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#41 | |
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Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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#42 |
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Join Date: Mar 2007
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maybe give the medic the ability to drop healthpacks and/or increase the range of healing.
I also had the idea of having him revive fellow comrades like bf2 style. but that is too big of a change compared to the dropping healthpack idea. or maybe allow him to upgrade an engineers dispenser that can heal teammates (or does it heal already? ive never payed attention) and on the flipside if a spy sabotages an enemies dispenser give him the opportunity to infect enemies if they use said sabotaged dispenser (i dont know what sabotaging a dispenser does, i rarely play spy) I maybe should post these in ideas/suggestions but since you said something about brainstorming medic ideas I just thought i'd throw in my 2 dimes or whatever |
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#43 |
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Join Date: Jul 2007
Location: Upstate New York
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i know alot of people have complained about not being able to tell a team mate from an enemy at distance. any chance of ditching the team colored "overthehead" icons for say a bright green that is visible farther away, or just making the team colored ones stronger?
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#44 |
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Sniper hater.
Join Date: Mar 2007
Location: Ireland
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Nixon: Sabotaging a dispenser just blows it up. They don't heal at the moment either, just dispense ammo and armour.
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#45 | |
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A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: Cornwall, UK
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#46 |
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Retired FF Staff
Join Date: Mar 2007
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Anything to help on lag during 9v9 games?
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#47 |
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Fortress Forever Staff
Join Date: Mar 2007
Location: europe
Class/Position: everywhere Gametype: everything Affiliations: #teamfail
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I like the idea of a "dead state" that you can either click to respawn or wait for a medic revive you from
Much more important things to be fixed atm ofc, but something to think about for the future maybe |
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#48 |
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Join Date: Apr 2007
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i rate there complaints 1 * 10
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#49 | |
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Join Date: Oct 2007
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#50 | |
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Join Date: Apr 2007
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#51 |
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Join Date: Oct 2007
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The revive should be instant (or only 1-2 sec), but the person only has half health/armor and no grenades.
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#52 | |
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D&A Member
Join Date: Sep 2007
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I'll tell you who decides how a medic is suppose to be played... The developers can very easily tell you how a medic is suppose to be played by the simple fact that they can design him anyway they'd like. And even you as a server operator couldn't argue that fact. Sorta puts things into perspective doesn't it? Who's game is this? Cheers, Hammock |
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#53 |
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Join Date: Sep 2007
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Thanks for the update the fix list is excellent!, I hope you guys are working on good fixes on Scout, Medic and the missing animations for the light single barreled shotgun
Does that also mean I can spray my spray without CTD now? |
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#54 | |
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Join Date: Apr 2007
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#55 |
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Retired FF Staff
Join Date: Feb 2005
Location: Los Angeles, CA
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btw training is coming probably 2nd update. It's more newbie training stuff and so may not be very interesting to many of you.
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#56 |
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-TPF-
Join Date: Sep 2007
Location: New Hampshire
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In regards to the HWG's AC, what about if after 50% heat it had a % chance to lock up, increasing as you go higher.
Code:
% Chance to Lock up: |--------------|-10-20-40-80-100| Heat: 0% 50% 100% Last edited by Riff Zifnab; 10-10-2007 at 04:27 PM. |
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#57 | |
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Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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#58 |
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Retired FF Staff
Join Date: Feb 2005
Location: Los Angeles, CA
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Well most of my time has been towards that big list of fixes/updates for this patch. I'm back on training now, but I don't think it will make this patch as much as I'd like it to.
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#59 |
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Retired FF Staff
Join Date: Feb 2005
Location: Los Angeles, CA
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added buildable location macros, fixed %l team display, updated original post
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#60 | |
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Join Date: Apr 2007
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