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Old 05-22-2015, 05:16 AM   #881
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FDA- commented on issue fortressforever/fortressforever#224 ('Pyro Rework ideas'):
Basically I don't think the pyro needs a buff or a nerf, it needs a unique reimagining. Adding some silly formula to afterburn and making the pyro stand still while he shits on people doesn't really fit that. You're still dealing with the same shitty "being on fire while annoying screams sound off...
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Old 05-22-2015, 07:13 AM   #882
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fpsmoto commented on issue fortressforever/fortressforever#224 ('Pyro Rework ideas'):
I don't think afterburn is undeserved all the time. Sure, some times you are on offense and brush right past a pyro as they attack but they can't really catch up to you and you feel like you've just wasted a run into the base. Plus if they pull off a quick IC shot as you make your narrow escape...
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Old 05-22-2015, 08:23 AM   #883
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ddm999 commented on issue fortressforever/fortressforever#224 ('Pyro Rework ideas'):
I agree with having a percentage-based system and decreasing the flamethrower hitbox, but don't agree with slowing a pyro using the flamethrower or speed reducing / removing afterburn.
(I do agree with a slight nerf to his run speed though, which would also reduce his max speed from the bhop...
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Old 05-22-2015, 09:04 AM   #884
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ddm999 commented on issue fortressforever/fortressforever#21 ('Tickrate affects movement physics'):
According to the [Valve dev wiki](https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Basic_networking):
> The -tickrate command line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because **changing tickrate causes server timing issues**.

Not sure how reliable...
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Old 05-22-2015, 01:10 PM   #885
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ddm999 opened issue fortressforever/fortressforever-maps#6 ('Aardvark is really rather unoptimized (extremely poor usage of func_details)')

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Old 05-22-2015, 08:44 PM   #886
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AfterShockFF commented on issue fortressforever/fortressforever-scripts#47 ('gives a player fortress points and displays a HUD message whenever a …'):
Maybe 100 points is a bit much? I don't think its equivalent to killing a player. I guess it depends on the map but many maps its just a 5 second diversion. Maybe 25-50 would be more suitable?
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Old 05-22-2015, 09:33 PM   #887
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squeek502 commented on issue fortressforever/fortressforever-scripts#47 ('gives a player fortress points and displays a HUD message whenever a …'):
50 might be better, but 100 might not be too bad.

In a 15 minute round and with a security length of 30 seconds, security will be pressed a maximum of 30 times (or a max of 20 with a 45 second security length). In reality, it's probably much lower than that, but it also depends on the map (if...
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Old 05-22-2015, 11:44 PM   #888
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ph1sh55 commented on issue fortressforever/fortressforever#224 ('Pyro Rework ideas'):
I disagree that pyro should be a defensive class. Demoman, soldier, hwguy, engy are already solidly defensive- there's really no way you are going to displace any of those classes without significant overlap, and offense already suffers from lack of class diversity. From the get go pyro was...
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Old 05-22-2015, 11:53 PM   #889
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fpsmoto commented on issue fortressforever/fortressforever#224 ('Pyro Rework ideas'):
Eh, I've never really seen the Pyro as an offensive class. Like, not at all. I'd much rather see the Spy take that role and the Pyro go in the other direction. The Pyro's flamethrower used as a jetpack is novelty at best and he has no real other methods for which to be a viable option as an...
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Old 05-22-2015, 11:58 PM   #890
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ph1sh55 commented on issue fortressforever/fortressforever#224 ('Pyro Rework ideas'):
Well he currently can IC jump to improve speed in addition to the jetpack thing- but it would be kind of nice if the charged IC shot provided a bit more explosive push as well, so that he could do a more powerful jump (at the expense of more life and needing to 'prime' the shot) in certain...
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Old 05-24-2015, 02:22 AM   #891
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alaswell pushed 1 commit to fortressforever/fortressforever-scripts:features/disabling-security-rewards

  • 06c826 alaswell: 'string now localized. points now a global var and set to 50'

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Old 05-24-2015, 02:22 AM   #892
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alaswell synchronized pull request fortressforever/fortressforever-scripts#47 ('gives a player fortress points and displays a HUD message whenever a …')

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Old 05-24-2015, 05:34 PM   #893
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squeek502 commented on issue fortressforever/fortressforever-scripts#47 ('gives a player fortress points and displays a HUD message whenever a …'):
:+1: but it looks like you need to rebase in order to solve conflicts in FortressForever_english.txt.
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Old 05-25-2015, 12:06 AM   #894
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alaswell merged pull request fortressforever/fortressforever-scripts#47 ('gives a player fortress points and displays a HUD message whenever a …') from alaswell to master

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Old 05-25-2015, 03:52 AM   #895
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alaswell created fortressforever/fortressforever-scripts:fixes/update-other-languages at 7c54db (+1 new commit)

  • 7c54db alaswell: 'adds FF_FORTPOINTS_DISABLE_SECURITY string to other languages'

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Old 05-25-2015, 03:53 AM   #896
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alaswell opened pull request fortressforever/fortressforever-scripts#48 ('adds FF_FORTPOINTS_DISABLE_SECURITY string to other languages')

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Old 05-28-2015, 07:25 PM   #897
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ddm999 opened issue fortressforever/fortressforever#226 ('Allow LUA to set a new icon for a team's logo')

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Old 05-31-2015, 05:54 PM   #898
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AfterShockFF commented on issue fortressforever/fortressforever#221 ('Get FF compiling on more recent Visual Studio'):
So it looks like we can't link to the old tier0/2/3 lib files with the newer compilers because they were compiled in ancient C++ and the compiler has had breaking changes since then, so we would either need to:
* Get hold of the source code and then update the source code to deal with the minor...
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Old 06-03-2015, 04:19 PM   #899
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zargulis opened issue fortressforever/fortressforever#227 ('Persist mutes so we don't have to re-mute players every map and server change')

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Old 06-03-2015, 04:24 PM   #900
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zargulis opened issue fortressforever/fortressforever#228 ('Create a new server variable (sv_thirdperson?) to allow players to switch to third-person mode...')

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