02-06-2007, 03:52 PM | #181 |
Join Date: Jul 2006
Location: Missouri
Posts Rated Helpful 0 Times
|
Oh yeah, I have a real question now, for the Dev's...or any one who might know. (I don't recall this being asked before, but I'm not going to search). Has the pyros Napalm grens been upgraded? I imagin that they'd work the same as in TFC...but just do more damage to match the current pyros strength?
|
|
02-06-2007, 04:13 PM | #182 |
Fear teh crowbar.
Retired FF Staff
|
Not too different, they make a nice beefy thump when they go off though, sounds cool. Larger flame radius as well.
|
|
02-06-2007, 04:36 PM | #183 |
Join Date: Jul 2006
Location: Missouri
Posts Rated Helpful 0 Times
|
Awesome. This leads me to another question. How has the pyro exactly been beefed? Is it through direct contact with the fire (both flame thrower and naplam)/IC explosion or through the burn time? Both?
|
|
02-06-2007, 05:25 PM | #184 |
Fear teh crowbar.
Retired FF Staff
|
Flamethrower is far more effective, I can't say the damage over time has been increased greatly, it doesn't seem so to me, but the weapon itself is more accurate and easier to keep on target. The volumetric flame helps that incredibly. Burn time is a bit longer as well, coupled with the slight increase in damage and the ease of actually setting your target on fire makes him a good asset.
|
|
02-06-2007, 06:03 PM | #185 |
Join Date: Jul 2006
Location: Missouri
Posts Rated Helpful 0 Times
|
Thanks again Lost! I just realized, with all the stuff being told to us. We're all going to know how to play the game before it's released.
|
|
02-06-2007, 06:18 PM | #186 |
Fear teh crowbar.
Retired FF Staff
|
Hah, so you think!
But having a feel for what its like by what we tell you and actually playing it are two different things. |
|
02-08-2007, 06:24 PM | #187 |
Join Date: Jul 2006
Location: Missouri
Posts Rated Helpful 0 Times
|
Hey...what'd they ever decide to do with the rail gun? I heard the rickoche/explode thing got scrapped.
|
|
02-08-2007, 06:48 PM | #188 | |
Retired FF Staff
Join Date: Dec 2004
Location: cow college
Posts Rated Helpful 13 Times
|
Quote:
|
|
|
02-08-2007, 06:48 PM | #189 | |
Fear teh crowbar.
Retired FF Staff
|
Quote:
|
|
|
02-08-2007, 07:19 PM | #190 |
Join Date: Jan 2005
Location: Montreal
Posts Rated Helpful 0 Times
|
When you're in fire, does the fire actually block your view?
Sorry if this has been asked before, I didn't read the entire thread. |
|
02-08-2007, 08:27 PM | #191 | |
Join Date: Jul 2006
Location: Missouri
Posts Rated Helpful 0 Times
|
Quote:
|
|
|
02-08-2007, 09:50 PM | #192 |
Join Date: Jan 2005
Location: Great Britain
Posts Rated Helpful 0 Times
|
Three questions for the testers:
1. How easy is it for a spy to pass a good defender unnoticed in a game whilst invisible. Is it more effective than having disguises or less from the spies point of view? 2. How much of a kick does the auto-rifle have at the moment. Is it enough to knock a player backwards, and enough so that if you get a group of snipers you can suspend a friendly in the air (with FF off)? 3. Do you ever wake up, think how lucky you are and wish to share it with the world by making videos and leaking media? |
|
02-09-2007, 02:18 AM | #193 |
Fear teh crowbar.
Retired FF Staff
|
Sorry Saber, some shit has just got to be a suprise, but you'll be happy with how it is.
And Don, its easy to pass a good defender if there's a lot of activity in the base. You can still see the spy when he's cloaked due to the effect of the cloak while moving, so an alert defender in a less busy spot will be able to notice him easier. I've been stabbed in the back in the FR of SD2 during our 4v4 playtests, so it can be done. As for the AR, its still being tweaked. And yah, I'd like to make a video, learning how now, but its gotta pass by the Powers that Be, and I still suck at em so far. |
|
02-09-2007, 04:22 PM | #194 |
Join Date: Jan 2005
Location: Great Britain
Posts Rated Helpful 0 Times
|
It's snowing outside hooray and thank you for your swift reply.
|
|
02-09-2007, 05:56 PM | #195 | |
Join Date: Jan 2005
Location: Montreal
Posts Rated Helpful 0 Times
|
Quote:
Need help? |
|
|
02-10-2007, 06:01 AM | #196 |
Join Date: Feb 2005
Posts Rated Helpful 0 Times
|
what maps are going to be in the first release?
well hunted push shutdown2 canalzone2 ??? |
|
02-10-2007, 06:31 AM | #197 |
Join Date: Nov 2005
Location: Calgary, Canada eh?
Posts Rated Helpful 0 Times
|
^ Good question
Probably the ones they have shown the most media of, being the five you mentioned, Cornfield looks about done, and I'm sure Dustbowl will be included, along with probably a few DM maps (mulch, etc.). Bases looks close too. Maybe well get lucky and something like openfire or crossover are done...oo or Rock. So basically, expect at least 8, not to mention the 7 or 8 community maps released within a month once they get the FF entities/LUA stuff |
|
02-10-2007, 09:47 AM | #198 |
Join Date: Jul 2005
Location: Tampon, FL
Posts Rated Helpful 0 Times
|
im pretty sure rock wont be in
|
|
02-10-2007, 09:58 AM | #199 |
Join Date: Apr 2005
Location: Sweden
Posts Rated Helpful 0 Times
|
Dis thread already is existant. http://forums.fortress-forever.com/s...ead.php?t=3103
|
|
02-10-2007, 10:50 AM | #200 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
|
mrmojo: those are indeed the polished, nearly ready maps!
rock seems most definitely on hold. i still have some reservations about the amount of detail in dustbowl, but given the shear size of it, its hard to keep within the imposed limits i guess? i dunno. i wanna test it soon and see what everyone else thinks. |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|