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01-24-2008, 12:22 PM | #1 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 45 Times
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Next patch is in beta!
Hi Guys,
Progress update on the next patch: We are now in BETA! Which means most of the changes have been finalised and are undergoing balance testing. We had an extremely successful beta test last weekend, and I can safely say that you will LOVE the next patch I won't paste the entire beta changelog because (a) it's far too long and (b) some stuff is still being tweaked. But the major changes: GAMEPLAY
Also if you are on the ground when hand-held concing (and you don't jump), then you will perform a small conc jump rather than nothing happening. This will make it much easier for new players to understand what's going on, and less frustrating to switch between floor concs and HH concs. VISUALS
BUGS / FIXES: - Medkit fix. Should be much easier to heal people with medkit and spanner now, as friendlies are lag predicted now. (thanks jiggles) - Suiciding no longer causes you to lose 100 fortress points New functionality
Wow, i guess i ended up pasting most of the beta changelog, haha. Basically the soldier is awesome to play now. Can pop people up in the air much easier than before, airshot more etc. He's really fun to play. Demoman is awesome now that blues are actually usable. He can DM like a beast now (but obv still has pretty low health, and no super shotgun) - so you dont just hide in a corner waiting to det a trap any more, you have more of an active role. HW should be much less annoying, personally I think the new charge system is awesome, but hey i would say that, i wrote it, lol. The jump pad is awesome but the physics are still undergoing tweaks. Basically means that the scout enables heavier offense classes and has a much more usable special (caltrops and radar were both pretty lame). The visuals are awesome.. everything is better! I'd better stop writing! Anyway, the good news is, we're almost finished. Unfortunately this means stats probably won't make this patch but we decided to focus on fixing gameplay first, as if there's nobody playing the game, then there won't be any stats anyway Stats hopefully next patch! All that's left to do is tweak the jump pad values and the overheat system and a few other bits and bobs. We're aiming to get everything locked down this weekend then a patch a week later, so hopefully first week in february-ish! |
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01-24-2008, 12:33 PM | #2 |
Fortress Forever Staff
Join Date: Mar 2007
Location: europe
Class/Position: anything Gametype: everything Affiliations: #teamfail Posts Rated Helpful 27 Times
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most excellent
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01-24-2008, 12:41 PM | #3 |
Beta Tester
Join Date: Mar 2007
Location: UK - http://forums.fortress-forever.com
Class/Position: [O] Med Gametype: CTF/Skills Posts Rated Helpful 67 Times
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Sounds brillaint.
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01-24-2008, 12:54 PM | #4 |
SHUT UP AND SWALLOW
Join Date: Sep 2007
Location: Argentina
Posts Rated Helpful 0 Times
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This is going out REALLY well.
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01-24-2008, 12:56 PM | #5 |
Its over nine thousands!!!
Join Date: Nov 2007
Location: Poland
Class/Position: midmap pyro / o spy Gametype: AvD Posts Rated Helpful 0 Times
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Well... so no alternate method of getting LVL3 burn without grens? :/
But the rest is WIN. EDIT: What about Pyro's IC Bug? That's what makes people kill themselves with IC even if they are soldiers, engies etc. |
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01-24-2008, 01:25 PM | #6 |
In the clouds
Join Date: Mar 2007
Location: Halifax, UK
Posts Rated Helpful 0 Times
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The beta is a true blast to play!
Had so much fun with it last weekend. I tell you, this really should bring more people back to playing |
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01-24-2008, 06:53 PM | #7 |
Holy shit, thats kerrigan!
D&A Member
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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AWESOME!
but i dont like you removed the caltrops. you made a buildable thing, which makes you jump higher. like in TF2. i say make the caltrops like they were in TFC, or make the fuse time shorter so they can be used like in TFC, and like in FF 1.11 |
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01-24-2008, 01:21 PM | #8 |
Insert stupid title here.
Join Date: Apr 2007
Posts Rated Helpful 0 Times
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<Spadger> CALTROPS REMOVED?
* Spadger applies chainsaws to wrists :[ |
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01-24-2008, 01:30 PM | #10 |
Nothing left to believe in
Join Date: Nov 2007
Posts Rated Helpful 0 Times
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I'm not thrilled that every class was improved somehow except for the engy
aside from that though it looks amazing. Are the jump pads usuable for everyone? I didn't grasp an answer from the post (I read it pretty quickly) or are they scout use only? |
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01-24-2008, 01:41 PM | #11 | |
In the clouds
Join Date: Mar 2007
Location: Halifax, UK
Posts Rated Helpful 0 Times
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Quote:
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01-24-2008, 01:41 PM | #12 |
Wiki Standards Team
Wiki Team
Join Date: Mar 2007
Location: Geokill's closet
Class/Position: Sniper/Demoman Gametype: CTF Affiliations: :e0: Co-leader Posts Rated Helpful 6 Times
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Very nice news. One question though:
The AR's damage definitely needed to be reduced, but the Sniper Rifle? It's hard as crap to hit anyone with it in the first place o_O. Just out of curiosity what brought on that change? |
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01-24-2008, 02:08 PM | #13 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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ppl bitching about being owned by the sniper rifle.
__________________
-------------------------------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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01-24-2008, 05:10 PM | #14 | |
Titles are overrated...
Join Date: Sep 2007
Location: Denmark (gmt+1)
Posts Rated Helpful 0 Times
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Quote:
Can't wait to see this patch I like most of the changes! Thanks for sharing! |
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01-24-2008, 05:36 PM | #15 |
The last true Emperor
D&A Member
Wiki Team Join Date: Dec 2007
Posts Rated Helpful 0 Times
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I love the jump pad and throwing medikits. Being able to create caches of medikits in the enemy's base will be very useful for offense. The jump pad'll give Heavies a chance to actually get in the enemy's base without being picked off by Snipers.
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01-30-2008, 07:21 PM | #16 | |
Darkness24713/Another
Join Date: Jan 2008
Posts Rated Helpful 0 Times
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Demoman: Blue pipe
Quote:
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01-30-2008, 07:47 PM | #17 |
Holy shit, thats kerrigan!
D&A Member
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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kinda agree
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01-30-2008, 08:00 PM | #18 |
SHUT UP AND SWALLOW
Join Date: Sep 2007
Location: Argentina
Posts Rated Helpful 0 Times
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U can throw it down sd2 or in congestus, it will be much precise now due it will blow pretty much exactly where u throw it, and as far as the "dming" part well, people always will complain, or its "too easy" or its "too hard" or something.
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01-30-2008, 08:08 PM | #19 |
Join Date: Jul 2007
Affiliations: ( GoodFellas . ) Posts Rated Helpful 0 Times
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If you lower the time down, demoman will be a class playable by the noobest person at a elite skill. With a lower time, like darkness said i can kill you by piping downward and it blows in ur face instead of you running past the blue pipe or it going past you. Blue pipes were ment to be shot a good range but for close range is where the skill plays in. Making DIRECT hits is what the skill is, not having them shoot in a general area of a enemy and killing them like that.
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01-30-2008, 08:40 PM | #20 | |
D&A Member
Retired FF Staff Join Date: Mar 2007
Location: Server: 206.217.134.170:27016
Posts Rated Helpful 2 Times
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Quote:
__________________
"Player Quality, not Quantity, is what we strive for." - The LLama Wrangler "A clan is defined by the nature of it's enemies. - The Llama Wrangler |
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