Give us your input on how we may improve the game in future versions.
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Use BetaHub for suggestions and bug reports for SFD!
SFD has moved the suggestions and bug tracking to use BetaHub instead.
Use the link below to see Superfighters Deluxe and see current suggestions and current bug reports.
If you want to see your (old) idea/suggestion in this forum in BetaHub, please re-register it in BetaHub to keep it...
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Last post by Gurt
Sun Feb 15, 2026 4:00 pm
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The official Discord channel
Replies: 3
by
Hjarpe » Mon Nov 23, 2020 7:42 pm » in
General
First post
Attention superfighters!
Step right up, come on in, and join the super-official MythoLogic Interactive Discord server!
There are topics for Superfighters Deluxe, map-making, bug reports and feedback, excellent memes, as well as upcoming games like Filcher and Barbarian Odyssey.
Link:
It's like...
Last post
Woah, very nice! So many people have been asking around for this and now it finally exists.
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Last post by tilt56
Mon Nov 23, 2020 11:42 pm
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Read before posting an idea or suggestion
by
Gurt » Tue Mar 01, 2016 10:50 pm
Some additional rules before you post an idea or suggestion.
If you want to post a custume idea or some other wearable item you would like to see in Superfighters Deluxe then skip to this thread .
Do not make wishlists.
Do not post a list over things you want in the game in form of a...
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Last post by Gurt
Tue Mar 01, 2016 10:50 pm
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Forum rules
by
admin » Sun Feb 28, 2016 2:08 pm » in
General
Posting in any part of the forum will require you to follow these rules.
Breaking any of these rules will get you a warning, which will be recorded, or get your account locked depending on the severity of the post.
1) Do not post any abusive, obscene, vulgar, slanderous, hateful, threatening,...
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Last post by admin
Sun Feb 28, 2016 2:08 pm
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New Item - Deflector Hat *Re-Revised*
Replies: 15
by
Player1 » Mon Oct 24, 2016 12:47 am
First post
Deflector Hat
-A new Makeshift item for maps.
Game-play
- The Deflector Hat is a metal rice-hat that reflects bullets/projectiles that come in contact with it.
- Has a very hefty durability. (Three Sniper shots breaks it)
- Increases fall damage (and dive damage)
- Rolls have a 25% chance of...
Last post
I think that might be going a bit overboard, but I guess it could work. (Implying this item will even be considered, and people would want it)
- 15 Replies
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Last post by Player1
Sun Nov 13, 2016 8:56 pm
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Updating the tutorial
Replies: 2
by
gwendalaze » Tue Nov 01, 2016 1:05 pm
First post
This shouldn't be a priority but, well, as the title is quite explicit, I'm suggesting to update the tutorial with the two new features that are throwing and grabing.
Throwing could be included in the firearm training room and grabing in the melee training room.
Also, I suggest putting a chair in...
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Nice idea, Gwen. Well, I think it would be better if throwing was on melee training room.
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Last post by Apocalyptic
Wed Nov 09, 2016 12:53 am
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Grab review + recommended changes
Replies: 15
by
Lunatic » Sun Oct 30, 2016 8:27 am
First post
We're finally there! Alpha 1.0.0 has finally launched, and with it, what I've waited so long for: Grabbing! We can finally run up and take someone by the collar to teach 'em what for, and more importantly, to beat blocks. While the move itself feels like it needs some ironing out, melee has felt...
Last post
Yeah. I did, And if you land a grab, the more time you hold an opponent, the more stamina you lose, but only if whoever you grabbed is still alive. Only your stamina wouldn't regenerate.
- 15 Replies
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Last post by mgtr14
Tue Nov 01, 2016 8:06 pm
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Optional Cuss Filter
by
Rocky » Mon Oct 31, 2016 1:29 am
As I have played SFD for quite sometime now, one thing that me and my friends would love to see in a future update is an optional cussing filter. I have a few friends who have stopped playing SFD simply because of the rudeness and vulgarity of some players. It really is quite annoying. I really...
