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Old 08-23-2016, 02:21 AM   #1641
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SergeantGrimes commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> So you've slightly altered burn effects again. I'm kind of curious as to how that works specifically. Say you light with FT, then you pull out IC. It now does bonus damage, and has the ability to add a level 2 burn. At that point do you need to pull the FT back out for the level 2 bonus damage?...
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Old 08-23-2016, 02:23 AM   #1642
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SergeantGrimes commented on issue fortressforever/fortressforever#299 ('Fix bullets/flamethrower/etc being blocked by projectiles'):
I know that there been said about collision with other objects, but does this fix mean that flamethrower's flame can actually pierce through enemies and hit everyone with these particles, like real flamethrower would?? Basically make it hit multiple enemies like explosives do. I'm not sure about FF...
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Old 08-23-2016, 04:31 AM   #1643
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userfiltr commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
When I said "rework", I meant something like increase it's tick speed, but not completely redesign it. I've always been unhappy about the implemention of a combo, and I wish the afterburn would remain afterburn with the dot.
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Old 08-23-2016, 05:35 AM   #1644
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squeek502 commented on issue fortressforever/fortressforever#299 ('Fix bullets/flamethrower/etc being blocked by projectiles'):
@SergeantGrimes that would be separate.
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Old 08-23-2016, 10:06 AM   #1645
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caesyum commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
I've not thought this through much or read most of this (because I don't read good) but how about:
- jetpack for getting up close to frontline defence (but absolutely not "fast" for capping like a conc) just as demonstrated by shok.
- fuck combos.
- "lighting gun" FT with no push that can burn...
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Old 08-23-2016, 06:14 PM   #1646
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FDA- commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
Yeah lets just take the shitty ass napalm grenade and throw it literally everywhere.
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Old 08-23-2016, 07:12 PM   #1647
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johnstt commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
>SergeantGrimes and MysteriousGreg reacted with thumbs up emoji
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Old 08-24-2016, 02:20 AM   #1648
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squeek502 opened issue fortressforever/fortressforever-web#5 ('Update Youtube embed code')

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Old 08-24-2016, 02:22 AM   #1649
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squeek502 commented on issue fortressforever/fortressforever-web#4 ('Broken stuff in steam browser.'):
Would probably be solved by `body { background-color: #fff; }` being added to the css.
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Old 08-24-2016, 03:58 AM   #1650
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squeek502 closed issue fortressforever/fortressforever-web#5 ('Update Youtube embed code')

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Old 08-24-2016, 03:58 AM   #1651
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squeek502 pushed 1 commit to fortressforever/fortressforever-web:master

  • fe8322 squeek502: 'Update Youtube embed code (closes #5)'

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Old 08-24-2016, 04:00 AM   #1652
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squeek502 pushed 1 commit to fortressforever/fortressforever-web:master

  • 9a3d6c squeek502: 'Set white background color for browsers that have a different default. - Closes #4'

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Old 08-24-2016, 04:00 AM   #1653
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squeek502 closed issue fortressforever/fortressforever-web#4 ('Broken stuff in steam browser.')

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Old 08-24-2016, 04:04 AM   #1654
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squeek502 pushed 1 commit to fortressforever/fortressforever-web:master

  • bc104f squeek502: 'Lower the opacity of the play button on the home page (closes #1)'

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Old 08-24-2016, 04:04 AM   #1655
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squeek502 closed issue fortressforever/fortressforever-web#1 ('Offset the play button on the clip video')

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Old 08-25-2016, 01:00 AM   #1656
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doublah opened issue fortressforever/fortressforever#300 ('Jump Gun ammo issues')

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Old 08-25-2016, 09:11 AM   #1657
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AfterShockFF commented on issue fortressforever/fortressforever#300 ('Jump Gun ammo issues'):
I agree with all this - thanks for opening.
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Old 08-25-2016, 09:46 PM   #1658
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Mister-Sparkle commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
When I first saw the FF 2.7 Teaser video of pyro, thinking that he will get only improvements, I was like "Yay!! Finally pyro gets some love too!! <3", but then I saw comment under that video that leads me to this topic of whole "revamp" suggestions on OP, and I start to feel really heartbroken and...
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Old 08-25-2016, 09:59 PM   #1659
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squeek502 commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> Currently as I've done testing, it does 68 damage to self and only about 36 damage to enemies when hit in face. These numbers should be pretty much reversed and the weapon will be fixed.

These *are* reversed in this revamp.

> -- IC base damage increased
> -- IC jumping now does much less...
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Old 08-26-2016, 10:03 PM   #1660
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Mister-Sparkle commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
> These are reversed in this revamp.

My comment was more addressed to the rest of the IC changes, especially removal of it's ability to set people on fire for constant dot, this idea I despite absolutely. What I was trying to say is that all the IC need is just reverse it's numbers of damage to...
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