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Old 01-19-2009, 01:53 AM   #1
Credge
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2.2 change log discussion.

The change log can be found here.

http://www.fortress-forever.com/changelogs/2.2


User Interface
- Sound options added for the kill beep


Generic / Misc Stuff
- Massive server logging upgrades/changes
- Beep sound plays when you kill someone (optional client-side)
- Neutral flag model added
- Gibs go SQUISH and PLOP instead of CLUNK


Visuals
- HW AC now shows tracers for 1 in 2 bullets rather than 1 in 4
- Smaller, less obscuring flamethrower effect
- Ragdolls now inherit a large force from fatal non-explosive shots
- Sped up the conc explosion effect
- Frag grenade no longer has the pin still attached when you throw it
- Fixed non-blue engineers with glow-in-the-dark accessories
- Pilot light added to the flamethrower


Bug Fixes
- Fixed various server crashes
- Fixed bug where if a medic heals a player > 100%, that player picking up a resupply bag "hurts" them
- Fixed jumppad not building properly on +attack2
- Fixed flaginfo


Class-specific Changes

Scout:
- Scouts now take half fall damage (up from zero fall damage)

Sniper:
- AR dmg down from 8 -> 7
- AR cone down from 0.09 to 0.07
- Legshot time reduced from 30 sec to 10 sec

Soldier:
- Increased RPG re-fire rate from 0.65 to 0.7

Demoman:
- Reduced starting mirvs from 2 to 1

Medic:
- No changes

HWGuy:
- AC has dual-cone system, one cone at 0.06, one at 0.12
- HW AC damage up from 6.5 to 8.2
- HW AC uses half ammo than before
- AC has 200 ammo rather than 300
- AC cooldown time reduced from 0.4 to 0.1 seconds
- AC has a little bullet push

Pyro:
- IC damage down from 70 to 55

Spy:
- No changes

Engineer:
- SG's can now be built overhanging edges more

All Classes:
- Nailgun pushforce reduced


Map changes

Impact
- New map with a new gametype (!)

Palermo
- All new visuals/lighting
- Various layout changes, bug fixes
- HDR added

Vertigo
- Engineers and demomen limited to 2, removed defender detpacks
- Objective icon fixed

Waterpolo
- Objective icons added

2fort
- "Cheap" water added in the yard
- Noannoyances added to spawns
- Can't grab gren bag through wall in ramp room anymore
- Spawn doors behave better

Schtop
- New map (capture the flag)

Destroy
- New map (capture the flag)

Aardvark
- Working security icons

Openfire
- Visual/lighting updates
- Working security icons
- Small resupply bag added in the flag room - 50/50 h/a every 15 seconds.

Monkey
- Improved ladders, new ramp on flag point

All Maps
- Players start with full health/armor/ammo by default unless map overrides it

Discuss or die.
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Old 01-19-2009, 02:24 AM   #2
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Quote:
Originally Posted by Credge View Post
The change log can be found here.



Discuss or die.
You drive a hard bargain.
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Old 01-19-2009, 02:35 AM   #3
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If anyone disables the doot, you will be dead to me.
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Old 01-19-2009, 02:40 AM   #4
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If anyone disables the doot, you will be dead to me.
I'll doot your face.
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Old 01-19-2009, 04:36 AM   #5
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I HAVE DOOTED UPON ALL OF YOU
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Old 01-19-2009, 04:53 AM   #6
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Don't trust Skanky. He's only in it for the doots.
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Old 01-19-2009, 05:49 AM   #7
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I LIVE FOR THE DOOTS
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Old 01-19-2009, 07:02 AM   #8
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This patch is teh sex.
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Old 01-19-2009, 07:24 AM   #9
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my first impressions are:
Full health/amo/armor at the begining - its great
ff_Impact -looks is great
ff_Schtop -looks great but not for people with Epilepsy
ff_destroy -dont like the fact that players don't have shadows

what i really dislike is the sniper changes, it already sucked hard in 2.1 really hard to hit a bhoping player trimping around lol.

anyway Good work : )
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Old 01-19-2009, 08:06 AM   #10
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http://uk.
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Old 01-19-2009, 08:32 AM   #11
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rofl that is an awesome vid, bully
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Old 01-19-2009, 08:34 AM   #12
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Scouts now take half fall damage (up from zero fall damage)
D: ...........
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Old 01-19-2009, 08:36 AM   #13
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Its not a bad thing

Remember everything ia tested before it's put on the patch
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Old 01-19-2009, 10:22 AM   #14
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im disapointed ... soly still far to strong, sentry not fixed and sniper nerfed. Focus still on clan-play instead on pub-play ... some just never learn ... look at what etf has become ... you are on the same route ....
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Old 01-19-2009, 10:32 AM   #15
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Sniper was barely nerfed. 1 point less ar damage, smaller ar cone (means more accurate, by the way), shorter legshot time. Oh no, HE'S NERFED! Whatever.

Really, I'd like for you to point out which changes are geared toward clan play. I mainly see generic changes that will help both pubs and leagues.

And just so you know, the next patch is pretty much completely geared toward improving pubs. So I don't see how we never learn, are on some wrong route, or whatever meaningless cliche you wanna use.
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Old 01-19-2009, 10:45 AM   #16
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some really great stuff there.

obviously it would be nice if the dev team were held at gun point and told they'd never see their pet rabbits again unless they did all the changes that are planned by the weekend... that way yeah we might have been able to get the planned SG overhaul and focus on public gameplay into 2.2 .....

but as it was, it seems there aren't any militant minded FF fans with kidnapping and hostage manipulation experience out there with the imagination to take matters into their own hands. so yeah, who's REALLY to blame?

we all know the SG is awaiting its overhaul (shok's already started on it before 2.2 was even released!) and there's going to be a big push for public gameplay next (there are even 2 pubs maps in 2.2), but i'd much rather have regular updates like this than wait ages to have it all at once.

so yeah, good job everyone - let's get on with 2.3!
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Old 01-19-2009, 10:52 AM   #17
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I agree that the soldier is the 'holy grail' class of FF. You can dominate every other class with the soldier with little problem. Even the heavy weapons guy gets slaughtered by a good soldier. Soo..

The one spawn mirv is a good idea, but we all know the demoman will camp the nade bag before leaving spawn.
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Old 01-19-2009, 10:58 AM   #18
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I agree that the soldier is the 'holy grail' class of FF. You can dominate every other class with the soldier with little problem. Even the heavy weapons guy gets slaughtered by a good soldier. Soo..

The one spawn mirv is a good idea, but we all know the demoman will camp the nade bag before leaving spawn.
and on pubs you have them jumping around in the yard, on the middelbunker in sd2 and well, on the bridge in 2fort, everywhere, shooting and successfully killing almost everything since they are so overpowered ... it really is the holy cow ... too bad ... same crap as in etf ...
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Old 01-19-2009, 12:42 PM   #19
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Massive server logging upgrades/changes
Any chance of getting more details on this? (i need to know if i need to change anything with the HLstatsX:CE support for FF)
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Old 01-19-2009, 12:55 PM   #20
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and on pubs you have them jumping around in the yard, on the middelbunker in sd2 and well, on the bridge in 2fort, everywhere, shooting and successfully killing almost everything since they are so overpowered ... it really is the holy cow ... too bad ... same crap as in etf ...
Snipers > Field camping Soldiers
Fast movement > Soldiers
Obstaculized vision > Soldiers
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