01-24-2008, 08:04 PM | #61 | ||
Nade Whore
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You can place a Sentry gun at an enemies spawn door, and that'd be considered spam, right? So why not just simply remove the sentry gun altogether? /sarcasm. The same goes for other grenades too. By adding the jump pad, it will increase the mirv spamming as demomen/hwguys will have quicker access to the enemy base. |
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01-24-2008, 08:10 PM | #62 |
Fortress Forever Staff
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this thread is funny...lol
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01-24-2008, 08:12 PM | #63 | |
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i'm revoking your beta license...
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01-24-2008, 08:14 PM | #64 |
Join Date: Dec 2007
Location: Nova Scotia Canada
Class/Position: soldier D Gametype: capture the flag Affiliations: old timers clan Posts Rated Helpful 5 Times
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All looks good to me. It is a lot better then we got
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01-24-2008, 08:16 PM | #65 |
Join Date: Oct 2007
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Way to go guys great job keep up the good work, this game is great and can be great it just needs fixing and tweaking up which is what you guys are doing, great job at it also.
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01-24-2008, 08:46 PM | #66 | |
Heartless Threadkiller
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I must tell you this, the new patch will be enjoyed by one and all. Some information has been left out, but if everything was disclosed...there would be no surprises, would there?
The jump-pad is not overpowered, and it works quite well. As I said, everyone should like it.
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01-24-2008, 08:54 PM | #67 | |
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01-24-2008, 08:56 PM | #68 | |
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01-24-2008, 09:04 PM | #69 |
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ok ok, i'll tell you...there is a new model, modeled after Nodnarb, with boobs!!, and one hanging out. [AE] 5316 *TKZ* is currently working on the different skins, so far we only have pink. this model will be selectable for civilian only...
i recently brought up a slight problem with this model, if i see "Nodnarb" running at me with a blood decal, its going to wig me out. i mean seriously, if your g/f was covered in blood and running at you are you going to stand there and swing or just flat out fucking run? my ass is running... oh then, dont get me started on Dr. Satan's suggestion of giving her exploding tampoons as a secondary nade. its getting out of control!
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01-24-2008, 09:34 PM | #70 | |||
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01-24-2008, 10:01 PM | #71 |
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I'm mainly confused about the removal of caltrops. What is the deal with that? The caltrops are good and I've always found more than one use for them. Throwing them around an HW who is standing in one spot a-la aardvark. Throwing them down paths that only the D takes, or, offense flies over. In front of enemy spawns. Etc.
I can understand the removal of radar as it sucked and lagged the crap out of people when used... but caltrops? I don't see how the caltrops make any difference to your typical player nor can I see them being that big of an advantage otherwise. The person who stated that they are annoyance to the D is correct. Much like how napalm grenades and pyros are an annoyance to the D or a conc grenade is an annoyance to the D. Any chance on testing the pads with caltrops still in? Or a different secondary grenade?
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01-24-2008, 10:05 PM | #72 | |
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Yes you're right laying caltrops at the entrance to doorways and stuff is strategic. But it doesn't mean the strategy is that "good". The effect isn't even permanent, and it's practically luck if you get someone stepping over them. I don't actually get my caltrops hitting people when I throw them at them. Building an sg infront of respawn is not spam, not by Aftershock's definition anyways. Demo repeatedly shooting pipes at the respawn door in hopes someone stumbles out into one is spam. The demo isn't strategizing, he's just shooting and hoping for havok. Or laying caltrops at the respawn door as you run by, no enemy was present, but they were put there in the knowledge that at some point someone has to exit the door. An sg wouldn't actually shoot at the door until someone appears. It would be a direct attack towards a known enemy. Positive > Negative when it comes to game play. Something like a caltrop that's just considered an annoyance to the enemy team doesn't effect your team that positively, oh sure a person might move slow for a bit, but it's not really effecting your teammate's game play. Adding a spring board that can be placed anywhere, for your entire team and enemy team to use, could be considered a positive novelty item. It doesn't hurt anyone, you don't have to use it if you don't want to. But anyone can take joy out of playing around on it until it vanishes. That's another question I had, if the Scout only gets 1, when it self destructs does he get to rebuild it? So like an sg always being able to have 1 up. Or does he only get 1 per death? If the pads do help medium classed classes, to participate on O more often, it would do a couple things. It could change whole offensive lineups, new strategies, and actually getting the scout to work together with other classes than medic/scout. Could also encourage more people to run O who don't nescessarily know how to conc that well. Sounds to me that if the jump pad is a success we'll see a lot more flow and movement from the entirety of each team, making games more wild to play. If the timer's lasted long enough your offensive line up on aardvark could be, 2 scouts and 2 HW's. Use the first jump pad off battlements directly into the first scout pad down the field a bit, into the 3rd jump pad further down, onto the boost arrows at the bottom of the ramp. The offense would still be slow, but man, if HW's could reduce the time it takes to get there by even 50% we'll see some interesting offensive changes. |
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01-24-2008, 10:11 PM | #73 | |
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Yeah, caltrops don't last forever, but that's irrelevant. If an enemy patrols, or moves through an area often, placing caltrops in his path is pure strategy.
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01-24-2008, 10:13 PM | #74 |
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You just hit almost the exact discussion about the jump pad and why it was implemented! Nicely done...
@Caltrops...they are worthless, never amounted to anything and server no real purpose in the game. Also them being gone leaves the slot open for something else. NOTE: I am NOT saying that something else will be replacing it in this patch or any patch for that matter, just saying it leaves the slot open. Officially there has been absolutely NO discussion on replacing the caltrops with another weapon anywhere at all ever so don't take that to mean there was or is!
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01-24-2008, 10:15 PM | #75 | |
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01-24-2008, 10:18 PM | #76 | |||||||
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So yeah, I know sometimes they are fun, but hopefully you'll come around to the fact they were more detrimental to the enjoyment of the community as a whole |
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01-24-2008, 10:19 PM | #77 |
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I understand taking away damage to the IC but I do not understand doing so without buffing the flamethrower. The flamethrower is still pretty damn weak and thats why people were opting out for the IC instead. It wasn't that the IC was better it was that the flamethrower is a waste of time. It empties fast, doesn't do high damage, nearly impossible to hit a target as much as needed, and doesn't do jack for removing SGs unless you want to make it a kamikaze run. Rarely do you flame a SG and not go down with it. The Pyro should be a class you run away from just like a spy with his knife out. You shouldn't want them close to you. Now with added melee damage the Pyro is even less worthwhile at close range. You could probably get more crowbar kills than flamethrower kills. I don't feel like much thought was put into this and I"m sorry if there was but there are so many glaring in your face issues with this that I don't see how it could have been.
"Hey lets reduce the damage of the Pyro so he can...." what was at the end of the sentence I'll never know because you can't complete it and make sense. |
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01-24-2008, 10:21 PM | #78 |
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If we're in the business of removing annoyances, why is the sniper still in the game?
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01-24-2008, 10:31 PM | #79 | |
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Anyways, another question about the jump pad. Is it going to be something the scout can use to protect himself from enemy fire? Like the engy can do when a solly is shooting rockets at him. Duck and hide behind an sg he starts to build? Fast build time on the pads could lower this ability, but someone quick with the buttons could build/stop repeatedly on inc rockets and other things. It could also give him some cover against a HW 1v1 in the open if it can act as a shield since enemy's can't destroy it. |
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01-24-2008, 10:38 PM | #80 | ||
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