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Old 11-02-2007, 02:02 PM   #21
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Quote:
Originally Posted by df`
...Medic more of a medic.....

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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Old 11-02-2007, 02:21 PM   #22
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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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Old 11-02-2007, 03:37 PM   #23
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Quote:
Originally Posted by 4est
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?
He's a combat engineer. His slide rule is attached to his shotgun. Combat engineers build stuff out in dangerous areas and are armed.

The medic is a combat medic. Combat, check. Medic... not so much.
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Old 11-02-2007, 03:44 PM   #24
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Quote:
Originally Posted by Ihmhi
He's a combat engineer. His slide rule is attached to his shotgun. Combat engineers build stuff out in dangerous areas and are armed.

The medic is a combat medic. Combat, check. Medic... not so much.
I totally agree with 4est and have said this before. He IS a combat medic:

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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Old 11-02-2007, 03:47 PM   #25
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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.

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Things I'd like to see now:

ff_2fort
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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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Old 11-02-2007, 05:11 PM   #26
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Quote:
Originally Posted by KubeDawg
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...
Post the maps you would like to see remade HERE one of the mappers will pick it up.

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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Old 11-03-2007, 06:26 AM   #27
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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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Old 11-03-2007, 06:28 AM   #28
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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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Old 11-03-2007, 06:34 AM   #29
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Quote:
Originally Posted by Skanky Butterpuss
healing with medkit needs a big fuckoff cone so you dont have to dance with someone before puttin the juice in him.
AGREED!!!.....I really love teamates who make it as hard as possible for you to heal them........even when they know damn well you're on the same team, and not a Spy.

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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Old 11-04-2007, 04:59 AM   #30
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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-.


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Old 11-04-2007, 05:05 AM   #31
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Fortress Forever 1.2 Wishlist:
Increased Bunny hop speed (usless currently.) Then mod is then complete.
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Old 11-04-2007, 07:04 AM   #32
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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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Old 11-04-2007, 02:32 PM   #33
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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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Old 11-04-2007, 06:06 PM   #34
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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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Old 11-04-2007, 06:54 PM   #35
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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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Old 11-04-2007, 11:30 PM   #36
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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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Old 11-04-2007, 11:33 PM   #37
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Fixing the projectile guns
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Old 11-04-2007, 11:35 PM   #38
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Quote:
Originally Posted by 4est
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?
Engineers actually build stuff and do this part, where as most medics don't heal anybody and are basically a stronger, slower scout with nades.
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Old 11-05-2007, 12:55 AM   #39
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Quote:
Originally Posted by greenday5494
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
lol how do you script bunnyhopping if jump queing is already in
and making it easier would make it pointless
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Old 11-05-2007, 02:36 AM   #40
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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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