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03-19-2007, 11:17 PM | #1 |
Bong Management Sector
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Team Fortress 2
I'm pissed with valve about making tf2 cartoony. Any thoughts?
Last edited by FUEL Doc; 03-27-2007 at 07:04 PM. |
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03-19-2007, 11:20 PM | #2 |
Drum & Bass
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Location: ...the fish that doesn't swim is the badger like his shoes without.
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I'm pissed with FUEL Doc about making this thread. Any thoughts?
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03-26-2007, 10:21 PM | #3 | |
Bong Management Sector
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03-19-2007, 11:22 PM | #4 |
°_o
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I'm in agreeance with Elkz about FUEL Doc making this thread. My thoughts? IBTL.
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03-19-2007, 11:46 PM | #5 |
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tf2 looks good. the rumors of no bhop and grenade being a selectable weapon is concerning though.
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03-20-2007, 12:02 AM | #6 | |
[AE] 0112 Ihmhi *SJB
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Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
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03-20-2007, 12:05 AM | #7 |
A Very Sound Guy!
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Join Date: May 2005
Location: UK
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what the holy fuck? cite these grenade rumours please? i havn't heard these before.
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03-20-2007, 12:15 AM | #8 | |
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and corresponding steam forum discussion @ http://forums.steampowered.com/forum...d.php?t=492246 Last edited by tu!; 03-20-2007 at 12:23 AM. |
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03-20-2007, 12:25 AM | #9 |
Fear teh crowbar.
Retired FF Staff
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I vaguely remember reading something about the selectable grenade. Don't quote me though.
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03-20-2007, 12:24 AM | #10 |
A Very Sound Guy!
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Location: UK
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well this changes DM completely.
so do we know when the timer starts? like when you hold prime, or when you release? |
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03-20-2007, 01:51 AM | #11 |
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huh, I figured that video was just edited footage to make it look better. If it really lowers your weapon, that's quite a drag... no more grenade/rocket combos in TF2 I suppose.
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03-20-2007, 12:27 PM | #12 | |
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I'm still unsure how it will play out but I'm willing to give it a shot. This may turn out to be a different method of preventing spam than reducing the grenade radius. Now a player will have to choose between using his main weapon or priming a grenade. I'm predicting it will make people rely on their main weapons more which is something people have been saying needs to happen in TFC for a while now. |
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03-20-2007, 12:49 PM | #13 | |
Darknight
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The thought of no bunny hop scares me though (although I'd probably be content as long as you keep at least 100% speed, I guess). Anyway, I'm still hoping that TF2 will provide something new and fun - where'd the challenge be if it was exactly the same as TFC? |
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03-20-2007, 12:52 PM | #14 |
This is still alive?
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Selectable Mirvs? oh my
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03-20-2007, 01:40 PM | #15 |
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I must say though, TF2 mirvs look awesome
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03-21-2007, 10:47 PM | #16 | |
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05-19-2007, 09:32 PM | #17 | |
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Yep, I liked laughing AND playing video games at the same time! This game reminds me of the same style as EWJ. Anyone remember EWJ? Now we got a little humor in an FPS, rather than the same redundant FPS's we've' been playing. Thank heavens for the originality. We need something LESS serious once in a while anyways. Oh, and I never played the original, so that's niether here nor there. |
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05-19-2007, 11:48 PM | #18 |
Beta than eva'
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Of course. Everyone remember's Earthworm Jim, but I'm not exactly sure how it reminded you of that. :-p
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05-20-2007, 01:08 AM | #19 |
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Question 5
Stayne: Will there be bunny-hop or air control/acceleration in TF2? HL2 has the capability for bunny-hop. Will it remain the same for TF2 or will there be strict limits on player speed (a la Counter-Strike)? This is important as movement speed and agility is an incredibly important part of TF gameplay (as you know in creating the new Scout). Robin: Players ground movement speed is clamped to their class speed. In the air, players have air control and speed isn't clamped. In the case of the Scout, we increased his base movement speed higher than that of TFCs to account for the clamping of strafe running (i.e. he's now moves as if he was strafe running all the time). AND Question 8 Stayne: Will respawn-delay, kill-cam, and some of the other new additions be adjustable via server cvars? Robin: We're still working on a better method for servers to modify rules, and having that communicated to players who are looking for specific rulesets. (i.e. how do players who want faster respawn times find servers with them?) Once we've got that figured out we should know what modifiable rules will be there. Our concern is ensuring that players find the game they're looking for, and to know when they're on a server with modified rules. IF THESE 2 THINGS ARE TRUE, TF2 is looking a lot better. |
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05-20-2007, 04:25 PM | #20 | |
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