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Old 07-26-2016, 11:02 PM   #1521
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MaxRideWizardLord commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> I don't see why making something more noob-friendly is a bad thing in the sense of game balance. Of course, it means that they can do the same things you can (which doesn't always mean something bad; just do better at it than them), but that makes it more fun for new players.

Making something...
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Old 07-27-2016, 07:18 AM   #1522
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Jitterskull commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> Unless I'm missing something, isn't that basically all the strengths of HW/Soldier (an AC-like flamethrower and RPG-like IC) with none of the weaknesses (mobility)?

I think you took it a bit too... extreme. Pyro should be just as good combat class like soldier and hwguy, yes. However, that...
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Old 07-27-2016, 10:30 PM   #1523
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johnstt commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
In every TF game the pyro has a built-in problem: the flamethrower shoots projectiles that have to be fairly forgiving (in terms of how easily they can hit), and they deal damage afterward (when you're not hitting). That's what happens when you try to model a flamethrower in a game like this....
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Old 07-28-2016, 07:27 AM   #1524
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Jitterskull commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> In every TF game the pyro has a built-in problem: the flamethrower shoots projectiles that have to be fairly forgiving (in terms of how easily they can hit), and they deal damage afterward (when you're not hitting). That's what happens when you try to model a flamethrower in a game like this.
>...
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Old 07-30-2016, 02:37 AM   #1525
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DexterHaslem commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
This has got to be the most people have ever cared about a change in FF ever
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Old 08-01-2016, 01:07 AM   #1526
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WillWowmc commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
RE: Jitterskull about a 'Shocker' class: I always liked the whole idea of a class called the 'Electrician'; but I think if it were to be a thing, it wouldn't replace the pyro, but just be a new class.

Also, I'm possibly going to (for the sake of it) concept up a few things on how a load out...
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Old 08-03-2016, 01:04 PM   #1527
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SergeantGrimes commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> In every TF game the pyro has a built-in problem: the flamethrower shoots projectiles that have to be fairly forgiving (in terms of how easily they can hit), and they deal damage afterward (when you're not hitting). That's what happens when you try to model a flamethrower in a game like this.
>...
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Old 08-03-2016, 04:43 PM   #1528
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johnstt commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
It's a stereotype because it's true, and it happens in every TF game the same way. Do you think the 'constant concentration and aiming' with huge projectiles from a flamethrower is anywhere near what's required with an LG?

All the stuff about dodging and being unpredictable etc is basically BS....
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Old 08-03-2016, 05:02 PM   #1529
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FDA- commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
@johnstt Btw, I don't believe the FF flamethrower fires projectiles like the TFC version. It is a hitscan cone. Which leads me to another point.

@SergeantGrimes If you've never seen the Flamethrower hit box, it is absolutely massive. You can not say that DM'ing with flamethrower requires any...
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Old 08-03-2016, 06:15 PM   #1530
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johnstt commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
Yeah you can see [here](https://github.com/fortressforever/fortressforever/blob/9e3d589b33c821f16627607d76b63b27d2844caf/game_shared/ff/ff_weapon_flamethrower.cpp#L197-L216) how it works. It looks ahead of you 320 units, and traces a 48x48x48 hull to see what hits inside.

Basically, the hull...
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Old 08-04-2016, 03:20 AM   #1531
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SergeantGrimes commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> It's a stereotype because it's true, and it happens in every TF game the same way. Do you think the 'constant concentration and aiming' with huge projectiles from a flamethrower is anywhere near what's required with an LG?

It's stereotype because 1) people like to bitch about anything they...
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Old 08-04-2016, 03:29 AM   #1532
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SergeantGrimes commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> It's a stereotype because it's true, and it happens in every TF game the same way. Do you think the 'constant concentration and aiming' with huge projectiles from a flamethrower is anywhere near what's required with an LG?

It's stereotype because 1) people like to bitch about anything they...
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Old 08-05-2016, 03:00 AM   #1533
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DexterHaslem synchronized pull request fortressforever/fortressforever#288 ('Feature/kill assists')

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Old 08-05-2016, 03:00 AM   #1534
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DexterHaslem pushed 6 commits to fortressforever/fortressforever:feature/kill-assists

  • cdf8d8 DexterHaslem: 'cleanup pass'
  • fd2290 DexterHaslem: 'bump this wide character array down to 256. it doesnt really matter, and they're all overkill but'
  • 721be1 DexterHaslem: 'always run player's RemoveMeFromKillAssists()'
  • 5048d3 DexterHaslem: 'run spec check in get top kill assister'
  • 992293 DexterHaslem: 'code format consistency (lol)'
  • 2f921c DexterHaslem: 'clarification'

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Old 08-05-2016, 03:03 AM   #1535
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DexterHaslem commented on issue fortressforever/fortressforever#294 ('Steam Betas for major balance updates'):
unfortunately for a few reasons moving to source 2007 is not trivial or as easy as it should be
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Old 08-06-2016, 01:34 AM   #1536
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doublah commented on issue fortressforever/fortressforever#294 ('Steam Betas for major balance updates'):
Wouldn't it be a lot easier than moving to source 2013? And it does provide a lot benefits like proper steam intergration etc.
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Old 08-06-2016, 02:29 AM   #1537
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DexterHaslem commented on issue fortressforever/fortressforever#294 ('Steam Betas for major balance updates'):
not really, 2007 changed both the physical structure and the api layout of the code quite a bit and that is the majority of the effort. 2013 built on that, so they both would need that big lump of effort.

Realistically, while updating to 2013 would be nice, the demand just isnt there (ignoring...
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Old 08-06-2016, 03:18 PM   #1538
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Jitterskull commented on issue fortressforever/fortressforever#288 ('Feature/kill assists'):
Would love so much the kill-assist feature for Fortress Forever. That's weird that the game that pretty much relies on team work and (at least used to have) different class cooperation between each other, didn't get it yet since 2007, especially considering that pretty much almost every single HL2...
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Old 08-07-2016, 11:35 PM   #1539
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MysteriousGreg commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
My reaction to these revamp ideas: https://www.youtube.com/watch?v=08i9kvCJvJ0

Seriously, these ideas are just very bad. Pyro is like perfectly designed, it's like the only class that is both designed to be offensive and defensive, he's like the most versatile class of all in FF, which is why...
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Old 08-09-2016, 04:11 AM   #1540
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SergeantGrimes commented on issue fortressforever/fortressforever#291 ('Flamethrower hit registration bugs'):
I really hope my idea will be taken under consideration to solve this. Perhaps along to that adding extra slightly more wider hitscan particles that would still able hit enemies, just so that they won't be as wide as actual flamethrower's flame hitbox but not as tiny as the invisible tiny hitscan...
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