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Old 01-31-2008, 05:43 AM   #81
Credge
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Numbers. They rock.

This rocks.

Things like this are what get healthy discussions going.

To comment on possibilities with the HH and jump pad...

I think anyone with offense experience has generally got it in their heads that they jump before a conc goes off. That is, that it's sort of forced habit. This is how it is with me, at least. When I jump is a different story... that is to say, that if I jump sooner or later to get a different angle to the conc (sometimes having my conc explode when I'm on my way down from a jump, for example).

I think having concs give you a boost regardless of if you jump or not is a good idea. It might help teach new players how to conc, or maybe have a new player discover them on accident. You know, a sort of "OH MY GOD I FIGURED THIS OUT!" sort of thing where they come and post about it and we all go . Stuff like that is great.

As for jump pads, I'm not sure if a restriction is right. What I mean is, what is the fluff reason for this? Pyros not catching on fire makes since as they have a fire resistant suit. Spies not taking fall damage makes sense as they are (supposed) to be nimble and secretive.

What would be the fluff reason for scouts and meds? Just 'cuz? I don't think that's the right approach. Also, it allows map makers to add special entrances that require a conc on a jump pad to get to. It also allows conc map makers to make maps specifically for scouts.

I think the appropriate thing to do would be to put a soft speed cap on air travel that is dependent on class. What I mean by soft is that it can be exceeded but it becomes 'harder' to gain speed after reaching that point.

Again, thanks for putting up some real numbers.

Edit: Watched some of the videos. Pyros seem like a prime candidate for mid-map flag capping (tossing the flag in the middle of the map to cap on the bats will become easier; no need to use a conc). I can now also see pyros becoming useful candidates for taking out first wave defenders (T on monkey, for example). That kind of height push is almost exactly what they needed in the movement department.

One question about the pyro. Does that push only work for going up or does it translate to land speed as well?

It was commented in the big list of things that the mancannon will be adjusted. Currently with a conc, a scout goes super-far. This would makes like palermo kind of lame for the defense, having to rely on the last two cap points instead of all four.

I also noticed that the enemy could not use the mancannon. I like that.

I didn't see any videos of SG tracking but I assume that it's peachy from comments some have made about them. If the tracking is fixed then the SG's health being lowered is perfect.

Medics now having cells makes EMP's more attractive. However, both medics and engineers can dump their ammo and not be effected by an emp that much. Scouts and pyros can not. Discarding your bags only gets rid of your extra ammo. Will there be a way to dump all ammo, or to dump specific ammo times in the future?
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Last edited by Credge; 01-31-2008 at 06:10 AM.
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Old 01-31-2008, 08:57 AM   #82
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And here I thought the game play was pretty good already, and had more depth than just about any multi-player FPS out there...

This patch looks to catapult the amount of options and variables into another dimension. Combining that with the fixes/tweaks, and you may end up with the most rock solid team battles of all time...

To top it all off, there is a crack beta test team constantly banging away at making sure everything balances out...

Who would have the nerve to bitch about graphics or artstyle after this I wonder?

Thanks again.
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Old 01-31-2008, 09:22 AM   #83
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This is a great thread by Circ. It's good to have this kind of info out "in the open" for healthy debate.

greenday5494: I disagree with you about delaying 2.0 for some medikit anims that -pF- is working on if they're not ready. However, as no rel specific time scale of the anims nor a specific release date of 2.0, then it's all up in the air about that.

When I first saw the reskinned SGs I drooled. They're so much easier to see. And as for the grens with trails... they're simply gorgeous. You can spot these bad-boys coming at you now. And with the grens having a visible "circling-dot" timer on them, other team members can see when concs are ready to go off and that will be very useful, i think.

