04-25-2007, 07:38 PM | #341 | |
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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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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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04-30-2007, 12:59 AM | #344 | |
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04-30-2007, 01:21 AM | #345 | |
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04-30-2007, 02:23 AM | #346 |
This is still alive?
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I started to play tfc in mid '05,
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05-01-2007, 01:13 AM | #347 |
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I started in like 2002...
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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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05-01-2007, 02:41 AM | #349 | |
Arf!
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05-01-2007, 03:04 AM | #350 |
el matador
Join Date: Mar 2007
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Ok.
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05-02-2007, 06:20 AM | #351 |
Retired FF Staff
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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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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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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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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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05-04-2007, 02:29 AM | #355 |
Join Date: Mar 2007
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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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05-04-2007, 04:57 AM | #356 | |
Arf!
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05-04-2007, 08:27 PM | #357 |
Alcoholocaust
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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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05-04-2007, 08:36 PM | #358 |
el matador
Join Date: Mar 2007
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No, respawn delay is lame on any team fortress game.
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05-04-2007, 09:39 PM | #359 |
Bong Management Sector
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YEAH
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05-04-2007, 09:58 PM | #360 |
This is still alive?
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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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