin which will give engineers a +20 metal regen per second or so.
Players use this to get a nasty kind of gameplay which is build on charging at the hale to stun him, team up witha other engy and you never would be able to escape as a boss.
Engineer gameplay should be based on placing a sentry to deal damage and dispencer/amp to help out your teammates. (unless you are a minisentry engineer)
easy/needed: I will suggest removing this weapon as it is, replace it with the pistol for now.
Effort: Making the Short Circuit that is wouldn't stun bosses but slower them down, making it impossible to catch up with the engineer.
-Every grenade launcher
The primory slot for demoman requires some skill to aim and hit your target, why not rewarding players for their actions hmm?
effort: Minicrits on every grenade launcher.
-Cleaners Carbine
Snipers secondary SMG which gives minicrits on kill.
Too bad there is only one boss to kill and this non-filled crit smg is not going to help a lot on it.
The stock SMG grands players crits which can be usefull if bosses come near you and try to run away from bosses.
Easy: I will suggest replacing this weapon with the stock one.
Effort: Giving this weapon crits would be required since the stock one has that as wel, but since this weapon has a slower firing speed this weapon should have something possitive compared to the stock one.
Ammo capacity would be a great one since the stock one has a good firing speed but running out of ammo is a big downside for this weapon.
-Medigun
Not many people are going to like this one but I see a big need for a "fix" in the stock "Freak Fortress Medigun"
Maybe people have heard of the term "Medic Duo's" on VS Saxton hale / Freak fortress?
To explain quickly this is a common technique of two players teaming up in the gamemode with most likely equiped with a Ubersaw.
Freak Fortress has a Medigun which starts out with 40% uber and when the uber is ready to deployd will grand players a uberduration bar of 140%!
This will give players enough time to build another uber for the other medic which will lead in a endless cycle of Bosses getting delayed from their objective.
The only way to avoid this problem as a hale it either rage them (based on character) or run away and hope the don't hit you even once since if you even get hit once with the obersaw will give the other medic enough time to build up his uber normally so the other medic can take his turn of going ubersaw against the boss.
Effort: I will suggest getting the uber duration back to 100% on uber.
This will grand players enough time for getaways or planned assaults on the boss.
-Kritzkrig
This weapon is removed from the Gamemode and I do understand why.
The Stock Medigun gives Kritz and Uber on deploy so why would you bother to equip this Medigun?
I came up with a idea what people may not like but will give you a other gamestyle of playing on Freak Fortress
Players are granted crits on taunt and there are a lot of weapons in the game which a minicrit boosted so playing with critz can't really hurt if there is a big trade of towards it.
Effort: Healed target is granted kritz all the time, building uber isn't part of this medigun anymore.
The big question for you would be, would you choose the Kritzkrig for massage damage in the trade for your safety?
-Gun Slinger
Gun slinger engineers are really annoying in team Fortress, atleast "they" say~
But most people see gun slinger as a big joke as it comes to Freak Fortress and it has a really good reason behind it.
Not only will big sentries give you more damage hitpoints and options, the knockpack it will give is a really big part of Freak Fortress to prevent Bosses to come near you.
Now we have the Minisentry who has the ability to build fast and cost 100 metal, too bad we got a server plugin that metal won't matter that much so the advantage of building 2 sentries without picking any ammo packs won't really say much. Plus not to mention damage it deals and knockback is a big joke compared to fancy lvl3 Sentry.
Effort: Granting the MiniSentry Minicrits would be the best option I can think of.
This will cover up the damage problem but still will bring the engineer in great danger!
It's a small change but this will give Engineers more options to play instead of their old camping site kind of gameplay without being made fun out.
-Force of Nature
The Force of nature is the most picked primary weapon for Scout in Freak Fortress 2.
Blast your Bosses far away from you so you can get away and the damage is really great to get a shot from close range.
A lot of people find knocking back and running away from the boss cheap and I can understand why, while other players died soon-ish in the game trying to defeat the boss makes the view of scout a bit grim.
