09-10-2016, 08:48 PM
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#1
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Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 45 Times
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Fortress Forever 2.7 Released!
Fortress Forever v2.7 Released!
Pyro class has been overhauled:
- Pyro now has a Jetpack - Hold attack2 to use.
- Also prevents 25% fall damage if used whilst hitting the floor
- Burn levels have been reworked.
- Afterburn damage-over-time has been removed.
- Burn levels now increase damage from pyro weapons instead:
- Flamethrower (18 -> 20 -> 22)
- Incendiary cannon (85 -> 95 -> 105)
- Napalmlets (2 -> 3 -> 4)
- Burn levels no longer require different weapons:
- Flamethrower increases burn level every 5 hits
- Napalm grenade increases burn level every 10 ticks
- Incendiary cannon increases burn level every 1 hit (provided they are already on fire)
- The Incendiary cannon no longer sets players on fire - you must light them with a flamethrower or napalm grenade first.
- Flamethrower
- Flamethrower self-push has been removed
- Flamethrower damage has been increased from 16 to 18
- Flamethrower range has been increased by 10%
- Incendiary cannon
- Incendiary cannon base damage increased from 55 to 65
- Incendiary cannon jumping now does less self-damage to the pyro
- Incendiary cannon fire rate increased from 1.2sec -> 0.6sec
- Incendiary cannon now has a clip of 5
- Napalm grenades improvements
- Number of napalmlets increased from 8 to 9
- Napalmlets are now more evenly spread over the area for more reliable area denial
- Napalmlet burn height increased from 40 to 70 (it was previously possible to jump through a napalm field without getting hurt)
- Napalmlets do damage more regularly now, so jumping through napalm will hurt you much more than before
- Pyro rocket stock raised from 20 to 25
Pyro class interactions:
- Scout, Medic and Spy extinguish their flames much faster than other classes
- HW Overpressure extinguishes flames of himself and those around him
- Pyro is still immune to being set on fire by other pyros.
Gameplay Balance:
- Jumpgun has been removed from scout whilst it's design is reworked. Thanks for all your feedback on this!
- All weapons now deploy faster. This means switching weapons is faster and more responsive.
- MIRV initial explosion damage reduced from 180 to 145, this now matches normal grenades and mirvlets.
Other Improvements:
- Kill Assists have been implemented.
- Deathnotice self-highlighting has been improved and defaulted on.
- Add new hints (Thanks NeoNL!)
Bug fixes
- Fixed projectiles blocking hitscan weapons
- Notably, nailguns against SGs and HWGuy will no longer block their bullets.
- Flamethrowers will also now work against nailgunning players
- Fix local weapon sounds from playing twice on a high ping (e.g. deploy sound)
- Fix weapon specific crosshairs for the AC/RPG/Tranq
- Fixed the soldier 3rd-person RPG pose so it now points to where the rocket will travel. (Thanks WillWow_mc!)
- Fixed flag trails performance issues
- Fixed stutter when the flag returns after it is capped
- Added cvar cl_spritetrail_maxlength that controls the max length of a sprite trail (once exceeded, the trail will start over from its parent's current origin)
- Made it so trails are not calculated at all client-side if they are disabled by their respective cvars
Lua Improvements:
- Add basic support for spawning entities through Lua
- Not very well tested, but is able to spawn info_ff_scripts like flags and have them work like normal
- Added baseentity:SetName(string name)
- Added global function SpawnEntity(string entity_class_name, string entity_name) that returns the entity spawned or nil if unsuccessful (example: `local entity = SpawnEntity("info_ff_script", "red_flag")`)
- Added global function SpawnEntity(string entity_class_name) that returns the entity spawned or nil if unsuccessful (example: `local entity = SpawnEntity("info_ff_script")`)
- Add basic support for free-for-all teams
- Lua can set a team as a free-for-all team by doing `GetTeam(Team.kBlue):SetFFA(true)`
- Add Lua getters for various InfoFFScript settings
- infoscript:GetModel() returns the string path of the current model
- infoscript:GetStartOrigin() returns the Vector that the infoscript will spawn at when returned
- infoscript:GetStartAngles() returns the QAngles that the infoscript will spawn with when returned
- Improve Lua angle/vectors a bit
- Add player:GetEyeAngles()
- Add __tostring() implementations for Vector and QAngle classes
- Convert VectorAngles and AngleVectors to use Lua-style return values rather than C++ style pass-by-reference parameters. Example usage of the new functions:
local eye_angles = player:GetEyeAngles()
local forward, right, up = AngleVectors(eye_angles)
local angles = VectorAngles(forward)
assert(angles == eye_angles)
We had a lot of fun testing the pyro, but it's sure to need some tweaks after release. Please let us know what you think!
Last edited by AfterShock; 09-11-2016 at 06:27 PM.
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3 members found this post helpful.
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