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Last post by Rocky
Mon Oct 31, 2016 1:29 am
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Game mechanic interaction: Guns vs Melee (crosspost)
Replies: 4
by
Lunatic » Sat Oct 22, 2016 1:44 am
First post
Greetings! This is a crosspost to talk about a specific part of a thread I just posted , where I put down my thoughts and feelings on the gunning mechanic and why it works as well as it does. After much thought, I've come to the conclusion that melee and gunning are both mechanics with very little...
Last post
Oh God,this will start an infinite number of quote layers. We are goin' deeper Leo!
I actually tought - and still think - that this post is not contradictory at all,dude. But I guess that I havent explained myself well,in some points.
Well,when it comes to a generic melee guy vs gun guy ,I...
- 4 Replies
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Last post by Del Poncho
Sun Oct 23, 2016 8:42 am
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removal of the ability to roll while flamethrower is active
Replies: 25
by
Zyfex » Sun Jul 10, 2016 12:05 am
First post
so i'm sittin there gettin destroy'd in sfd like usual, y'kno, good 'ol me aint no stranger to a fine ass whoopin n i think to myself 'why can the man behind the flamethrower have so much power???' and of course i'm not the man to talk balance. if you want balance, talk to my good pal luantic but...
Last post
Merged a new take on an idea with an already existing thread.
Since it isn't fun to get caught with the flames nor is it to even win the fight, because you will always either die or lose way to much HP.
First, you can easily escape the flamethrower if you are out of range, but it is easy for the...
- 25 Replies
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Last post by mgtr14
Thu Oct 20, 2016 10:27 pm
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Magnum rebalance
by
Lunatic » Mon Oct 17, 2016 7:50 am
Hello once again! Today I'll be writing up some small changes to everyone's favorite handcannon. I'm not sure everyone would agree with me on these changes, but I feel this weapon is way too overpowered for it's own good.
Let's take a look at the Magnum's stats first, to better understand what...
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Last post by Lunatic
Mon Oct 17, 2016 7:50 am
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crouch when under objects
Replies: 4
by
Alexbra25 » Wed Oct 12, 2016 2:20 pm
First post
the idea would be ... crouch when something fall on you like in old SF.
several times I was already gibbed for things that do not fall on me or do not finish crush me.
This user has been issued a warning for breaking the following forum rule:
Rule #10 - Post descriptive topic titles.
Last post
It would be nice, Alt + down sounds good to me.
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Last post by Alexbra25
Wed Oct 12, 2016 6:37 pm
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Bomb-Belt
Replies: 6
by
Guille_dlC » Tue Sep 20, 2016 6:16 pm
First post
Ok, so my idea is that you include a Bomb-Belt. Just a simple thing that you would carry on your 4 th slot and you would activate to implode and kill/harm enemies, (It would obviously kill you). I made a draft so you could see what I'm talking about:
( The image )
Actually, the detonator is not...
Last post
This would be a great powerup if it functioned similar to laser sight; when you pick up the bomb belt it doesn't go in a slot, but you can kinda see it wrapped around someone; when that person dies / is caught in an explosion of any kind / is on fire for too long, the belt detonates. This would...
- 6 Replies
- 5662 Views
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Last post by Duck
Wed Oct 12, 2016 4:54 pm
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Texture editor
Replies: 2
by
Neo_Juancho » Sat Oct 08, 2016 7:57 pm
First post
My idea is to put textures editor so you can make your own texture.
Example: The flamethrower with a skull or tube is blue.
There are already ways to do this but they are complicated.
I hope you like my post :D ;) ;) ;) :D :D :) :lol:
Last post
Tutorial: How to Create Custom Weapon Textures
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Last post by KliPeH
Sat Oct 08, 2016 9:48 pm
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Suggestions on how to make it harder to run away.
Replies: 5
by
mgtr14 » Wed Sep 21, 2016 9:46 pm
First post
First of all, yes, running is almost able to get you out of all situations unless your opponent has perfect throws and shots, wich is almost impossible.
Let me state the reasons why runners can easily outrun any other player.
• Since everyone has the same speed when running, the one who starts...
