10-16-2008, 08:38 PM | #21 | |
UI Designer
Front-End Developer Fortress Forever Staff
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Location: Winter Park, FL
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I'll rape your face with my rusty wrench woman, Play a pick up.x10 |
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10-16-2008, 08:41 PM | #22 | |||
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pfftt... u wish
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10-18-2008, 09:20 PM | #23 | ||
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Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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As I understand it, the philosophy behind these changes is that the entire team should be preventing people from attacking the sentry gun as opposed to the engineer being able to defend it. I personally don't agree with this shift, though I will admit on one map, ff_vertigo, sentries still seem very effective in a large enough game. |
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10-19-2008, 03:25 PM | #24 |
Wiki Standards Team
Wiki Team
Join Date: Mar 2007
Location: Geokill's closet
Class/Position: Sniper/Demoman Gametype: CTF Affiliations: :e0: Co-leader Posts Rated Helpful 6 Times
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SG range lock-on range did not change. It just got a maximum range. That is unless iut was one of those sneaky random things like the Pyro's IC damage/AR damage going up...
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10-19-2008, 03:37 PM | #25 | |
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Beta Tester
Join Date: Sep 2007
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10-19-2008, 05:49 PM | #26 |
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No what I meant was that once the target had been locked on, its range was infinite until the target found cover. I actually don't mind that change, it's relatively trivial, it's the combination of several other changes that have greatly reduced the sg's staying power.
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