04-24-2015, 03:08 AM | #801 |
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squeek502 created fortressforever/fortressforever-scripts:pyro-shotgun at e88453 (+1 new commit)
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04-24-2015, 03:09 AM | #802 |
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squeek502 opened pull request fortressforever/fortressforever-scripts#45 ('Re-add single shotgun (now pellet gun) to pyro')
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04-24-2015, 03:10 AM | #803 |
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squeek502 created fortressforever/fortressforever:features/hud_keystate at 50a2ee (+5 new commits)
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04-24-2015, 03:17 AM | #804 |
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squeek502 opened pull request fortressforever/fortressforever#212 ('Add in-game on-screen keyboard functionality')
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04-24-2015, 04:32 AM | #805 |
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R00Ki3 commented on issue fortressforever/fortressforever#211 ('Give engi's a choice when upgrading SG's'):
2-3 hits on an undamaged SG to upgrade? While its damaged it always gets repaired first.View on Github |
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04-24-2015, 07:38 AM | #806 |
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caesyum commented on issue fortressforever/fortressforever-scripts#39 ('Increase flag touch bounds a bit'):
So it's getting taller again? sadface :(View on Github |
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04-24-2015, 08:09 AM | #807 |
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caesyum commented on issue fortressforever/fortressforever#211 ('Give engi's a choice when upgrading SG's'):
I like the idea. Non-buggy feeling implementation would be key though, yes - during the upgrade would the engy have to [be and then] stay a certain distance from the SG, or alternatively would he get locked in place?View on Github |
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04-24-2015, 09:18 AM | #808 |
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caesyum commented on issue fortressforever/fortressforever-scripts#40 ('Reduce max rockets for soldier (50 -> 30) and demo (50 -> 40)'):
I agree with AfterShock's reasoning and think that decreasing both max rockets/pipes so far as that doesn't significantly affect competitive CTF would seem a sensible goal. To that aim the suggested numbers seem a sensible place to try (then if successful perhaps consider pipes to 30 too...View on Github |
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04-24-2015, 11:30 AM | #809 |
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fpsmoto commented on issue fortressforever/fortressforever#211 ('Give engi's a choice when upgrading SG's'):
Agreed. Having the choice to upgrade is definitely something I'd like to see.View on Github |
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04-25-2015, 07:02 AM | #810 |
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squeek502 created fortressforever/fortressforever:lua/global-callbacks at facb16 (+1 new commit)
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04-25-2015, 07:03 AM | #811 |
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squeek502 created fortressforever/fortressforever:lua/button-ondamage at 8cda92 (+1 new commit)
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04-25-2015, 07:03 AM | #812 |
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squeek502 opened pull request fortressforever/fortressforever#213 ('Add global callbacks intermission() and restartround()')
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04-25-2015, 07:03 AM | #813 |
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squeek502 opened pull request fortressforever/fortressforever#214 ('Update func_button:ondamage lua callback to use parameters instead of global vars')
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04-25-2015, 01:52 PM | #814 |
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AfterShockFF commented on issue fortressforever/fortressforever-scripts#41 ('Tweak railgun charge sounds'):
The railgun charge sounds are too loud, annoying, too long, and often useless. I toned the volume down to something more sensible and reduced the length of the full-charge sound by reusing the half-charge but pitched up. It's not surprising since we are reusing a HL2 sound rather than creating our...View on Github |
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04-25-2015, 01:54 PM | #815 |
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AfterShockFF commented on issue fortressforever/fortressforever-scripts#41 ('Tweak railgun charge sounds'):
Another thing we could do is try to get the railgun to emit small flashes at half charge and at full charge so there is less reliance on the railgun charge sound.View on Github |
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04-25-2015, 02:31 PM | #816 |
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AfterShockFF opened issue fortressforever/fortressforever#215 ('Add stronger / improve upon negative feedback loops in competitive CTF')
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04-25-2015, 02:41 PM | #817 |
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FDA- commented on issue fortressforever/fortressforever-scripts#41 ('Tweak railgun charge sounds'):
"The railgun charge sounds are too loud, annoying, distracting, too long, and often useless." I tend to think it's fine as is. :/ I've spent a lot of time shooting a lot of rails at people, (my team and the other team) I find it to be a generally pleasing experience all around, sounds included.View on Github |
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04-25-2015, 02:44 PM | #818 |
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AfterShockFF commented on issue fortressforever/fortressforever#215 ('Add stronger / improve upon negative feedback loops in competitive CTF'):
Existing negative feedback loops for strong offenses / helping a struggling defense:View on Github |
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04-25-2015, 02:52 PM | #819 |
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AfterShockFF opened issue fortressforever/fortressforever#216 ('Examine possibilities for a 3rd offense class in competitive play')
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04-25-2015, 05:48 PM | #820 |
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R00Ki3 commented on issue fortressforever/fortressforever#216 ('Examine possibilities for a 3rd offense class in competitive play'):
The Demo is used once in awhile as an offensive class. I would like to see the Spy become more viable (hook + secondary grenade?). It would also be nice for the Pyro become a viable class in competitive play as well. Maybe an even heavier alternative to the medic for offensive?View on Github |
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