01-19-2009, 01:53 AM | #1 |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
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2.2 change log discussion.
The change log can be found here.
http://www.fortress-forever.com/changelogs/2.2 User Interface - Sound options added for the kill beep Generic / Misc Stuff - Massive server logging upgrades/changes - Beep sound plays when you kill someone (optional client-side) - Neutral flag model added - Gibs go SQUISH and PLOP instead of CLUNK Visuals - HW AC now shows tracers for 1 in 2 bullets rather than 1 in 4 - Smaller, less obscuring flamethrower effect - Ragdolls now inherit a large force from fatal non-explosive shots - Sped up the conc explosion effect - Frag grenade no longer has the pin still attached when you throw it - Fixed non-blue engineers with glow-in-the-dark accessories - Pilot light added to the flamethrower Bug Fixes - Fixed various server crashes - Fixed bug where if a medic heals a player > 100%, that player picking up a resupply bag "hurts" them - Fixed jumppad not building properly on +attack2 - Fixed flaginfo Class-specific Changes Scout: - Scouts now take half fall damage (up from zero fall damage) Sniper: - AR dmg down from 8 -> 7 - AR cone down from 0.09 to 0.07 - Legshot time reduced from 30 sec to 10 sec Soldier: - Increased RPG re-fire rate from 0.65 to 0.7 Demoman: - Reduced starting mirvs from 2 to 1 Medic: - No changes HWGuy: - AC has dual-cone system, one cone at 0.06, one at 0.12 - HW AC damage up from 6.5 to 8.2 - HW AC uses half ammo than before - AC has 200 ammo rather than 300 - AC cooldown time reduced from 0.4 to 0.1 seconds - AC has a little bullet push Pyro: - IC damage down from 70 to 55 Spy: - No changes Engineer: - SG's can now be built overhanging edges more All Classes: - Nailgun pushforce reduced Map changes Impact - New map with a new gametype (!) Palermo - All new visuals/lighting - Various layout changes, bug fixes - HDR added Vertigo - Engineers and demomen limited to 2, removed defender detpacks - Objective icon fixed Waterpolo - Objective icons added 2fort - "Cheap" water added in the yard - Noannoyances added to spawns - Can't grab gren bag through wall in ramp room anymore - Spawn doors behave better Schtop - New map (capture the flag) Destroy - New map (capture the flag) Aardvark - Working security icons Openfire - Visual/lighting updates - Working security icons - Small resupply bag added in the flag room - 50/50 h/a every 15 seconds. Monkey - Improved ladders, new ramp on flag point All Maps - Players start with full health/armor/ammo by default unless map overrides it Discuss or die. |
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01-19-2009, 02:24 AM | #2 |
Join Date: Mar 2008
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01-19-2009, 02:35 AM | #3 |
Who the fuck is this guy?
D&A Member
Beta Tester Join Date: Mar 2007
Class/Position: O Preferred Gametype: AvD Affiliations: [AE] Asseaters Posts Rated Helpful 2 Times
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If anyone disables the doot, you will be dead to me.
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01-19-2009, 02:40 AM | #4 |
FF Loremaster
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Posts Rated Helpful 4 Times
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01-19-2009, 04:36 AM | #5 |
D&A Member
Fortress Forever Staff Join Date: Mar 2007
Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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I HAVE DOOTED UPON ALL OF YOU
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01-19-2009, 04:53 AM | #6 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Don't trust Skanky. He's only in it for the doots.
__________________
#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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01-19-2009, 05:49 AM | #7 |
D&A Member
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Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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I LIVE FOR THE DOOTS
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01-19-2009, 07:02 AM | #8 |
Nade Whore
Server Owner
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Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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This patch is teh sex.
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01-19-2009, 07:24 AM | #9 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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my first impressions are:
Full health/amo/armor at the begining - its great ff_Impact -looks is great ff_Schtop -looks great but not for people with Epilepsy ff_destroy -dont like the fact that players don't have shadows what i really dislike is the sniper changes, it already sucked hard in 2.1 really hard to hit a bhoping player trimping around lol. anyway Good work : ) |
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01-19-2009, 08:32 AM | #11 |
D&A Member
Fortress Forever Staff Join Date: Mar 2007
Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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rofl that is an awesome vid, bully
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01-19-2009, 08:34 AM | #12 | |
Banned
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Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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Quote:
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01-19-2009, 08:36 AM | #13 |
Community Member
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Its not a bad thing
Remember everything ia tested before it's put on the patch
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01-19-2009, 10:22 AM | #14 |
Interzone technican
Join Date: Sep 2007
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im disapointed ... soly still far to strong, sentry not fixed and sniper nerfed. Focus still on clan-play instead on pub-play ... some just never learn ... look at what etf has become ... you are on the same route ....
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01-19-2009, 10:32 AM | #15 |
Fortress Forever Staff
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Sniper was barely nerfed. 1 point less ar damage, smaller ar cone (means more accurate, by the way), shorter legshot time. Oh no, HE'S NERFED! Whatever.
Really, I'd like for you to point out which changes are geared toward clan play. I mainly see generic changes that will help both pubs and leagues. And just so you know, the next patch is pretty much completely geared toward improving pubs. So I don't see how we never learn, are on some wrong route, or whatever meaningless cliche you wanna use. |
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01-19-2009, 10:45 AM | #16 |
Fortress Forever Staff
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Location: europe
Class/Position: anything Gametype: everything Affiliations: #teamfail Posts Rated Helpful 27 Times
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some really great stuff there.
obviously it would be nice if the dev team were held at gun point and told they'd never see their pet rabbits again unless they did all the changes that are planned by the weekend... that way yeah we might have been able to get the planned SG overhaul and focus on public gameplay into 2.2 ..... but as it was, it seems there aren't any militant minded FF fans with kidnapping and hostage manipulation experience out there with the imagination to take matters into their own hands. so yeah, who's REALLY to blame? we all know the SG is awaiting its overhaul (shok's already started on it before 2.2 was even released!) and there's going to be a big push for public gameplay next (there are even 2 pubs maps in 2.2), but i'd much rather have regular updates like this than wait ages to have it all at once. so yeah, good job everyone - let's get on with 2.3! |
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01-19-2009, 10:52 AM | #17 |
Banned
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Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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I agree that the soldier is the 'holy grail' class of FF. You can dominate every other class with the soldier with little problem. Even the heavy weapons guy gets slaughtered by a good soldier. Soo..
The one spawn mirv is a good idea, but we all know the demoman will camp the nade bag before leaving spawn. |
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01-19-2009, 10:58 AM | #18 | |
Interzone technican
Join Date: Sep 2007
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Quote:
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01-19-2009, 12:42 PM | #19 | |
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Gametype: Capture the Flag Posts Rated Helpful 0 Times
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Quote:
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01-19-2009, 12:55 PM | #20 | |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Quote:
Fast movement > Soldiers Obstaculized vision > Soldiers |
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2.2 change log |
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