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Old 01-28-2009, 05:36 PM   #81
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testing for both would be fine.
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Old 01-28-2009, 08:14 PM   #82
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Smaller splash for blue pipes, but the same damage

A bit smaller splash for rpg, but more vertical push

Flag pop when the flag carrier dies like in TFC (maybe not as much but some)

Reduced damage for nail gun but keep the armor damage

A armor strip mode for AvD
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Old 01-28-2009, 08:37 PM   #83
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A armor strip mode for AvD

I completely forgot about this feature in ADL maps, but we definitely need to change this for better balance and gameplay. Way to be on the ball, timmmmmm
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Old 01-28-2009, 10:19 PM   #84
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I would like to see the pyro need to drop thier ammo like everyone else, instead of making emps hurt them less.

They are loaded with cells, they should have to be carefull. EMPs were never that big of a prob in tfc, if you drop your ammo.

I have see the server getting full evernight, and been watching scouts and meds fly right in front of my sg, without it ever locking on.

Maybe locking on faster would be nice, you dont have to increase turning speed, I believe its fast enough given a good lock.
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Old 01-28-2009, 11:41 PM   #85
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To offer my suggestions onto Elwood's, the Engineer's dispenser should come standard with an animated screen or animations so its not so dull. It should also have content generation sounds, flash its team color when damaged, and provide ammo and armor to everyone except its owner (owner can be healed though). Yes to the dispenser giving health, yes to caltrops, and yes to sabotaging jump pads. The main effect should be an explosion, as suggested, and the passive sabotage should either throw the player in a random direction, in the opposite direction, or weaken in power.
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Old 01-29-2009, 12:11 AM   #86
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Here's an idea:

Sabotaged jump-pads send you straight up. Easy target for snipers.
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Old 01-29-2009, 12:40 AM   #87
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COMPLETE NEW CLASSES EVERYTHING SCRAPPED AND NEW MAPS LOL
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Old 01-29-2009, 12:45 AM   #88
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COMPLETE NEW CLASSES EVERYTHING SCRAPPED AND NEW MAPS LOL
WHY SO SERIOUS?
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Old 01-29-2009, 01:04 AM   #89
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The Internet, is serious business.

Yeah I'm definitely down for the caltrops and sabotaged jump pads
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Old 01-29-2009, 02:05 AM   #90
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Quote:
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Here's an idea:

Sabotaged jump-pads send you straight up. Easy target for snipers.
+1
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Old 01-29-2009, 05:40 AM   #91
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itd also be a good idea to lock ax1, or hopefully servers will do so on thier own
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Old 01-29-2009, 06:48 AM   #92
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I think there should be a rethinking on the medic. Right now the medic is designed to capture flags due to his speed and conc grenades. If this is his role, how is he going to be a medic aka healing people? I seriously think there's a serious flaw going on here.
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Old 01-29-2009, 12:43 PM   #93
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-Steamworks and OB engine (please focus on it for now, we need players) D: D: D:
-Caltrops (and make throwing it instant)
-spinning minigun before firing
-new player models (with better hitboxes, this is important too)
-"I need ammo" voice and icon over player
-dispenser hit and spark effects
-fix the hud bugs like not disappearing "+100 fragged enemy" etc. infos and line near weapon icon
-smoke grenade for sniper
-better team-colored hud
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Old 01-29-2009, 01:41 PM   #94
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i have recently played TF2 with some friends again and something new to me that wasn't there before was on the kill displays in the upper right screen, it now shows a glowing weapon icon distinguishing a critical shot/kill.

this would be really cool to have a different weapon icon to show backstabs. this way the opposing team could have another way of a heads up of what a spy could be disguised as after they get the backstab. plus, show it was actually a real backstab and not just a regular stab.
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Old 01-29-2009, 04:13 PM   #95
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I would like to see the pyro need to drop thier ammo like everyone else, instead of making emps hurt them less.

They are loaded with cells, they should have to be carefull. EMPs were never that big of a prob in tfc, if you drop your ammo.
Pyros can only discard nails. Nails don't blow up. In tfc you could survive if you didn't take any bags, but then you only had 5 rockets.
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Old 01-29-2009, 05:16 PM   #96
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A visual indicator that you are low on ammo could be useful. Something that blinks in the middle of your screen below your crosshair maybe?
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Old 01-29-2009, 06:27 PM   #97
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A visual indicator that you are low on ammo could be useful. Something that blinks in the middle of your screen below your crosshair maybe?
That seems a little to much imo, i mean let's not have a icon or a loading bar all over our screens, before you know it we can't even see the game anymore.
Plus it's kinda getting to the point and direction of being to much of a noob friendly game, this is the prob. with these fat american kids, they just want want and want, but not willing to do anything for it, lol I kid I kid!
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Old 01-29-2009, 10:11 PM   #98
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I would also like to see the teamchate messages, the ones that were pre written. You know, need assitance on defense.

That sort of thing. Would be nice. I Do believe the sgs in tfc has faster lock on, or better memory, one of the 2.

In tfc, you could get an sg to lock on by popping in and out of a corner. You can do that here as well, but if you listen to the lock on beeps, tfc had many more lock ons in the same space of time/movement.

I dont really have a problem with the sg fire speed, or the knockback, but if it could lock alot faster than it does, i would not see scouts and medics be able to fly infront of my sg, and I dont think the number of enemies in the room matter, i did yesterday, but I dont think it confuses the sg as much as I thought.
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Old 01-30-2009, 11:57 PM   #99
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LOL... the sgs have a much slower lock on in TFC, but i dont know what you mean by memory

The sgs are fine the way they are... They are actually too fast given the fact that engineers have thier altered railgun, a shotgun, AND EMPS.. How easy do you want engineer to be? I think the fact that you can go into a 20 man servers, and at any given time see 4+ engineers says that the engineer is a pretty advantaged class

If scouts are flying past your sg, there is a reason for it. You put it in a shitty position, or you picked a lesser evil and now its gotta be covered by one of your teammates. The sg shouldnt dominate on defense

Last edited by Toastie; 01-31-2009 at 12:02 AM.
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Old 01-31-2009, 12:13 AM   #100
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I say put wheels on the mofo SG so it can chase the scouts medic's etc. lmao! If im getting shit for this post plz remove it. lol
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