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01-30-2008, 11:34 PM | #1 |
Useless
Retired FF Staff
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CURRENT BETA INFO. You want it, you got it.
The way I figure it, being secretive doesn't give us any benefit at all. All it does is make people bitch, moan, and whine because we reveal just enough information for you all to go totally apeshit, and then can't adequately explain it for fear of being cut from the team or worse.
But fuck that. Here I'm going to elaborate on everything new in the beta, as it currently stands, as well as anything worth noting that has changed. If you have a question or do not understand what's been said, YOU ARE UNDER NO CIRCUMSTANCES TO BEGIN WHINING LIKE A LITTLE BITCH. Any comments to the effect of "this will ruin the game" or "you've fucked up everything" or anything even remotely similar will earn you a 3-day forum vacation. If you have a complaint or concern, bring it up civilly or don't post a word. This is not a joke. All information posted in this thread is subject to change without notice. Nothing listed here is final or set in stone. Until the patch is released, none of this is guaranteed. Here's the current beta changelog [and my numbered comments below]. This is in adittion to, or overrides, the changelog posted in the public forum. GAMEPLAY
BUG FIXES
VISUALS / POLISH
MAP STUFF
[1] bhop is a lot faster and smoother now, especially noticeable in light classes. [2] KubeDawg says it's perfect, and I believe him. [3] While running and holding a conc grenade without jumping, you'll make a small concjump just like you'd do with a frag grenade. [3.1] Some testers brought up that this might hurt a couple fake-out tactics. It's being considered that, if holding still, the conc should still go off without an effect. Discuss. [4] Barely noticeable unless you're looking for it, but it comes in handy more often than you might think. [5] For those of you who don't know, the Scout lost his caltrops and instead got a jump pad. The jump pad (also called a mancannon) is a simple polygonal mound, currently made of shiny pink metal, and upon contact with it you get launched in roughly the direction you were moving, with speed proportional to the speed you hit it with. [5.1] Using the jump pad with concs, explosives, and other pushes can yield major boosts. The team is looking at balancing issues (perhaps it should just launch at a set speed, what angle should it use, how tall should it be, etc.) [6] This is awesome. [7] It has been decided already that this is too high, and will be lowered before the patch. [8] The Medic can, if you did not already know, toss medpacks using secondary fire. [8.1] Currently they can't be caught in midair. Don't know if this will be "fixed" before the patch. [9] Now you can hold fire to spam spam spam the AC all you please - however, the cone of fire becomes so ridiculosuly huge that anything past about fifteen feet can easily get by. You need to control your ROF to hit farther targets. [10] The charge bar still appears on the gun's ammo count, with or without the cvar. [11] Again, awesome. [12] By aiming down with the flamethrower and jumping, the Pyro can use the flame like a weak jetpack, mostly for raising the height of a jump somewhat, or for greatly slowing a descent. Good Pyros can use this to get long distances or heights off of IC/Nade jumps, but the slow speed makes them bait for any nearby Snipers, Soldiers, HWGuys, or really anyone that can reach that far. [13] Pyros still don't catch fire, but now Pyro v. Pyro fights are a little less sad to watch. [14] This automatically disguises you as the last disguise you CHOSE. So if you backstab someone, that is NOT considered your last disguise. [15] We're working our pants off to find a push value that works. So far, we don't really have one. Once functioning, it should prevent enemies from sprinting headlong into an SG with no fear whatsoever (so long as they aren't airborne). [16] Confirmed working. [17] Still bugs occasionally, testing is mostly focused on this. [18] IC still sometimes triggers this bug, being tested. [19] In their early implementation, jump pads pushed along the ground each time they were used, knocking them out of alignment constantly. [20] Much better chrome effects, much brighter and more visible. A few things this changelog doesn't really mention:
Okay, that's everything from our end. Ask your questions, make your ridiculous kneejerk reactions, but for God's sake be civil about any complaints or suggestions you have. You wanted us to be upfront, so here you go, DO NOT throw this back in our faces or make us regret doing this.
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Look at all those dead links. Last edited by Circuitous; 01-30-2008 at 11:50 PM. |
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01-30-2008, 11:43 PM | #2 |
Useless
Retired FF Staff
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By the way, I'm the one that leaked those beta videos.
www.wegame.com/user/igotffbeta It explains some of the new changes, and some of the new problems.
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01-30-2008, 11:47 PM | #3 |
Beta Tester
Fortress Forever Staff Join Date: Mar 2007
Location: Yorkshire, England
Class/Position: Spectating Gametype: British Bulldogs Affiliations: ®™ ^ Posts Rated Helpful 67 Times
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Release
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01-30-2008, 11:47 PM | #4 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
The jump pad actually lasts for 60 seconds. That was a typo in the changelog.