I came up with a suggestion what will keep the gameplay of the Force of nature familiar and way much rewarding and fair
Effort: The Force of Nature will have +20% more damage but -20% movement speed (on wearer or not)
Changing the weapon like this will ask users of this weapon to hit the boss and not miss!
For exchange the hits you will alnd will do more damage and you can contingue on avoiding getting hit by the Freak, missing in the other hand will most likely end up devastating.
3) Server plugin changes suggestion
I don't think people will apriciate my thoughds on this one but I feel the urge to atleast share my thoughds on one spesific thing what is going on in our server which is maybe even a bit "gamemode" breaking in my eye's.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-RTD
This may sound a bit grim but there is one thing what bothers me what is the case in our server, Donators and Admins are granted with better RTD rolls which give a big advantage over other players.
It's impossible or near impossible to get negitive rolls and changes of getting "god-tier" rolls are way higher.
Not only I find this unfair for other players but there are even some "rolls" which I find gamebreaking and unacceptable.
I am speaking of the roll:"Insta kills"
Can you imagen a gamemode where people have 30+/- players on one side of the team trying to kill 1 player and the possibility is there to get insta kills?
It's not that it will be a good idea as hale to RTD so that's out of the question unless you want to roll freeze and you can say byebye to you backspine and stompy head.
Easy: Remove RTD from Freak Fortress 2
Effort: Remove Godmode and Insta kills from the Roll list, as it ruins rounds.
Once again, It's my thoughds on this Gamemode... I don't think one of those option will happen sadly.
Thank you for Reading the list of suggestion for Freak Fortress 2!
I will like to note out this once more, I wish the best for our Panda server and I made this thread with good intensions, don't take all this as a insult towards the server itself it's fun this just states out that there is space for improvements.
Don't forget to comment below for your thoughds or perhaps great idea's to make the Gamemode a better experience for all!
Cheers!
~Wolf! / Panda's =3
Feel free to read all the suggestions and make feedback in the comment section!
I may update the list if you make some solid points in the comments!
Keep in minds that things you will suggest must be possible as in "not too complicated"
I made this thread to help the community and create a fun expirience for the players on it.
I would be glad to hear if you want to be part of it <3
1) Bosses suggestions
Bosses are a big part of Freak Fortress 2 as they are the main objective in this gamemode.
It's fun to play against wacky new bosses and trying to defeat them all with your team!
However, I would love to see some classics comming back to our server as they give us solid gameplay and more options to pick from.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Christian Brutal Sniper
heheh, It's like cristmas mornin'
Brutal Sniper most likely known from the gamemode VS Saxton hale is one bloody freakshow!
He will catch up with you and kill you with his wide arsenal of knives.
Build up his rage to recieve a small stun towards other and a bow which will take down sentries with one shot.
-Painis Cupcake
I am Painis Cupcake, I will eat you!
A Classic Rubberfruit video and one of the most famous freaks/fads of Team Fortress made it into Freak Fortress, Painis Cupcake has a solid gameplay with the brave jump and a ubered rage with a small stun area around him.
-DemoPan
Stout shako for 2 refined!
Demopan the one who will charge at you with his pan and turn you into stout shako for him to sell.
Demopan has a rage which will stun close by players and players are shown fake-trade requests from demopan to warn that he is in his rage.
Brave jump is anabled for this freak and to compensate with his "weak" rage ability he is granted with endless amount of shield charges.
-El Jefe (Nerf)
Let us prai!
A boss which was supricingly fun to play as and a fun character/idea for many!
But after all this time people start to play this freak with a "annoying" gamestyle.
The hale is the strongest hale there is in the server and has a lot of powers.
Some people say that this boss has too many lives and his smite is way to strong since it goes trough walls.
I honestly think that the "flying" part of this freak is not really good for the gameflow.
There are players who just simply fly around the map trying to land on heads if they can, or just stay in the air to delay the round.