Last post
I just did that. It's easier to chase people who now can't just outrun you if you tried to attack them in any way, and then you could try to dash at them or smash/kick. Maybe there is a way to make it easier to just keep up or somehow catch up to a runner without nerfing running, but i don't see a...
- 5 Replies
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Last post by mgtr14
Mon Oct 03, 2016 8:48 am
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Shrapnel and portal
Replies: 1
by
Alexbra25 » Tue Sep 20, 2016 7:28 am
First post
1- I think not only me but some players may like the shrapnel did not disarm players, but were still hit, because they are many and loses the fun at certain times ...
2- It would be like old SF , all objects passing through the portal.
Last post
I do agree with the first point but not the second, it would be nice if we could make it harder for runners to pass trough portals and force them to turn around and face you or either try to destroy it, wasting time.
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Last post by mgtr14
Wed Sep 21, 2016 5:03 pm
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Reduce the dive hitbox
Replies: 3
by
Noble » Sat Sep 17, 2016 6:57 am
First post
Is not new for anyone that the dives does something weird everytime. You actually can dive someone that is in the other side of the cover by diving over the cover, and very distant of this opponent by the way.
I saw a lot of problems and bugs envolving diving and covers, that can be by design, but...
Last post
This is clearly more related to bugs, but I mean, in general, reduce the dive hitbox would fix a lot the game, a lot of bugs would disappear and the dive would be 'real', I think.
- 3 Replies
- 4016 Views
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Last post by Noble
Tue Sep 20, 2016 4:24 am
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Tweak the carbine, if only just a little
Replies: 9
by
Lunatic » Sat Sep 17, 2016 11:42 pm
First post
Continuing my trend of weapon rebalances (Expect more), I figured I'd touch on a weapon that most would throw away the second another weapon became available. I'd say rightfully so, as this weapon is hardly a step above a sidearm, but as a primary it deserves to be more than a half step up from...
Last post
I have personally dug through the code, the carbine's stats state a specific 10% crit chance.
- 9 Replies
- 7871 Views
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Last post by Lunatic
Mon Sep 19, 2016 10:47 am
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Non grid-locked spectator camera
by
M_M_M » Mon Sep 19, 2016 3:03 am
When in spectator mode of a match (died, joined late), you should be able to switch between the regular camera mode or allow players to enter a free-moving camera to follow any specific action in their own view.
Movement keys work as you'd expect with something like -/+ keys/scroll wheel...
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- 1833 Views
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Last post by M_M_M
Mon Sep 19, 2016 3:03 am
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A Idea on SFD Server Running on Linux Server
Replies: 4
by
Leon » Sat Jul 02, 2016 12:45 pm
First post
My SFD player ID is Leon. My SFD server is running most of the time, to help the kids without a static IP address.
I run the server on one of my PC. But there is a major problem for me -- The SFD running background takes much resource,
both memory's and CPU's. Actually, I would like to run the...
Last post
Have you checked FNA?
Merged the following post to remove a double-post:
an XNA4 reimplementation that focuses solely on developing a fully
accurate XNA4 runtime for the desktop.
- 4 Replies
- 4206 Views
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Last post by robinkooli
Sun Sep 18, 2016 7:28 pm
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Small things should pass through the door
by
Noble » Sun Sep 18, 2016 9:10 am
Some small things like the propane tank, pieces of a lamp; a barrel; a crate and a lot of other objects should pass through the stairs.
I don't know if this will should be applied with body parts in the ground.
It would be actually useful kicking some of this objects after the throw update,...
- 0 Replies
- 1883 Views
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Last post by Noble
Sun Sep 18, 2016 9:10 am
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Two acessories slots
by
Noble » Thu Sep 15, 2016 8:03 pm
I think it would be cool and it also be something that should be discussed, the possibility of having more than one accessory. Sometimes I want to put, for example, a cigar and sunglasses on my character, a balaclava with a domino mask or a gas mask with a scarf.
Of course that can not just be...
- 0 Replies
- 1951 Views
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Last post by Noble
Thu Sep 15, 2016 8:03 pm
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AUG New Weapon
Replies: 6
by
Mike Scofield » Sat Sep 10, 2016 9:37 am
First post
I came up with that idea a short time ago and i wanna share it with you guys and the game developers.