Edit by Circ: D'oh, yeah. Fixed.
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01-31-2008, 12:00 AM | #5 |
lol
Join Date: Mar 2007
Location: Halfway sprawled out of a cardboard box at the bottom of a flight of stairs.
Posts Rated Helpful 2 Times
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Will FF be considering a greater degree of originality?
I like the game, but I don't know.. I still really don't see the thing that sets FF apart from all the other Fortress games. Maybe it would be a good idea to break away just a bit from the tradition. FF needs more unique! The dev team's talented! I just wish their imagination would shine through and make this game even awesome for generations to come. |
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01-31-2008, 12:02 AM | #6 | ||
Useless
Retired FF Staff
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Quote:
... That sounds like a band. Quote:
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01-31-2008, 12:03 AM | #7 |
The last true Emperor
D&A Member
Wiki Team Join Date: Dec 2007
Posts Rated Helpful 0 Times
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Are you guys still going to do that big advertising campaign? I'd rather wait until you've ironed out the kinks in the new patch and have 2fort and Training mode implanted before you try to reel in new players. :/
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01-31-2008, 12:05 AM | #8 | |
Useless
Retired FF Staff
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Quote:
There's actually been some discussion as to whether this patch should even be called 2.0, but it's a bit late to take the name back now.
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01-31-2008, 12:10 AM | #9 |
SHUT UP AND SWALLOW
Join Date: Sep 2007
Location: Argentina
Posts Rated Helpful 0 Times
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Thrown medpacks = from X% to 100%, and if u grab more u get more, the limit is the same limit when u heal somebady more than 100%, cant remember it now but its the same as in 1.11
And ive read that there will be no big publicity campain for 2.0, i think there is lot of work to do before that. |
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01-31-2008, 12:05 AM | #10 | ||
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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Quote:
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Quote:
Friend me on Facebook Follow me on Twitter |
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01-31-2008, 12:07 AM | #11 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quote:
__________________
#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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01-31-2008, 12:29 AM | #12 | |
lol
Join Date: Mar 2007
Location: Halfway sprawled out of a cardboard box at the bottom of a flight of stairs.
Posts Rated Helpful 2 Times
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Quote:
But it can also be bad when ya hold too tightly onto something, and try to change it at the same time. Eventually, ideas will be tapped out. Innovation! Rawrrr.. that was the word I was looking for. Lol @ Circ. |
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01-30-2008, 11:53 PM | #13 |
Darknight
Join Date: Mar 2007
Location: England
Posts Rated Helpful 0 Times
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Cool, thanks.
How much does the flamethrower push when looking behind rather than down? Does it give a fairly decent speed boost? |
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01-30-2008, 11:56 PM | #14 | |
Useless
Retired FF Staff
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Quote:
It's definitely faster.
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01-31-2008, 12:01 AM | #15 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quote:
But, I tested backwards bhopping with the flamethrower and you reach speeds of a fully bunnyhopping scout. It's useful.
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#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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01-31-2008, 12:18 AM | #16 | |
a fucking comedian
Beta Tester
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.... j/k, I'm stoked for reals. Ridiculous mobility of conc+mancannon and IC+flamethrower worries me a bit, but I'll just drink my fears away. Also, Quote:
-Joker |
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01-31-2008, 12:19 AM | #17 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quote:
IC/nade + flamethrower gives a big boost but is very slow. He is an easy target while jetpacking around.
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#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 Last edited by squeek.; 01-31-2008 at 12:27 AM. |
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01-30-2008, 11:51 PM | #18 |
Nothing left to believe in
Join Date: Nov 2007
Posts Rated Helpful 0 Times
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Not being a jerk, just pointing out you didn't mention the shorter time for blue pipes or the slight reduction of SG health.
Questions: How many medpacks can a medic throw? How much health do they regenerate? *EDIT* Those pyros moves are fuckin awesome! |
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01-30-2008, 11:53 PM | #19 | |
Useless
Retired FF Staff
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Quote:
The Medic can have five out at a time, and can only hold five at once. He can get more by resupplying if the pack has the right ammo, and gets more upon respawn. They restore, I think, 25 health. Don't quote me on that, no one ever tosses them my way.
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01-30-2008, 11:59 PM | #20 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quote:
Each medpack costs a certain amount of cells. I'm pretty sure the max cells carried is 50 and each cost 10, but that could be totally wrong. He regenerates cells after medpacks are thrown and they last for a really short amount of time. Didn't test exact heal amounts, but it is enough for them to be useful. As of right now, they can't be caught in the air which disappoints me. I hope to see it fixed in the final release.
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#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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