08-07-2012, 11:14 PM | #61 |
I like to spam binds
Beta Tester
Join Date: May 2009
Class/Position: Scoooooot Gametype: Capture the Flag Posts Rated Helpful 73 Times
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Squeek, could you turn the flamethrowerr into a jetpack? Exact same coding except pushback is reversed (i.e. pushes you forward instead of back) and no flame damage.
Eh? Eh? Eh? |
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08-08-2012, 09:32 PM | #62 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Yes, that's been something we've wanted to try in the beta for a long, long time (make +attack2 shoot your flamethrower backwards, essentially)... but it has somehow still not yet been coded.
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#FF.Pickup ยค 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.; 08-08-2012 at 09:34 PM. |
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08-09-2012, 07:56 PM | #63 |
I like to spam binds
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This thread is now about encouraging squeek-"stuff do-er"-503 to make the pyro into the next offensive-movement-based-class.
You can do it! You can do it! You can do it! |
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08-12-2012, 06:32 AM | #64 |
Join Date: Aug 2012
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08-17-2012, 04:42 AM | #65 |
internet user
Fortress Forever Staff
Join Date: Jun 2007
Posts Rated Helpful 42 Times
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my lame running joke of like 3+ years is 'wish this game had jetpacks' ...
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9:17 PM - DEXTER: can you teach me how to play o 9:17 PM - squeek.: you jump a lot 9:18 PM - squeek.: and do sweet moves 8:55 PM - FDA: fart in you fridge and blame it on wild animals |
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08-19-2012, 09:39 PM | #66 |
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Beta Tester Join Date: Jan 2012
Gametype: AvD Posts Rated Helpful 35 Times
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08-29-2012, 01:07 AM | #67 |
Join Date: Jul 2010
Class/Position: Medic Gametype: Capture the Flag Posts Rated Helpful 1 Times
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Pyro is underpowered and scouts die in 1 second from any class not just pyro.
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09-28-2012, 06:52 AM | #68 |
I like to spam binds
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10-26-2012, 07:10 PM | #69 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Bringing this post back up to discuss the Pyro's secondary grenade.
I rarely have issues getting past a napalm grenade. Maybe it should be improved. Maybe it should be replaced, but currently, all it really helps the pyro accomplish is to get to that rare level 3 burn. But what if instead of a napalm grenade, there was a grenade that releases a cloud of gas into the vicinity the nade was tossed, then after a few seconds and the cloud of gas has grown in size, the grenade ignites the gas, engulfing everything within the cloud in flames. Or it could be tripped early by certain ammunition being fired into the grenade. This could give the pyro an ability to set off his own grenade early (even though that would likely mean a smaller cloud of gas ultimately ending up with less damage to enemies). |
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