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Old 12-22-2006, 06:25 AM   #61
o_ihmhi
 
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I have a bind that dets both teles, so I can essentially make a double-tele trap for a last minute save on an important area. It can not kill a Scout at full health but it can save the flag and most people do not think to destroy a tele before running over it.
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Old 12-22-2006, 11:54 AM   #62
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Ok, I was all set to deride everyone for being such a noob and thinking that teles did damage, but then I went and tested it and it turns out that teles sometimes do damage. They often don't. It's random or buggy or something. I don't know.
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Old 12-22-2006, 04:31 PM   #63
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Quote:
Originally Posted by Nezumi
...it turns out that teles sometimes do damage. They often don't.
And that is why my tele death was a fun moment :P
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Old 12-22-2006, 09:08 PM   #64
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Quote:
Originally Posted by Nezumi
Teles don't do any damage ever (telefragging aside).
It is buggy sometimes, but usually does hurt if close enough. I believe it only does 10 max damage though. I am not suggesting the dispenser be that weak, but currently in TFC the dispenser is a small nuke. It kills around corners and has a seemingly larger blast radius than grenades.

I have two issues with the dispenser in TFC that I would not want to see in FF: the blast radius and the ability to obstruct lifts.
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Old 12-23-2006, 10:36 AM   #65
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Ideally the lift would just lift the dispenser.

I'm not sure why they didn't program that into TFC.
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Old 12-23-2006, 11:50 AM   #66
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It doesn't work like that.

Engineers build a dispenser at the top of a lift, the lift raises and stays raised as if a player was standing there. It remains raised until the dispenser has been destroyed.
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Old 12-23-2006, 12:30 PM   #67
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trigger_multiples have flags for what triggers them now so it wouldn't be a problem if the mapper was paying attention.
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Old 12-23-2006, 12:32 PM   #68
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how many other beats you in??
i downloaded it off ign...
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