-will take a slot in primary weapons
-spawn chance 35%
-damage per shot 8
-critical hit 10
-throw range medium
-weapon with laser sight (We Dont Have That Cool Aiming system in SFD :( )
-Ammo 25...
Last post
I agree, it make the things even more confusing, you are just putting more assault rifles in game.. :?
#WatingForGrapplingHookEver
- 6 Replies
- 5732 Views
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Last post by Shark
Sun Sep 11, 2016 3:26 am
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New Weapon "Hand Claw"
Replies: 1
by
Mike Scofield » Fri Sep 09, 2016 9:50 pm
First post
Yeah New Melee Weapon Hand Claw
-Melee Weapon
-spawn chances like Katana
-damage 13
-you can only disarm player with Hand Claws Only While He is attacking and being damaged by another players shot or melee punch
-same durability as Katana
Last post
Wow its actually a really cool idea I don't know how you came up with that... This will be a weapon that I would add to the game if I could :D great idea keep them coming !
- 1 Replies
- 2340 Views
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Last post by Danvie
Fri Sep 09, 2016 10:50 pm
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MiniGun idea
Replies: 9
by
Fear » Mon Sep 05, 2016 7:25 pm
First post
Minigun, hmm i think this would be one of the strongest weapons in SFD.
i think minigun cant be throwable(too heavy) or low range.
-150 Ammo
-5-10% spawn chance
-Can Break Crates with 1 hit
-low range throw
-Damage 15 pre hit
-Critical hit = 20
-Critical chance 10-15%
I think thats all.
Last post
A second, more overpowered version of already overpowered M60? No, thanks.
- 9 Replies
- 7292 Views
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Last post by Sh4d0w
Wed Sep 07, 2016 1:30 pm
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Tommy gun rebalance
Replies: 2
by
Lunatic » Tue Sep 06, 2016 3:27 pm
First post
When I think of the Thompson, I think of the classic 50-round drum mag that sprays faster than you know what to do with. To me, 35 is a bit of an arbitrary number that is only in place for balancing reasons. And rightfully so! Increase the clip size alone and you'd create a discount m60. With my...
Last post
Last I checked the assault rifle had 95ms cooldown. That would put out just about 10.5 shots per second excluding the first, which would give us 73.5 DPS. With the first, 80.5. That's just barely less than the M60 haha.
Uzi has 75 ms cooldown, 13.3 * 4.5 = 60 dps, add the first for 64.5.
I made a...
- 2 Replies
- 2739 Views
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Last post by Lunatic
Wed Sep 07, 2016 4:18 am
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Kongregate
Replies: 8
by
ShadowWallker666 » Mon Sep 05, 2016 4:39 am
First post
Hi i believe it would be a good idea to have SuperFighters/Superfighters Deluxe on kongregate.My reason behind this is that a lot of people play on kongregate and the last time it was on it was a good success and people liked it.
Last post
Alright this is resolved. Locking.
- 8 Replies
- 7410 Views
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Last post by TheOriginalCj
Wed Sep 07, 2016 3:54 am
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Color Suggestions
Replies: 7
by
Player1 » Sat Jun 18, 2016 12:46 am
First post
Have a color you'd like to see in the game, post them here!
Last post
Indigo, such a beautiful color
- 7 Replies
- 6558 Views
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Last post by Cachorroloko
Fri Sep 02, 2016 8:22 pm
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Better Aiming
Replies: 9
by
NeekTwoThousand » Sat Aug 27, 2016 11:13 pm
First post
Hello guys, I was thinking about improve the aiming system by adding a better accuracy depending on how much time you aim with your weapon.
Last post
I think what you're basically suggesting is a simplified recoil system, which many here will agree is an awful idea. Simply because the gunning in SFD needs to be quick and simple.
I don't think improving your aim by aiming for a longer duration is as beneficial as it is. This game requires you to...
- 9 Replies
- 7838 Views
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Last post by TheOriginalCj
Wed Aug 31, 2016 11:19 pm
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