Hisu
Well-Known Member
- Joined
- Mar 8, 2014
- Messages
- 423
1. Replace all resupply lockers (including the one at the spawn) with invincible lv3 dispensers.
Q: Why do it?
A: Mostly, to eliminate spamming and "tactical retreats". With lockers, if you're injured, it's just a matter of how quick you gain back your health and reload your clip. Inability to run away and instantly return in full power will promote skill.
2. Put an invincible lv1 teleporter from spawn to the top of the tower, preferably somewhere no enemy spy would reach. I suggest a niche at the ceiling with sticky-repellant area around to prevent camping.
Q: Why do it?
A: To help people avoid sniper camping.
Q: Why lv1?
A: First off, if it'd be a fast teleporter, it will discourage people from building their own teles. Second, let there be a way to avoid being camped, but let it be slow, so you'll have to choose between two behaviours: quick and risky, or slow and safe.
3. RTD: add a counter on overkill rtds, namely toxic and instant kill, so they couldn't be triggered by the same team more than once in, say, twenty minutes (I'd prefer an hour, but oh well, what do I know) and no more than once an hour for the same player.
Q: Why do it?
A: Because those two rtds are not just good rtds, they are overkill on a map as small as dm_duel. And if you mess with them directly (like decreasing the time) they'll quickly become useless.
Q: Why an additional 'no more than once an hour for the same player' restriction?
A: To make sure no one will hog all the good rtds for themselves.
4. RTD: godlike should not protect from goomba stomping and environmental death.
Q: Why do it?
A: For fun ^_^
5. RTD: improve air control for the duration of gravity rtd.
Q: Why do it?
A: As it is now, low gravity is more a negative rtd. Improved air steering will make it useful.
6. RTD: make negative rtds re-trigger on respawn if player suicides or dies by environment.
Q: Why do it?
A: To make it actually risky. Okay, you want to become an engine of destruction for 20 seconds, then be prepared to become a piece of useless shit for same 20 seconds.
7. Goomba stomp: add two checks.
a) For the player stomped on, check if they are invincible. If yes, cancel invincibility and instakill.
b) For the player who jumps, check if they are invincible or invisible. If yes, no goomba damage.
Q: Why do it?
A: As with p.4, it's mainly for fun. But also to make that fun fair — it's no good if you can get free kills this way, but with a little reward to compensate for free kill removal.
8. Remove passive crit negation with vaccinator.
Q: Why do it?
A: Passive crit negation makes it too overpowered. On a map like dm_duel, there are safe spots for medics to hide in, ensuring their patients near invulnerability, which hinders duels. On a duel map.
Q: You just want it because you camp a lot.
A: Being subjective doesn't automatically make you wrong. My point is still valid, even if my reasons are self-centered.
Q: Why do it?
A: Mostly, to eliminate spamming and "tactical retreats". With lockers, if you're injured, it's just a matter of how quick you gain back your health and reload your clip. Inability to run away and instantly return in full power will promote skill.
2. Put an invincible lv1 teleporter from spawn to the top of the tower, preferably somewhere no enemy spy would reach. I suggest a niche at the ceiling with sticky-repellant area around to prevent camping.
Q: Why do it?
A: To help people avoid sniper camping.
Q: Why lv1?
A: First off, if it'd be a fast teleporter, it will discourage people from building their own teles. Second, let there be a way to avoid being camped, but let it be slow, so you'll have to choose between two behaviours: quick and risky, or slow and safe.
3. RTD: add a counter on overkill rtds, namely toxic and instant kill, so they couldn't be triggered by the same team more than once in, say, twenty minutes (I'd prefer an hour, but oh well, what do I know) and no more than once an hour for the same player.
Q: Why do it?
A: Because those two rtds are not just good rtds, they are overkill on a map as small as dm_duel. And if you mess with them directly (like decreasing the time) they'll quickly become useless.
Q: Why an additional 'no more than once an hour for the same player' restriction?
A: To make sure no one will hog all the good rtds for themselves.
4. RTD: godlike should not protect from goomba stomping and environmental death.
Q: Why do it?
A: For fun ^_^
5. RTD: improve air control for the duration of gravity rtd.
Q: Why do it?
A: As it is now, low gravity is more a negative rtd. Improved air steering will make it useful.
6. RTD: make negative rtds re-trigger on respawn if player suicides or dies by environment.
Q: Why do it?
A: To make it actually risky. Okay, you want to become an engine of destruction for 20 seconds, then be prepared to become a piece of useless shit for same 20 seconds.
7. Goomba stomp: add two checks.
a) For the player stomped on, check if they are invincible. If yes, cancel invincibility and instakill.
b) For the player who jumps, check if they are invincible or invisible. If yes, no goomba damage.
Q: Why do it?
A: As with p.4, it's mainly for fun. But also to make that fun fair — it's no good if you can get free kills this way, but with a little reward to compensate for free kill removal.
8. Remove passive crit negation with vaccinator.
Q: Why do it?
A: Passive crit negation makes it too overpowered. On a map like dm_duel, there are safe spots for medics to hide in, ensuring their patients near invulnerability, which hinders duels. On a duel map.
Q: You just want it because you camp a lot.
A: Being subjective doesn't automatically make you wrong. My point is still valid, even if my reasons are self-centered.