11-02-2007, 02:02 PM | #21 | |
Fortress Forever Staff
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Not to single you out, but I HATE that statement/argument. Should we give the engineer a pocket protector and have him fight with a slide rule? |
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11-02-2007, 02:21 PM | #22 |
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Make a public server friendly version of aardvark, one which doesn't always stall gameplay at the top of the ramp.
Make it so bases are easy to actually get into. So front entrances are not choke points, there are enough further in. Clan style doesn't permit "yard def" so it makes no difference to clan play. Make ff_well easier to attack, front door and flag room especially are very hard to attack. A very minor "unerf" for the HWguy Boost Scout HP & AP to reflect power of the other classes and it's defencless nature. Give sentry guns a nerf in either power, tracking speed or lockon time. The main problem is multiple sentry guns so one thought would be to give all the sentry guns on a team a max HP and power this is heighest when the team has 1 sentry gun and lowers by a certain ammount each time they add a sentry gun. |
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11-02-2007, 03:37 PM | #23 | |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
Quote:
The medic is a combat medic. Combat, check. Medic... not so much.
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11-02-2007, 03:44 PM | #24 | |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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Quote:
A combat medic is a trained soldier who is responsible for providing first aid and frontline trauma care on the battlefield. ~This goes on in more detail if you click the link!
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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11-02-2007, 03:47 PM | #25 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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My FF 1.2 Wishlist:
ff_well should make the front doors automatically open for the respective team it goes to instead of having to push/shoot the button. Spies should have the ability to feign -or- cloak. Yes, I am aware about the rag doll issue. HW guy should have a weapon2 feature to be able to continuously wind the chain gun, while still moving at the slow speed that would normally slow you down when shooting. Conc grenades need to be fixed to be either like they were with the 1.0 release(I started to get used to them that way) or like the TFC version where there's no wall friction. There should be certain maps that should be ported over to make 'TFC style' with only updated textures. As much as I enjoy the new well map, the respawns are hella confusing, and have a sniper deck in them... The sniper desk used to be only accessable up the ramps... Quad needs to be available for rocket jump maps. A Fortress Forever Web site. Things I'd like to see now: ff_2fort ff_rock2 More tutorials on how to set things up server side for people with dedicated servers, rented game servers, pretty much for all scenarios. More dev journals or talk about updates from the Devs.(More communication with the public.) More info on how to install certain custom items such as models, maps, sound files, etc. |
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11-02-2007, 05:11 PM | #26 | |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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idk if anyone is just going to edit the textures, b/c there is soo much more stuff we can do now that it will just look crappy, but generally people will stick to the same theme and just add the flashy "cool" look to the map.
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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11-03-2007, 06:26 AM | #27 |
Altitude Junkie
D&A Member
Join Date: Jul 2007
Class/Position: Agressive Medic or Pyro...as long as I can fly baby! Gametype: CTF Posts Rated Helpful 0 Times
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He's a real Medic
As long as we're talking about the Medic a lot, I have to say that his abilities more that qualify him as a "Combat" Medic.
If you can't call bringing someone all the way up to 100% hp from 1hp, in 1 touch from the medpak, a medical ability, then I don't know what to tell you. If someone is near dead or dying, even in real life, on the battlefield, then I would imagine that someone with the FF Medic's abilities would help out a lot. He must have some kind of Hyper-Steroids for the life boost, and an advanced bacteria for the poison......so he is indeed an expert delivery man in all things biological.......positive or negative. The Medic's concs give him added mobility, for quick response, but he can still be a lethal force if he needs to be. In addition he seems to stack up against every class in the same way a real life Medic would to the other real life counterparts. Army Engineers would not be as battle savy as a Field Medic, who fights right alongside the main force......but he would have a harder time against standard Army Infantry.....aka the Soldier. The FF Combat Medic is light, tough, mobile, and capable of saving your ass while performing any vital function.........I'd say he earns the title.
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11-03-2007, 06:28 AM | #28 |
D&A Member
Fortress Forever Staff Join Date: Mar 2007
Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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healing with medkit needs a big fuckoff cone so you dont have to dance with someone before puttin the juice in him.
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11-03-2007, 06:34 AM | #29 | |
Altitude Junkie
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Join Date: Jul 2007
Class/Position: Agressive Medic or Pyro...as long as I can fly baby! Gametype: CTF Posts Rated Helpful 0 Times
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Quote:
Maybe they do it on purpose? I'll have to try that sometime......play as a Scout and run around calling for a Medic all the damn time......then see how long he'll chase me.....
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"The very existence of flamethrowers proves that sometime, somewhere, someone said to themselves, “You know, I want to set those people over there on fire, but I’m just not close enough to get the job done.”" - George Carlin |
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11-04-2007, 04:59 AM | #30 |
This is still alive?
Wiki Team
Beta Tester Join Date: Mar 2007
Location: Naples, FL
Posts Rated Helpful 3 Times
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Training mode,training mode,training mode,training mode,training,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mode,training mo-.
Sorry, i'm just desperate.
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11-04-2007, 05:05 AM | #31 |
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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Fortress Forever 1.2 Wishlist:
Increased Bunny hop speed (usless currently.) Then mod is then complete.
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11-04-2007, 07:04 AM | #32 |
Join Date: Oct 2007
Location: n-t0wn
Posts Rated Helpful 0 Times
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maybe, make something like an Intro?
with "CLANSTYLE" playing scenes ! and explain everything ! i think this will help the noobs to like/understand this AWESOME MOD |
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11-04-2007, 02:32 PM | #33 |
SoBe Yourself
Join Date: Sep 2007
Location: Russellville, AR
Posts Rated Helpful 0 Times
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How about the ability to see players catch on fire when playing crossover. I figure that would be you know really nice. And +1 to everything in the topic except for the guy who wants faster bhop speed. Dude maybe you need to play a flight sim if this game is too slow for you.
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11-04-2007, 06:06 PM | #34 |
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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i think bugs should be fixed, and easier to heal people, at least as easy as in TFC. Downloading that makeshift animation helps a little too, make it a default.
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11-04-2007, 06:54 PM | #35 |
the pumps dont work
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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better performance
more good maps (real ctf maps) better HUD, icons, the entire appearance faster bhop, 150% or so |
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11-04-2007, 11:30 PM | #36 |
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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if bhop is going to be teh uber again, it needs the following:
training HOW to bhop anti-script measurements and overall easier bhopping (i know its easier now, but still) also, could we have a faster scout? it seems not as fast as he was in TFC |
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11-04-2007, 11:33 PM | #37 |
if(0>1){printf("broked");}
Beta Tester
Join Date: Mar 2007
Location: Amerika
Class/Position: O Posts Rated Helpful 3 Times
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Fixing the projectile guns
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11-04-2007, 11:35 PM | #38 | |
if(0>1){printf("broked");}
Beta Tester
Join Date: Mar 2007
Location: Amerika
Class/Position: O Posts Rated Helpful 3 Times
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Quote:
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11-05-2007, 12:55 AM | #39 | |
the pumps dont work
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
and making it easier would make it pointless |
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11-05-2007, 02:36 AM | #40 |
Join Date: Jun 2007
Posts Rated Helpful 0 Times
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Drop the objective (flag/ball/whatever) on entering the respawn. How has no one thought of this? This is the oldest grief in the book.
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