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Old 05-19-2007, 01:57 AM   #441
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Sounds like they're going to be flexible about spawn times

hoorah

p.s. fuck respawn times
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Old 05-19-2007, 07:47 PM   #442
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Quote:
Originally Posted by Norris
Stayne posted an new interview on cats.
Nice one
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Old 05-19-2007, 09:32 PM   #443
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Quote:
Originally Posted by FUEL Doc
I'm pissed with valve about making tf2 cartoony. Any thoughts?
I am kind of late (and new here) to the FF forums....I am personally getting this game BECAUSE it is cartoony, it's original, it reminds me of certain games I used to play on the Sega Genisis, a certain game called "Earthworm Jim"

Yep, I liked laughing AND playing video games at the same time! This game reminds me of the same style as EWJ.

Anyone remember EWJ?

Now we got a little humor in an FPS, rather than the same redundant FPS's we've' been playing.

Thank heavens for the originality. We need something LESS serious once in a while anyways.

Oh, and I never played the original, so that's niether here nor there.
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Old 05-19-2007, 11:48 PM   #444
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Of course. Everyone remember's Earthworm Jim, but I'm not exactly sure how it reminded you of that. :-p
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Old 05-20-2007, 01:08 AM   #445
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Question 5
Stayne: Will there be bunny-hop or air control/acceleration in TF2? HL2 has the capability for bunny-hop. Will it remain the same for TF2 or will there be strict limits on player speed (a la Counter-Strike)? This is important as movement speed and agility is an incredibly important part of TF gameplay (as you know in creating the new Scout).

Robin: Players ground movement speed is clamped to their class speed. In the air, players have air control and speed isn't clamped. In the case of the Scout, we increased his base movement speed higher than that of TFCs to account for the clamping of strafe running (i.e. he's now moves as if he was strafe running all the time).


AND

Question 8
Stayne: Will respawn-delay, kill-cam, and some of the other new additions be adjustable via server cvars?

Robin: We're still working on a better method for servers to modify rules, and having that communicated to players who are looking for specific rulesets. (i.e. how do players who want faster respawn times find servers with them?) Once we've got that figured out we should know what modifiable rules will be there. Our concern is ensuring that players find the game they're looking for, and to know when they're on a server with modified rules.


IF THESE 2 THINGS ARE TRUE, TF2 is looking a lot better.
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Old 05-20-2007, 05:33 AM   #446
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Quote:
Originally Posted by Beetle
Of course. Everyone remember's Earthworm Jim, but I'm not exactly sure how it reminded you of that. :-p
Well, that's the first thing that popped into my head actually. lol. Same style of humor as EWJ.

I wonder if there's a button you can push for "smack-talking" (like in the old Delta Force FPS games)

Oh, and I remember Bad News Baseball, for the NES, I didn't like the "Seriousness" of typical sports games, but I loved it

These are what I call "Novelty" games....those are my favorite kind of games.
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Old 05-20-2007, 04:25 PM   #447
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Quote:
Originally Posted by tu!

Question 8
Stayne: Will respawn-delay, kill-cam, and some of the other new additions be adjustable via server cvars?

Robin: We're still working on a better method for servers to modify rules, and having that communicated to players who are looking for specific rulesets. (i.e. how do players who want faster respawn times find servers with them?) Once we've got that figured out we should know what modifiable rules will be there. Our concern is ensuring that players find the game they're looking for, and to know when they're on a server with modified rules.


IF THESE 2 THINGS ARE TRUE, TF2 is looking a lot better.
Seriously, anyone who thought that you would not be able to change those settings in TF2 was just baing naive and spreading FUD.
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Old 05-21-2007, 05:42 PM   #448
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The first thing i thought of when the HW guy was talking was, i wonder if while talking in game the models mouth will move with more clarity as if you could in effect read their lips or lip-sync by deciphering syllables, tones, pronunciation etc. Even if it weren't very refined it would still be cool.
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Old 05-24-2007, 01:37 AM   #449
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IGN has new TF2 screens plus a preview article that focuses on the classes:

http://media.pc.ign.com/media/011/01...0&RSSid=791432

http://pc.ign.com/articles/791/79143...0&RSSid=791434

Edit: This sounds awesome

Quote:
To your allies, the Spy looks like his regular self, but with a cardboard cut-out mask of his disguised role. And all the while he continues to smoke his thing cigarette. Brilliant.
The Spy can also fire weapons while disguised and appear to be hurting his teammates.

Last edited by Serik; 05-24-2007 at 01:43 AM.
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Old 05-24-2007, 05:37 AM   #450
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The Pyro is the perfect class for sadistic gamers -- the kind who like to cackle every time they kill an opponent. Setting fire to the cartoony characters of Team Fortress 2 is one of the more satisfying experiences in Valve's new multiplayer title.
nice article
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Old 05-24-2007, 11:03 AM   #451
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hmmm..

from what I read about the scout, it sounds like the doublejump is the only real air control.... but hopefully thats just IGNs ignorance of how things are.
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Old 05-24-2007, 05:42 PM   #452
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Quote:
Originally Posted by fishBurger
hmmm..

from what I read about the scout, it sounds like the doublejump is the only real air control.... but hopefully thats just IGNs ignorance of how things are.
Ya, it's a shame that we can't get a full-blown preview written by a real TF fan. Valve let a Left4Dead fansite play the game and the resulting preview was amazingly detailed -- exactly what the players wanted. Contrast this with IGN's articles, which are half-assed crap written by someone who's played 10 mins of 2fort in their whole life
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Old 05-24-2007, 05:43 PM   #453
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If they in fact did do that for Left4Dead, it makes you wonder why they indeed wouldn't do the same for TF2.

Why keep it out of the hands of those who would judge it with bias and foreknowledge?

Oh wait...
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Old 05-24-2007, 06:40 PM   #454
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Quote:
Originally Posted by fishBurger
hmmm..

from what I read about the scout, it sounds like the doublejump is the only real air control.... but hopefully thats just IGNs ignorance of how things are.
A double-jump with a change of direction is not the same as air-control....lol. There's also normal air control on top of it.

It definitely seems more robust that UT's double jump, which was a pretty good gameplay element overall.
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Old 05-24-2007, 06:55 PM   #455
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We don't know that air control is working like normal for sure though. Hasn't been in any of the footage released, anyway.
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Old 05-24-2007, 09:29 PM   #456
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The true effectiveness of the Demoman is in holding down areas. Sticky grenades can be laid out as thick as carpet around a base or checkpoint. Either the enemy will stumble into the glowing grenades or you can detonate manually.
?! Does this mean proximty mines?
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Old 05-24-2007, 09:30 PM   #457
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Sticky bombs. Sticky... proximity mines. With detonators.
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Old 05-24-2007, 09:32 PM   #458
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Yeah...that Left4Dead thing really ain't the same. Left4Dead isn't a sequel to anything.
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Old 05-24-2007, 10:06 PM   #459
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Quote:
Originally Posted by Dospac
We don't know that air control is working like normal for sure though. Hasn't been in any of the footage released, anyway.
Oh, I thought air control had been confirmed in the Catacombs interview? I may be mistaken.
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Old 05-25-2007, 02:50 AM   #460
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We haven't seen it is what I meant, sorry. It's possible there may be air control but in order to effectively do it, you have to press a dif direction w/the scouts double jump or whatever, otherwise it's much less effective than TFC, say. That's what I meant anyway. Came across wrong.

And yea wtf the sticky bombs det on touch? Hmm..
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