I suggest changing the fly part of this hale into a ability/rage instead of a perk that this boss has, there is already a punishment on flying which is El Jefe losing his rage when flying.
I rather see a option for El Jefe that he can either smite players or fly of for a certain time period.
And maybe his lives should be dragged down to two lives instead of 3. (health spreaded out over the two lives)
-The Human Sentry Buster (buff)
Tick tick tick tick tick tick tick tick
The Sentry Buster which is known from the gamemode Mann vs Machine makes a Cameo in Freak Fortress as a Humanoid Sentry Buster.
The Sentry Buster has the head of the Demolishion man and would say "tick tick" to imitate the Sentry Buster.
This Freak has a weakness for melee damage which isn't based one the Sentry Buster itself and can blow up as a rage what would kill nearby enemies (Won't damage yourself)
Altho this Freak has a slight resistance against incomming bullets and explosions damage, his weakness for melee damage is too big for this freak and will most likely by be taken care of in no time.
Changing this Freak's incoming melee damage weakness would help out a lot.
We don't know what the % number is but it should be less as far players can tell.
2) Weapon changes suggestions
Freak Fortress 2 has a wide range of weaponry to pick from, almost every weapon from Team Fortress 2 made it into the game exept for some few who are automaticly changed into the stock "freak fortress" modified weapon.
But all in all, it's really good to have modified weapons for this gamemode since you are not playing against a whole team, you need weapons who are focused to kill a "Boss"
Let's have a peek shall we?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Short Circuit
This is my biggest concern of gamemode breaking weapons in the gamemode right now.
Not only brings the short circuit stuns to bosses, it can also glitch the boss to make him completly defenceless for a long duration, the boss will be in a "stunned" pose and won't be able to do anything inculding using his rage.
If we keep the glitch fact away from this weapon we have the weapon idea itself which bothers a lot of players as well.
The Short Circuit a secondary weapon for the engineer which allows the player to make quick getaways from bosses, this is a great idea and gives defenceless engineers more option to get away and move out to a other building spot.
Sadly, our server has a plugin which will give engineers a +20 metal regen per second or so.
Players use this to get a nasty kind of gameplay which is build on charging at the hale to stun him, team up witha other engy and you never would be able to escape as a boss.
Engineer gameplay should be based on placing a sentry to deal damage and dispencer/amp to help out your teammates. (unless you are a minisentry engineer)
easy/needed: I will suggest removing this weapon as it is, replace it with the pistol for now.
Effort: Making the Short Circuit that is wouldn't stun bosses but slower them down, making it impossible to catch up with the engineer.
-Every grenade launcher
The primory slot for demoman requires some skill to aim and hit your target, why not rewarding players for their actions hmm?
effort: Minicrits on every grenade launcher.
-Cleaners Carbine
Snipers secondary SMG which gives minicrits on kill.
Too bad there is only one boss to kill and this non-filled crit smg is not going to help a lot on it.
The stock SMG grands players crits which can be usefull if bosses come near you and try to run away from bosses.
Easy: I will suggest replacing this weapon with the stock one.
Effort: Giving this weapon crits would be required since the stock one has that as wel, but since this weapon has a slower firing speed this weapon should have something possitive compared to the stock one.
Ammo capacity would be a great one since the stock one has a good firing speed but running out of ammo is a big downside for this weapon.
-Medigun
Not many people are going to like this one but I see a big need for a "fix" in the stock "Freak Fortress Medigun"
Maybe people have heard of the term "Medic Duo's" on VS Saxton hale / Freak fortress?
To explain quickly this is a common technique of two players teaming up in the gamemode with most likely equiped with a Ubersaw.
Freak Fortress has a Medigun which starts out with 40% uber and when the uber is ready to deployd will grand players a uberduration bar of 140%!
This will give players enough time to build another uber for the other medic which will lead in a endless cycle of Bosses getting delayed from their objective.
