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Old 05-27-2011, 04:39 AM   #61
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Teleporters! :O But make them so they're not so sucky.
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Old 05-27-2011, 10:05 AM   #62
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Teleporters! :O But make them so they're not so sucky.
I can't really conceive of any way they wouldn't suck. They'd have a huge number of knock-on effects, possibly completely altering the OvD dynamic.
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Old 05-27-2011, 03:50 PM   #63
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Buildable ideas etc now in a new thread (http://forums.fortress-forever.com/s...ad.php?t=22658)

Talk about such stuff there now! - including teleporters *sigh* (not gonna happen)
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Old 05-27-2011, 07:17 PM   #64
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kk time for copy pasta.
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Old 05-28-2011, 04:05 AM   #65
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Podcast 17 mentioned our teaser!

They didn't actually mention anything from the video. They mostly reminisced about TFC and recommended that people play TFC if they haven't before.

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Old 05-29-2011, 12:29 AM   #66
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Yes. Think of the co-op skill map possibilities!
Great. Thanks. Now look what you did!

I have to change my pants . . .
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Old 05-29-2011, 03:59 AM   #67
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sniper

give the sniper a pellet gun and make him look like this http://thumbs.dreamstime.com/thumb_2...2764KL1NTD.jpg
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Old 05-31-2011, 06:37 AM   #68
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Any word on the exact date yet?
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Old 05-31-2011, 07:12 AM   #69
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Any word on the exact date yet?
Nope. Still some stuff to finalize and/or test (warpath, training, slowfield sounds, and some others).
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Old 05-31-2011, 05:23 PM   #70
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The HWG changes look pretty good, gj!
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Old 05-31-2011, 07:05 PM   #71
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oh hai! While your here.. have you still got any old FF source files we might need to have for any reason?

Actually that reminds me. Did you ever work on shutdown2 in any way? We need a lights.rad file that was used when it was last compiled. We can't correct any lighting errors because it compiles looking competely different to what it currently does
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Old 06-01-2011, 06:00 AM   #72
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Every effect except the laser grenade looks beast.
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Old 06-01-2011, 07:08 PM   #73
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At long last, we're close to releasing our next patch, 2.42. We're currently in the process of release candidate testing and are shooting for an early June release date.
It's June, so get it the fuck out!
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Old 06-01-2011, 10:16 PM   #74
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FORTRESS FOREVER 2.42 OUT THIS SATURDAY
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Old 06-02-2011, 06:11 AM   #75
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LOL
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Old 06-02-2011, 06:24 AM   #76
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FORTRESS FOREVER 2.42 OUT THIS SATURDAY
Wrong it's coming out at 11:59 pm (PST) tonight.

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Old 06-02-2011, 07:18 AM   #77
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SATURDAY NIGHT'S ALRIGHT FOR 2.42

SATURDAY

SATURDAY

SATURDAYYYYYYYYY

ALRIGHT ALRIIIIIGHT
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Old 06-03-2011, 09:32 PM   #78
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Braid Nades, YEAH

02-01-2009
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SLOOOOOOOOOOOOOOWWWWWWWWWWW FIIIIIIIIIIIIIIIIIIIIEEEEEEEEEEEEELLLLLLLLDDDDSSSS

http://www.youtube.com/watch?v=aaOCv6-e8sM
(some Braid spoilers in that video)
"Infamous" because ever since playing Braid, I was always babbling about how much of that game could probably translate over to FF as abilities, buildables, grenades, etc. Shit, the scout had a clone/decoy in one version of TF, which was kinda like the Braid clone thing except not nearly as cool as the Braid clone thing.

I was originally thinking the engineer should get a new slow field buildable, but I think the HW mirv replacement is a good idea as well. Great job to squeek & co. for actually making it come to fruition. Now just call it the Braid Nade and we can all party.

I still think it'd be cool if the scout got the braid rewind ability...
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Old 06-03-2011, 09:44 PM   #79
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OMG it's been so long since I've played Braid that I didn't realize that's where we stole it from.
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Old 06-03-2011, 10:01 PM   #80
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The reason I liked the engineer buildable idea was so you could setup slow fields behind walls and around corners, where maybe scouts can't just get past it easily and it's always up. Someone would have to get in from the other side and kill/disable it.

Or say the buildable slowfield had a rate of fire, was proximity based, and had ammo/recharge. So if the scout had the decoy thing, maybe he sends the decoy in first, then busts through the slow field at normal speed. Or use some teamwork, have someone turn on the slow field, then the scout concs through.

Maybe too crazy though, so the quick release grenade is probably smoother for FF gameplay.

I also remember way back in the day, Valve showed a screenshot of the Spy about to kill someone with a garrote or whatever in TF2. Always thought it'd be cool to get that in FF somehow, as an alternative to the spy's knife or something.
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