Circ... A screenie of a closeup gren would be tops. Not going have time to do that today myself.
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Old 01-31-2008, 10:24 AM   #84
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so the demoman remains unchanged? c'mon remove that detpipe-delay that affects the hole pipetrap instead of only the just launched pipe ... at least make him good for that position ...
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Old 01-31-2008, 10:30 AM   #85
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Quote:
Originally Posted by mixer
so the demoman remains unchanged? c'mon remove that detpipe-delay that affects the hole pipetrap instead of only the just launched pipe ... at least make him good for that position ...
The demoman is insanely powerful as is. The increased explosion radius and reduced explosion time of blue pipes is just about going overboard.

The position requires that you have your pipes in place before detting them. This allows the demo to be caught unprepared, or, to allow the offense to send in a suicide medic and then follow up with a scout to cap the flag.
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Old 01-31-2008, 11:26 AM   #86
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I dunno if it has been suggested and I'm too lazy to look trough the whole thread but: Is it me or isthe jumppad fugly? Or has this been fixed already. I was expecting something along the lines of a teleporter-like model (three small triangles with team colored borders, Maybe I'll make a scetch later @ home.
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Old 01-31-2008, 11:27 AM   #87
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The jumppad in the vid is the 2nd incarnation I've seen of the model. I do believe it will be tweaked further
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Old 01-31-2008, 11:35 AM   #88
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Quote:
Originally Posted by Peon
And here I thought the game play was pretty good already, and had more depth than just about any multi-player FPS out there...

This patch looks to catapult the amount of options and variables into another dimension. Combining that with the fixes/tweaks, and you may end up with the most rock solid team battles of all time...

To top it all off, there is a crack beta test team constantly banging away at making sure everything balances out...

Who would have the nerve to bitch about graphics or artstyle after this I wonder?

Thanks again.
Hehe.
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Old 01-31-2008, 12:08 PM   #89
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Damn, dont drop support for DX7.
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Old 01-31-2008, 02:47 PM   #90
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Quote:
Originally Posted by squeek.
That's the only way to get a big boost from it (it's essentially an auto-double conc, but with even more power). It will not be possible in the future. The idea right now is that player speed after hitting a mancannon/jump pad will be capped.
Why? Why can't that be considered a "learned skill". I'm all for making things easier for new players, but not to take it away from the experienced and experimental. Why not have ridiculous speed? I would like to go to plad.
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Old 01-31-2008, 02:57 PM   #91
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As someone mentioned, a changing crosshair for the heavy is a must imo!
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Old 01-31-2008, 03:12 PM   #92
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yeah, i cobbled together a new AC sound. i used the top end of the existing sound, and the bottom end of a new one. it subsequently has a lot more balls, and doesnt need that horrible loop shot sound that goes on in the background (i'm not talking about the barrel spin sound, thats still there)
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Old 01-31-2008, 03:39 PM   #93
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No more hiding what's going on, open dicussion with people who play the game, who do we thank for this!?
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Old 01-31-2008, 03:43 PM   #94
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God... of course.
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Old 01-31-2008, 04:33 PM   #95
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Allah!
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Old 01-31-2008, 04:43 PM   #96
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I'd also like to endorse a cross hair for the heavy that changes sizes with ROF.
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Old 01-31-2008, 05:09 PM   #97
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You forgot to mention some extremely important things:

New Fortress Options Menu with all sorts of goodies in there.

Team Color HUD (I love this thing...love it):

Blue
Red

As you can tell by the pic there is currently a bug with it, but it's being looked at. However I love this thing it's so awesome!
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Old 01-31-2008, 05:16 PM   #98
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I wonder why people still have DX7?

Must have extremely ancient PC's or the worst budgeting skills in the world not to afford a £20 DX8 card.
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Old 01-31-2008, 05:20 PM   #99
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Cause FF works with it and there's no sense in buying other graphics card
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Old 01-31-2008, 05:26 PM   #100
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Quote:
Originally Posted by Adamido
Cause FF works with it and there's no sense in buying other graphics card
Except having the game LOOK good. Which is good, to tell you
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