The only way to avoid this problem as a hale it either rage them (based on character) or run away and hope the don't hit you even once since if you even get hit once with the obersaw will give the other medic enough time to build up his uber normally so the other medic can take his turn of going ubersaw against the boss.
Effort: I will suggest getting the uber duration back to 100% on uber.
This will grand players enough time for getaways or planned assaults on the boss.
-Kritzkrig
This weapon is removed from the Gamemode and I do understand why.
The Stock Medigun gives Kritz and Uber on deploy so why would you bother to equip this Medigun?
I came up with a idea what people may not like but will give you a other gamestyle of playing on Freak Fortress
Players are granted crits on taunt and there are a lot of weapons in the game which a minicrit boosted so playing with critz can't really hurt if there is a big trade of towards it.
Effort: Healed target is granted kritz all the time, building uber isn't part of this medigun anymore.
The big question for you would be, would you choose the Kritzkrig for massage damage in the trade for your safety?
-Gun Slinger
Gun slinger engineers are really annoying in team Fortress, atleast "they" say~
But most people see gun slinger as a big joke as it comes to Freak Fortress and it has a really good reason behind it.
Not only will big sentries give you more damage hitpoints and options, the knockpack it will give is a really big part of Freak Fortress to prevent Bosses to come near you.
Now we have the Minisentry who has the ability to build fast and cost 100 metal, too bad we got a server plugin that metal won't matter that much so the advantage of building 2 sentries without picking any ammo packs won't really say much. Plus not to mention damage it deals and knockback is a big joke compared to fancy lvl3 Sentry.
Effort: Granting the MiniSentry Minicrits would be the best option I can think of.
This will cover up the damage problem but still will bring the engineer in great danger!
It's a small change but this will give Engineers more options to play instead of their old camping site kind of gameplay without being made fun out.
-Force of Nature
The Force of nature is the most picked primary weapon for Scout in Freak Fortress 2.
Blast your Bosses far away from you so you can get away and the damage is really great to get a shot from close range.
A lot of people find knocking back and running away from the boss cheap and I can understand why, while other players died soon-ish in the game trying to defeat the boss makes the view of scout a bit grim.
I came up with a suggestion what will keep the gameplay of the Force of nature familiar and way much rewarding and fair
Effort: The Force of Nature will have +20% more damage but -20% movement speed (on wearer or not)
Changing the weapon like this will ask users of this weapon to hit the boss and not miss!
For exchange the hits you will alnd will do more damage and you can contingue on avoiding getting hit by the Freak, missing in the other hand will most likely end up devastating.
3) Server plugin changes suggestion
I don't think people will apriciate my thoughds on this one but I feel the urge to atleast share my thoughds on one spesific thing what is going on in our server which is maybe even a bit "gamemode" breaking in my eye's.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-RTD
This may sound a bit grim but there is one thing what bothers me what is the case in our server, Donators and Admins are granted with better RTD rolls which give a big advantage over other players.
It's impossible or near impossible to get negitive rolls and changes of getting "god-tier" rolls are way higher.
Not only I find this unfair for other players but there are even some "rolls" which I find gamebreaking and unacceptable.
I am speaking of the roll:"Insta kills"
Can you imagen a gamemode where people have 30+/- players on one side of the team trying to kill 1 player and the possibility is there to get insta kills?
It's not that it will be a good idea as hale to RTD so that's out of the question unless you want to roll freeze and you can say byebye to you backspine and stompy head.
Easy: Remove RTD from Freak Fortress 2
Effort: Remove Godmode and Insta kills from the Roll list, as it ruins rounds.
Once again, It's my thoughds on this Gamemode... I don't think one of those option will happen sadly.
Thank you for Reading the list of suggestion for Freak Fortress 2!
I will like to note out this once more, I wish the best for our Panda server and I made this thread with good intensions, don't take all this as a insult towards the server itself it's fun this just states out that there is space for improvements.
Don't forget to comment below for your thoughds or perhaps great idea's to make the Gamemode a better experience for all!
Cheers!
~Wolf! / Panda's =3
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