01-25-2008, 03:13 AM | #101 | ||||||
Nade Whore
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Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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01-25-2008, 03:17 AM | #102 | |
Stuff Do-er
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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 |
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01-25-2008, 04:27 AM | #103 |
Join Date: Sep 2007
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dose this bug fixed?
http://www.fortress-forever.com/foru...ad.php?t=12850 |
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01-25-2008, 04:40 AM | #104 | ||||||
[AE] 0112 Ihmhi *SJB
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Just to prove I wasn't lying to you guys...
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Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
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01-25-2008, 04:45 AM | #105 |
Join Date: Mar 2007
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kinda sucks about the overheating
I liked it a lot, it was kind of fun juggling it. But I'll never know until the patch rolls around, good job guys. |
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01-25-2008, 04:45 AM | #106 |
Retired FF Staff
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Fuck them if they don't believe you Ihmhi.
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01-25-2008, 04:53 AM | #107 |
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Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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reading kubedawg's arguments for caltrops makes me want to do what 82694's avatar is doing...
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01-25-2008, 05:11 AM | #108 |
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Yeah I think I've been caltropped like 3 or 4 times total in FF.
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01-25-2008, 05:28 AM | #109 |
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I'm kind of shocked you people haven't been caltroped that much. I know for a fact I've caltroped a few of you in a gather and gotten out with the flag because of it.
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01-25-2008, 05:32 AM | #110 |
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sounds great though i dont understand the 'jump pad' ?
- is this a pad that the scout can lay down and anyone can use? - why does the scout need a jump pad when he can just conc across the map? also, why is the sentry gun getting weaker? They are so weak to begin with already. everything else sounds great. |
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01-25-2008, 05:36 AM | #111 | |
SHUT UP AND SWALLOW
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2) Cos it helps the heavyer classes to do that, helping your team = good 3) No idea, they say its hard to kill it. I disagree. |
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01-25-2008, 05:36 AM | #112 | |
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agreed, unless there is 3 or more of them they are no longer a force to reckon with
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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01-25-2008, 05:42 AM | #113 |
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[QUOTE=GhostBuster]1) Yes, anyone
2) Cos it helps the heavyer classes to do that, helping your team = good Oh ok in this sense, I like the idea. At first I was thinking just the scout uses the jump pad and that seemed a bit redundant. but yes, SGs are already weak, I definately wont play engy when this patch comes since I was already not playing them as much do to how weak the guns are. |
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01-25-2008, 05:46 AM | #114 |
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You must remember that this is a team game and an SG by itself won't do much of anything. An SG in a good spot along with an extra player can stop leagues of players.
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01-25-2008, 05:53 AM | #115 | |
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01-25-2008, 06:05 AM | #116 |
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SGs are way hard to kill currently. When 2 grenades doesn't kill one, it's kind of .
The health decrease was needed, but I think they should buff the tracking speed somewhat to compensate (though I hate SGs, but that's my personal opinion :P) |
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01-25-2008, 08:50 AM | #117 |
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RE: flamethrower push: currently it doesn't boost you if you're already going fast (the current figure is 550 but that may change), so flamethrower + jump pad = slight boost but not warp speed. (IC jump onto jump pad is better)
RE: SG nerf: Currently the bullet pushback only works if you're in the air. Which means soldiers / demos can just run up to em, which is why sometimes they are easy to kill. We're hoping to fix this bug, and give pushback to ground people too. (You'll be surprised at how much of a buff this gives to SGs!) RE: Overheating: you can still juggle the overheat in the midranges. The 'heat' now affects both the rate of fire AND the cone of fire, which means for shooting people further away, you have to juggle the lower end of the heat spectrum, and speed up as they get closer. There's still a lot of skill to it, and it's much less annoying than your gun simply cutting out all the time. |
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01-25-2008, 12:39 PM | #118 |
Join Date: Mar 2007
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Are the crosshairs for the nailguns fixed yet? currently nails don't fire where the xhair is.
This is probably one of the reasons people moan about sgs being hard to take down as you aren't even hitting it when trying to nail it from a distance. |
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01-25-2008, 12:42 PM | #119 |
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It's on the TODO list. Currently we're focusing on fixing:
CL_CopyExistingEntity crash SG targetting screwed when built on a slope Melee hits don't activate if player is running away from you (client side sound, no server side hit!) After those 3, it's next. |
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01-25-2008, 02:10 PM | #120 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
That's good to hear. It sucks especially with the tranq as the crosshair is off.
Keep in mine that making an accurate crosshair would be difficult because of this: Code:
\ \ Diagonal Line = line of fire \ \ * |\ | \ Straight Line = player's view | \ | \
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