04-25-2015, 07:41 PM | #821 |
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squeek502 commented on issue fortressforever/fortressforever-scripts#41 ('Tweak railgun charge sounds'):
I think this is the same situation as [this old thread on the dev forums](http://forums.fortress-forever.com/showthread.php?t=23072) and I feel the exact same way about it.View on Github |
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04-25-2015, 09:54 PM | #822 |
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squeek502 created fortressforever/fortressforever-scripts:spanner-specialhit-sound at 2832e1 (+1 new commit)
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04-25-2015, 10:00 PM | #823 |
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squeek502 created fortressforever/fortressforever:features/sg-upgrade-choice at 72e29d (+1 new commit)
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04-25-2015, 10:03 PM | #824 |
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squeek502 opened pull request fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP')
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04-26-2015, 07:53 PM | #825 |
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squeek502 commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
Here's a quick video demonstration:View on Github |
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04-27-2015, 01:00 AM | #826 |
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R00Ki3 opened pull request fortressforever/fortressforever-scripts#46 ('Dispenser cells to build displayed incorrectly ')
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04-27-2015, 01:21 AM | #827 |
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AfterShockFF commented on issue fortressforever/fortressforever-scripts#46 ('Dispenser cells to build displayed incorrectly '):
:+1:View on Github |
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04-27-2015, 01:21 AM | #828 |
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AfterShockFF merged pull request fortressforever/fortressforever-scripts#46 ('Dispenser cells to build displayed incorrectly ') from R00Ki3 to master
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04-27-2015, 10:01 AM | #829 |
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caesyum commented on issue fortressforever/fortressforever#216 ('Examine possibilities for a 3rd offense class in competitive play'):
I'd love to see pyro as a viable specialist for taking down a key [primarily front-line] defender (of any class) to open up the route for team mates.View on Github |
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04-27-2015, 10:12 AM | #830 |
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caesyum commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
What about having "consecutive clangs" meaning no delay between clangs?View on Github |
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04-27-2015, 06:26 PM | #831 |
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squeek502 commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
AfterShock and NeoNL both mentioned there should be a time threshold as well. I'll try adding that.View on Github |
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04-27-2015, 09:33 PM | #832 |
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squeek502 synchronized pull request fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP')
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04-27-2015, 09:33 PM | #833 |
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squeek502 pushed 2 commits to fortressforever/fortressforever:features/sg-upgrade-choice
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04-27-2015, 09:40 PM | #834 |
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squeek502 created fortressforever/fortressforever-scripts:sg-upgrade-sounds at fbb451 (+1 new commit)
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04-27-2015, 09:53 PM | #835 |
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squeek502 commented on issue fortressforever/fortressforever#216 ('Examine possibilities for a 3rd offense class in competitive play'):
@caesyum's list is my ideal for the class roles as well.View on Github |
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04-27-2015, 10:49 PM | #836 |
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squeek502 commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
Here's an updated video with the timeout added and some potentially-final sounds.View on Github |
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04-27-2015, 11:13 PM | #837 |
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mikeparker commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
I think:View on Github |
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04-27-2015, 11:13 PM | #838 |
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AfterShockFF commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
I think:View on Github |
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04-27-2015, 11:57 PM | #839 |
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AfterShockFF commented on issue fortressforever/fortressforever#217 ('Make upgrading SGs require 3 consecutive clangs at full HP'):
After some discussion i think the timeout is probably ok as it is. Any repairs will stop the upgrade process and the longer timeout will help noobs maybe.View on Github |
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04-28-2015, 12:14 AM | #840 |
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FDA- commented on issue fortressforever/fortressforever#216 ('Examine possibilities for a 3rd offense class in competitive play'):
I think the two main problems with pyro in terms of comp play are high potential for friendly fire, and afterburn. I think after burn is a largely undeserved reward for a relatively easy application, and I don't really think DoT type mechanics really belong in an FPS. It's just not a fun...View on Github |
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