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Old 04-25-2007, 07:38 PM   #341
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Quote:
Originally Posted by tu!
lemmy guess pychonet can't bhop and prolly don't know what tf movement is all about beyond, left/right/forward/back + strafe keys. yeah you might have played tfc back in 04 but i don't think you know what you are talking about when it comes to "tfc + movement"
"lemmy" guess: you never played QWTF. you surely don't know what you're talking about when it comes to comparing the movement between TFC and QWTF... altough I played much more TFC than QWTF, PsYcNeT is absolutely right.
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Old 04-25-2007, 08:01 PM   #342
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taking away the different jump behavior movement is near identical between the engines...because they are the same engines. There are some other minor things but core bhopping (pre-cap) is identical. It's easy to go between quake and hl movement.
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Old 04-25-2007, 09:26 PM   #343
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Oh right... I must have read wrong. I took it as "TFCs movement is more suited to an aim/twitch game" but you meant the HL engine.

The engines are very similar, to me anyway. The jump movement is different and perhaps QWTF is faster, but speed isnt everything. Ive always liked the TFC jump movement more, therefore ive always enjoyed TFCs movement on the HL engine, but that's just my opinion.

What do you think FF will be like, movement-wise compared to Quake? You think the trimping etc will make up for the difference in raw speed?
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Old 04-30-2007, 12:59 AM   #344
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Quote:
Originally Posted by tu!
tfc back in 04
lol, try '99
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Old 04-30-2007, 01:21 AM   #345
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Quote:
Originally Posted by mervaka
lol, try '99
i was quoting that guy...i didn't start playing tfc in 04.
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Old 04-30-2007, 02:23 AM   #346
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I started to play tfc in mid '05,
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Old 05-01-2007, 01:13 AM   #347
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I started in like 2002...
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Old 05-01-2007, 02:18 AM   #348
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I started in the summer of 2001. It's hard to believe I've played Dustbowl at least 2 times a week for the past six years. No other game has ever heald my interest for so long.

Hell, if it wasn't for Dbowl (and A/D in general), TFC wouldn't be installed right now
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Old 05-01-2007, 02:41 AM   #349
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That's actually one of the things I love about TFC: the game subconsciously focuses on teamwork and fun by not having a respawn time and emphasis on K/D ratios. I can have a total shit score and still have fun . But in any other game I play, I feel like I’m not having a good time if my score sucks.

Now look at TF2 -- respawn times, a camera that shows who killed you, popups whenever some guy kills you several times in a row, etc. How again is this fostering teamwork? As you noted Narbleh, it will probably make the game more score-oriented.
theres respawn times in tf2? kill me now.
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Old 05-01-2007, 03:04 AM   #350
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Ok.
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Old 05-02-2007, 06:20 AM   #351
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Yea, kill me too.

I think whoever said it is correct; putting in a respawn delay will discourage people from playing as a team as they'll be more concerned over saving their own skins.
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Old 05-03-2007, 04:55 AM   #352
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uhh, if you work together, you stay alive longer. Me and my buddy play BF2 all the time. We work closely together, and stay alive a lot longer.
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Old 05-03-2007, 03:06 PM   #353
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I think the respawn delay will kill the idea of non-stop frenetic action that TFC(and FF i hope) has. I mean: you die? no problem! press space and continue killing!

A fast pathed game shouldnt have respawn delay, at least no big ones.
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Old 05-03-2007, 04:07 PM   #354
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Well as i said before, probably to make the medic heal other mates instead of trying to do anything else. Just like be with the offense and heal them, Kinda like the priest in WoW i guess?
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Old 05-04-2007, 02:29 AM   #355
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It seems to me like it's a stupid idea to remake TF maps that were designed for grenade spam and no respawn times in a game that will have neither of those.
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Old 05-04-2007, 04:57 AM   #356
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Quote:
Originally Posted by StrickNine
uhh, if you work together, you stay alive longer. Me and my buddy play BF2 all the time. We work closely together, and stay alive a lot longer.
and thats why i dont play cs or the battlefield games. respawn delays/rounds. this american is too impatient.
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Old 05-04-2007, 08:27 PM   #357
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Respawn delay is alright if limited. 10-15 seconds is enough to make death actually matter (ie you don't kill the same guy 5 times to get the flag on a successful run, maybe 2 or 3) but not enough to where you're sitting and not playing for a large length of time.
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Old 05-04-2007, 08:36 PM   #358
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No, respawn delay is lame on any team fortress game.
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Old 05-04-2007, 09:39 PM   #359
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YEAH
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Old 05-04-2007, 09:58 PM   #360
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Newbs whining over a feature in a game = priceless
Hey, you guys do know you can edit the respawn delay with lua right?
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