Pootis bird
Member
The current state of Freak Fortress's balancing is heavily biased towards the red team. This bias switches favor towards the hale or blue team the fewer players are on the server. I'll try and voice my main issues with the present state of play.
The Main Issue Causing Team Bias: Knockback
-On a full server, there may be three pyros, all with the potential to airblast, 5 Force-A-Nature scouts, several demomen, soldiers, and engineers with sentries. Each of these classes has the potential to deal constant knockback against the hale. All the classes working in tangence against the boss will often melt the hale's health, and with the excessive knockback, a hale will have an issue with being able to focus any specific enemy without being knocked away. This will lead to heavy damage classes such as the heavy, spy, or otherwise to be able to escape a hale because of one of the many knockback inducing classes. A typical game will result in the entire red team camping in one area as a group, and unless a hale can effectively improve his odds by constant super jumping and goomba stomping, they will not be able to remain on the ground and kill players before being knocked away. This leads to a one style fits all way of playing the hale, rather than an eclectic gaming experience. The most reliable way to win is to pick a lunging boss or super jumping boss and do the aforementioned super jumping/strafing to quickly kill players one by one. Teleporting bosses are often not viable on a server of 32 people as they are blown away from their targets.
Potential Solutions to Knockback Issue:
-Some solutions I have to help mitigate the negative effects of knockback is to scale the amount of knockback players deal with the number of players on the server. The fewer players on the server, the greater knockback players deal, the more players on the server, the less knockback a hale receives.
-Another main issue contributing to knockback is how unbalanced the Force-A-Nature is. It provides nearly the same knockback as a pyro's airblast up-close yet it receives none on the negatives a pyro does. A force of nature has 68 bullets at the start of the round. This amount of ammo coupled with the fact that there can be 5 scouts on at once gives the red team an unfair advantage. I suggest severely lowing the amount of ammo the Force-A-Nature has, similarly to how the family business and enforcer have reduced ammo. Another suggestion could be to limit the Force-A-Nature to one shot per a reload to slow down the amount of knockback a scout can deal.
Other Suggestions:
-Dunes is a very poor map to include in the map rotation for Freak Fortress Two due to its small size. A person playing hale as little room to super jump and can be seen from all spots on the surface of the map. Knockback is especially hurtful as it has less falloff the closer the hale is to the players.
-The amount of health that a heavy can receive with the Eviction Notice and the Warriors Spirit should be reduced has with the heavy's base health of 550, the health regen on the two melee weapons gives the heavy too much sustain.
I apologize for my toxicity towards players as a result of the imbalance of gameplay. Anyone whom I may have disparaged using the Force-A-Nature; I should not allow a video game to affect my attitude towards people and I hope you forgive my harsh words; I will refrain from being toxic again.
The Main Issue Causing Team Bias: Knockback
-On a full server, there may be three pyros, all with the potential to airblast, 5 Force-A-Nature scouts, several demomen, soldiers, and engineers with sentries. Each of these classes has the potential to deal constant knockback against the hale. All the classes working in tangence against the boss will often melt the hale's health, and with the excessive knockback, a hale will have an issue with being able to focus any specific enemy without being knocked away. This will lead to heavy damage classes such as the heavy, spy, or otherwise to be able to escape a hale because of one of the many knockback inducing classes. A typical game will result in the entire red team camping in one area as a group, and unless a hale can effectively improve his odds by constant super jumping and goomba stomping, they will not be able to remain on the ground and kill players before being knocked away. This leads to a one style fits all way of playing the hale, rather than an eclectic gaming experience. The most reliable way to win is to pick a lunging boss or super jumping boss and do the aforementioned super jumping/strafing to quickly kill players one by one. Teleporting bosses are often not viable on a server of 32 people as they are blown away from their targets.
Potential Solutions to Knockback Issue:
-Some solutions I have to help mitigate the negative effects of knockback is to scale the amount of knockback players deal with the number of players on the server. The fewer players on the server, the greater knockback players deal, the more players on the server, the less knockback a hale receives.
-Another main issue contributing to knockback is how unbalanced the Force-A-Nature is. It provides nearly the same knockback as a pyro's airblast up-close yet it receives none on the negatives a pyro does. A force of nature has 68 bullets at the start of the round. This amount of ammo coupled with the fact that there can be 5 scouts on at once gives the red team an unfair advantage. I suggest severely lowing the amount of ammo the Force-A-Nature has, similarly to how the family business and enforcer have reduced ammo. Another suggestion could be to limit the Force-A-Nature to one shot per a reload to slow down the amount of knockback a scout can deal.
Other Suggestions:
-Dunes is a very poor map to include in the map rotation for Freak Fortress Two due to its small size. A person playing hale as little room to super jump and can be seen from all spots on the surface of the map. Knockback is especially hurtful as it has less falloff the closer the hale is to the players.
-The amount of health that a heavy can receive with the Eviction Notice and the Warriors Spirit should be reduced has with the heavy's base health of 550, the health regen on the two melee weapons gives the heavy too much sustain.
I apologize for my toxicity towards players as a result of the imbalance of gameplay. Anyone whom I may have disparaged using the Force-A-Nature; I should not allow a video game to affect my attitude towards people and I hope you forgive my harsh words; I will refrain from being toxic again.
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