PDA

View Full Version : one way to make ffa less retarded


ryebone
06-27-2009, 06:16 AM
Make it so that the spawn points can't spawn multiple planes within a short time. One of the biggest peeves I have is when a loopy spawns right behind me; it's a guaranteed death sentence if the loopy is even somewhat competent, unless you're miranda and reverse/anchor away.

I think this rant is aimed solely at hills; other ffas are big enough, and have enough obstacles so that this isn't a problem.

Beagle
06-27-2009, 07:06 AM
That pretty much summarizes ffa_hills, though. It's a bloodbath. It's like playing Shipment with 64 players on CoD4.

STACK
06-28-2009, 07:12 AM
It would be nice if you couldn't use your weapons until you are out of invuln too.

NomNom
06-28-2009, 09:09 AM
Yea not playing 14 man ffas helps too. It's best when there's less than 6 people.

DiogenesDog
06-28-2009, 09:24 AM
yeah, that's really the key. FFA is great in small games. I wouldn't even say you need to get below 6... even like 8 guys is pretty solid. it's just that with 14+ people (at least on the popular maps) it's a complete cluster****

Esoteric
06-28-2009, 07:01 PM
I offer a simple solution to your 14 players cluster****s: ffa_hex.

You know you want to.

nobodyhome
06-29-2009, 05:12 AM
i actually do think that ffa_hex is one of the best ffa maps out there. even though graphically it is themeless and non-sensical, the layout of the map is very good for ffas of any size larger than like 6 or so.

the other ffa map that i would say is good would be caves, but in caves you can do that retarded thing where, since noobs tend to fight in the large open areas near the top, you can stay at the bottom and easily pick off noobs that happen to stray downwards one by one and rack up kills easily without dying. in hex you can't do that, since every region is sorta equal.