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Old 08-12-2016, 06:43 AM   #1541
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DatMoya commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
The only real problem I had with the Pyro was the burn mechanic and how it acted. Not really so much the dpt.

When you set the player on fire with the napalm RL for instance, they get level 1 burn. Ok, that's good. It makes sense. They should be on fire. But then you ***TAP* them** with a...
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Old 08-13-2016, 03:37 PM   #1542
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AfterShockFF synchronized pull request fortressforever/fortressforever#270 ('WIP: Pyro revamp')

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Old 08-13-2016, 03:37 PM   #1543
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/pyro-jetpack

  • 16b5f8 AfterShockFF: 'Reintroduced burn levels:. * IC now does progressively more damage due to burn level (see...'

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Old 08-13-2016, 09:36 PM   #1544
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doublah opened issue fortressforever/fortressforever-web#4 ('Broken stuff in steam browser.')

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Old 08-14-2016, 01:56 PM   #1545
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TRUEGhostCat commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
Basically, with these changes you completely remove the fun factor of pyro and it’s (I know many will disagree, but that’s how I view it) hardcore part of gameplay just for exchange for some feature that will make it more easy to play as and more easy to master. I can’t view pyro as the class that...
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Old 08-14-2016, 05:37 PM   #1546
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FDA- commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
You are all saying the only fun part about pyro was having people take damage while you're not attacking them.

You can make no other comment about how weak or strong the pyro will be, because you haven't seen it or the balance.
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Old 08-14-2016, 11:55 PM   #1547
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Jitterskull commented on issue fortressforever/fortressforever#175 ('Reduce grellow pipe damage radius to 125 (from 130)'):
Eh, is it really necessary?? I didn't even find them to be this powerful. They still do damage and easier to hit than blue pipes, though. Basically, it can kill a scout in one blow while blue not while blue is good already the way it is. Not sure if reducing it's overall radius would help.

If we...
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Old 08-14-2016, 11:56 PM   #1548
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Jitterskull commented on issue fortressforever/fortressforever#264 ('WIP: Sniper laser always visible'):
Why we can't just have a sniper the way he was in 2.0 version of FF?? IMHO he was much more balanced back then. Well, except maybe keep the damage of AR the same way it's now.
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Old 08-15-2016, 12:02 AM   #1549
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Jitterskull commented on issue fortressforever/fortressforever-scripts#5 ('Remove the single shotgun from soldier'):
Maybe just buff it too, a little?? Currently, it does 16 damage, 2 damage per pellet. Why not just make it do 24 damage, so 3 damage per pellet just like normal shotgun? Would help people finish off enemies, and even scout would be slightly more fearsome than he is now.

As for soldier, he...
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Old 08-15-2016, 02:44 AM   #1550
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squeek502 commented on issue fortressforever/fortressforever#175 ('Reduce grellow pipe damage radius to 125 (from 130)'):
I was curious about the buff you thought the MIRV got and looked through the code a bit. The MIRV damage has never been increased (it's been 180 since 1.0 and is still 180), but I did find that we intended to reduce both the MIRV and Mirvlet damage in 2.4 to match frag gren damage (145) but only...
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Old 08-15-2016, 02:53 AM   #1551
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squeek502 created fortressforever/fortressforever:balance/mirv-damage at 9e8774 (+1 new commit)

  • 9e8774 squeek502: 'Actually bring MIRV damage in line with frag gren. Was meant to be included in 2.4 but the MIRV...'

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Old 08-15-2016, 02:56 AM   #1552
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squeek502 opened pull request fortressforever/fortressforever#298 ('Actually bring MIRV damage in line with frag gren (from 180 down to 145)')

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Old 08-15-2016, 03:01 AM   #1553
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squeek502 force-pushed fortressforever/fortressforever:balance/mirv-damage from 9e8774 to 1e0c64

  • 1e0c64 squeek502: 'Actually bring MIRV damage in line with frag gren (from 180 to 145). Was meant to be included in...'

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Old 08-15-2016, 03:01 AM   #1554
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squeek502 synchronized pull request fortressforever/fortressforever#298 ('Actually bring MIRV damage in line with frag gren (from 180 down to 145)')

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Old 08-15-2016, 05:23 AM   #1555
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Jitterskull commented on issue fortressforever/fortressforever#175 ('Reduce grellow pipe damage radius to 125 (from 130)'):
Oh... after I checked the changelogs, that is correct. When I made that post I had memories of much weaker MIRV, so I was probably thinking of some other thing (in most case, about the unofficial 1.12 FF version that one point of time was ironically more popular than official FF release).
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Old 08-15-2016, 05:29 AM   #1556
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FDA- commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
The only other thing listed here that makes pyro so fun for you guys, is this entirely made up meta of "stealth/ambush pyro".

But I don't see how the new jetpack ruins that. Especially seeing as how the pyro already has a jetpack. If you want to play "stealthy" and set up an ambush, then sure go...
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Old 08-15-2016, 05:40 AM   #1557
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Jitterskull commented on issue fortressforever/fortressforever#298 ('Actually bring MIRV damage in line with frag gren (from 180 down to 145)'):
Sweet... Glad to see that I actually contributed to the mod! :D

As for radius, I dunno. Either way, you wouldn't need to perfectly predict the pattern and timer of MIRV to hit right in the body of someone to do massive damage like you would have to with napalm nade just to increase afterburn...
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Old 08-15-2016, 12:26 PM   #1558
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mikeparker commented on issue fortressforever/fortressforever#298 ('Actually bring MIRV damage in line with frag gren (from 180 down to 145)'):
Good catch guys. I think it should be the same as frag nades.
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Old 08-15-2016, 03:14 PM   #1559
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johnstt commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
Also, every class can be stealthy or ambush in any TF game. The difference is the Pyro makes himself obvious by putting giant obnoxious flame sprites everywhere... so it really shouldn't be your goal to play the class in a stealthy way unless you're against really bad opponents.

People said the...
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Old 08-15-2016, 03:36 PM   #1560
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squeek502 pushed 1 commit to fortressforever/fortressforever:balance/mirv-damage

  • f76039 squeek502: 'Set MIRV radius to same as frag gren radius (270). - This means that the radius won't change with...'

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