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Old 04-13-2015, 01:12 AM   #741
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AfterShockFF commented on issue fortressforever/fortressforever-scripts#39 ('Increase flag touch bounds a bit'):
Wow, the TFC grab height is even smaller than I thought. Also note the model height is smaller than the player model in TFC.
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Old 04-13-2015, 07:43 AM   #742
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squeek502 opened issue fortressforever/fortressforever#201 ('Add in-game on-screen keyboard functionality')

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Old 04-13-2015, 09:36 AM   #743
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caesyum commented on issue fortressforever/fortressforever-scripts#39 ('Increase flag touch bounds a bit'):
Grab height: this probably isn't a popular opinion (!) but I don't think the current setting is too small at all - if anything I'd consider reducing it a little further (not nearly as far as TFC though). Like AfterShock, I'm mainly concerned about the right difficulty to grab whilst concing "over"...
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Old 04-13-2015, 05:17 PM   #744
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doublah commented on issue fortressforever/fortressforever-scripts#39 ('Increase flag touch bounds a bit'):
Am I the only one who thinks 150% is a bit too much?
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Old 04-13-2015, 05:33 PM   #745
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AirTrek commented on issue fortressforever/fortressforever#164 ('Give the engineer a better secondary grenade'):
Don't take away the EMPwn ; ;.
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Old 04-13-2015, 05:37 PM   #746
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fpsmoto commented on issue fortressforever/fortressforever#164 ('Give the engineer a better secondary grenade'):
I, too, am against replacing or removing the EMP. It's already a great grenade.
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Old 04-13-2015, 07:46 PM   #747
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AfterShockFF commented on issue fortressforever/fortressforever#164 ('Give the engineer a better secondary grenade'):
It might be great in AvD or public servers but it's actually quite self-destructive in competitive games and can harm the team a fair amount when used. Many new players playing engineer accidentally teamkill their team, demoman and destroy his pipetraps and will have a very bad time when trying to...
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Old 04-13-2015, 09:22 PM   #748
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fpsmoto commented on issue fortressforever/fortressforever#164 ('Give the engineer a better secondary grenade'):
Many new players also play in pubs, where friendly fire is usually off. Sure they can accidentally kill their teammate's pipes, but that's all in the learning process. You can't expect someone new to know what they're doing and tbh, even in pickups the use of EMPs isn't a bad thing. The primary...
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Old 04-13-2015, 11:38 PM   #749
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fpsmoto commented on issue fortressforever/fortressforever#201 ('Add in-game on-screen keyboard functionality'):
I'd also add grenade buttons to teach people timing.
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Old 04-13-2015, 11:44 PM   #750
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squeek502 commented on issue fortressforever/fortressforever#201 ('Add in-game on-screen keyboard functionality'):
I think that would be better taken care of by making gren timers visible (and perhaps audible) while spectating.
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Old 04-14-2015, 12:55 AM   #751
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squeek502 commented on issue fortressforever/fortressforever#201 ('Add in-game on-screen keyboard functionality'):
Progress:

![keystate1](https://cloud.githubusercontent.com/assets/2389051/7127781/ea5c8644-e1fd-11e4-8315-9fe6b8b21ff8.jpg)
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Old 04-14-2015, 02:50 AM   #752
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alaswell commented on issue fortressforever/fortressforever#201 ('Add in-game on-screen keyboard functionality'):
Awesome!!! I was just talking to oats about how we needed to make this happen like 3 days ago!
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Old 04-14-2015, 06:16 AM   #753
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Xylemon commented on issue fortressforever/fortressforever#164 ('Give the engineer a better secondary grenade'):
I have to agree that the grenade seems fine. I also have felt that FF does also seem a bit lacking without the classic Spy and Scout secondary nades.
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Old 04-15-2015, 05:12 AM   #754
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squeek502 merged pull request fortressforever/fortressforever-scripts#38 ('Practicing what I preach: Removed all file-local variables from util/collection.lua') from squeek502 to master

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Old 04-15-2015, 05:13 AM   #755
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squeek502 merged pull request fortressforever/fortressforever#187 ('Lua: Add get equivalents of exposed team set functions') from squeek502 to beta

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Old 04-16-2015, 10:01 PM   #756
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AfterShockFF opened issue fortressforever/fortressforever#202 ('Examine AvD / IvD setup times')

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Old 04-17-2015, 12:55 AM   #757
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AfterShockFF commented on issue fortressforever/fortressforever-scripts#39 ('Increase flag touch bounds a bit'):
After playing with it, I think it feels OK for now. I actually think if we make it much lower we risk making defense slightly too easy, actually. I think in future we should make it smaller but not without other tweaks such as reducing det radius.
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Old 04-17-2015, 05:50 AM   #758
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squeek502 opened issue fortressforever/fortressforever#203 ('Flag popping up in the air on death?')

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Old 04-17-2015, 08:16 AM   #759
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R00Ki3 commented on issue fortressforever/fortressforever#203 ('Flag popping up in the air on death?'):
Sounds like the making of some sweet moves. I vote yes.
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Old 04-17-2015, 01:01 PM   #760
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AfterShockFF commented on issue fortressforever/fortressforever#203 ('Flag popping up in the air on death?'):
Do we know how far up it pops in TFC? It'd be interesting if it turned out that the low TFC flag height plus the pop-up distance was the same as the FF flag height :-D
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