05-19-2007, 01:57 AM | #441 |
Join Date: Apr 2007
Location: Seattle, WA
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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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05-19-2007, 07:47 PM | #442 | |
In the clouds
Join Date: Mar 2007
Location: Halifax, UK
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05-19-2007, 09:32 PM | #443 | |
Guest
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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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05-19-2007, 11:48 PM | #444 |
Beta than eva'
Join Date: Mar 2007
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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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05-20-2007, 01:08 AM | #445 |
Join Date: Mar 2007
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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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05-20-2007, 05:33 AM | #446 | |
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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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05-20-2007, 04:25 PM | #447 | |
Join Date: Mar 2007
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05-21-2007, 05:42 PM | #448 |
Join Date: Mar 2007
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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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05-24-2007, 01:37 AM | #449 | |
Join Date: Apr 2007
Location: Seattle, WA
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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:
Last edited by Serik; 05-24-2007 at 01:43 AM. |
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05-24-2007, 05:37 AM | #450 | |
The Good German
Join Date: Mar 2007
Location: Germany
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05-24-2007, 11:03 AM | #451 |
get off my lawn
Join Date: Mar 2007
Class/Position: O scout / demo Gametype: killing Posts Rated Helpful 0 Times
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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.
__________________
That means that either you are an American, or you are NOT an American. There is no hyphenated exception. -Iggy |
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05-24-2007, 05:42 PM | #452 | |
Join Date: Apr 2007
Location: Seattle, WA
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05-24-2007, 05:43 PM | #453 |
Black Chancellor
Join Date: Mar 2007
Location: Calgary, Alberta eh?
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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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05-24-2007, 06:40 PM | #454 | |
Alcoholocaust
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It definitely seems more robust that UT's double jump, which was a pretty good gameplay element overall. |
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05-24-2007, 06:55 PM | #455 |
Retired FF Staff
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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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05-24-2007, 09:29 PM | #456 | |
Join Date: Mar 2007
Location: Storrs, CT
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05-24-2007, 09:30 PM | #457 |
Useless
Retired FF Staff
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Sticky bombs. Sticky... proximity mines. With detonators.
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Look at all those dead links. |
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05-24-2007, 09:32 PM | #458 |
Join Date: Mar 2007
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Yeah...that Left4Dead thing really ain't the same. Left4Dead isn't a sequel to anything.
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05-24-2007, 10:06 PM | #459 | |
Alcoholocaust
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05-25-2007, 02:50 AM | #460 |
Retired FF Staff
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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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