Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

Reply
 
Thread Tools Display Modes
Old 06-05-2016, 08:48 PM   #1
AfterShock
Fortress Forever Staff
 
AfterShock's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 45 Times
Fortress Forever v2.6 Released (June 2016)

Fortress Forever v2.6 Release 5th June 2016

New scout movement weapon: The JumpGun

  • When fully charged it can be fired to produce an upwards thrust like a mid-air powerful jump
  • Whilst the weapon is out, it'll charge up; switching weapons loses charge
  • We don't have a weapons modeller at the moment, so it's using the railgun model for now. If you'd like to model us a new gun, please get in touch!
Dispenser changes:
  • Wrenching a dispenser now recharges 5 cells per whack; you can no longer insert your own ammo with your wrench
  • Dispensers are now cheaper, down from 100 cells to 30 cells
  • Dispensers have less maximum capacity, down from: 400 to 100 cells; 500 to 100 nails; 400 to 100 shells, 250 to 50 rockets, 500 to 100 armor. NOTE: It's explosion size is based on what percentage full it is, not the total ammo number. This means the explosion size has not changed, but it reaches full detonation size quicker.
  • Dispenser health reduced from 150 to 75
  • Dispensers no longer eat backpacks when they are full

Ragdoll and gib changes
  • Ragdolls are no longer affected by concussion grenades
  • Ragdolls are pushed less by explosions
  • Ragdolls last for 5 seconds, down from 15
  • Gibs are now more frequent from deaths with explosions (>30 dmg overkill rather than >50)
  • Dropped player weapons are now tied to cl_gib_lifetime

BugfixesMisc
  • Railgun now glows more dramatically when it's fully charged

Last edited by AfterShock; 06-05-2016 at 08:55 PM.
AfterShock is offline   Reply With Quote


2 members found this post helpful.
Old 06-05-2016, 10:16 PM   #2
AfterShock
Fortress Forever Staff
 
AfterShock's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 45 Times
First bug -> RPG, AC and Tranq custom xhairs have been shifted down a slot due to the jumpgun.
AfterShock is offline   Reply With Quote


Old 06-05-2016, 10:24 PM   #3
9u-9u-9u
Beta Tester
 
9u-9u-9u's Avatar
 
Join Date: Mar 2008
Class/Position: Demoman
Gametype: pipe spawn
Posts Rated Helpful 126 Times
i have been looking forward to the jump gun this is exciting

how do i spawn with it

cl_spawnweapon_scout "jumpgun" ?

Last edited by 9u-9u-9u; 06-05-2016 at 10:26 PM.
9u-9u-9u is offline   Reply With Quote


Old 06-05-2016, 10:51 PM   #4
doublahroublah
(7) wen ff wil ot
 
Join Date: Jan 2015
Location: United Kingdom
Class/Position: Medic (O) | Engineer (D)
Gametype: Capture the Flag
Affiliations: Current: -Dicks- | Previous: =PWN=
Posts Rated Helpful 2 Times
Quote:
Originally Posted by 9u-9u-9u View Post
i have been looking forward to the jump gun this is exciting

how do i spawn with it

cl_spawnweapon_scout "jumpgun" ?
Pretty sure cl_spawnweapon_* is still very broken so who the fuck cares.

Edit: Nevermind i'm retarded:

Quote:
Originally Posted by AfterShock View Post

Last edited by doublahroublah; 06-05-2016 at 10:54 PM.
doublahroublah is offline   Reply With Quote


Old 06-06-2016, 05:07 AM   #5
Fat-Suzy
Server Owner
 
Join Date: Feb 2015
Location: New Zealand
Class/Position: Engineer / Heavy.
Gametype: Capture the Flag
Affiliations: {TALOS}
Posts Rated Helpful 75 Times
someone needs to make a badass pogo stick model for this.
Fat-Suzy is offline   Reply With Quote


2 members found this post helpful.
Old 06-06-2016, 07:06 AM   #6
tfcwings
 
Join Date: May 2008
Posts Rated Helpful 2 Times
I'd like to know, why the dispenser nerf? I liked using it to build an SG to level 3 quickly once the dispenser was full. How do I quickly upgrade an SG with the updated dispenser when there are no ammo packs nearby?
tfcwings is offline   Reply With Quote


Old 06-06-2016, 10:43 PM   #7
AfterShock
Fortress Forever Staff
 
AfterShock's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 45 Times
Client only bugfix patch now live:
  • Fixed custom crosshairs for RPG, AC and Tranq

Last edited by AfterShock; 06-06-2016 at 10:44 PM.
AfterShock is offline   Reply With Quote


2 members found this post helpful.
Old 06-06-2016, 11:01 PM   #8
9u-9u-9u
Beta Tester
 
9u-9u-9u's Avatar
 
Join Date: Mar 2008
Class/Position: Demoman
Gametype: pipe spawn
Posts Rated Helpful 126 Times
Quote:
Originally Posted by tfcwings View Post
I'd like to know, why the dispenser nerf? I liked using it to build an SG to level 3 quickly once the dispenser was full. How do I quickly upgrade an SG with the updated dispenser when there are no ammo packs nearby?
the new dispenser seems to bleed bags once it's full. i'm not sure if this is supposed to happen
9u-9u-9u is offline   Reply With Quote


Old 06-06-2016, 11:24 PM   #9
KubeDawg
Nade Whore
Server Owner
Beta Tester
 
KubeDawg's Avatar
 
Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier
Gametype: CTF/TDM
Affiliations: blunt. Moto
Posts Rated Helpful 128 Times
NO ONE MAKES ME BLEED MY OWN BAGS

good update. jump gun is weird.
__________________
Moto's Funhouse | Dallas, TX - 74.91.114.247:27015

ff_plunder - Complete
KubeDawg is offline   Reply With Quote


Old 06-07-2016, 06:25 AM   #10
trepid_jon
Ray Ray Johnson
Fortress Forever Staff
 
trepid_jon's Avatar
 
Join Date: Feb 2005
Location: Dallas, TX
Class/Position: D Civilian
Gametype: Rocket Jousting
Affiliations: EAFD
Posts Rated Helpful 78 Times
Send a message via ICQ to trepid_jon Send a message via AIM to trepid_jon
Nice, gotta check it out. Plus the quick hotfix, Steam is the shit.
__________________
Support FF:
Trepid
steamcommunity.com/id/trepid_jon/
trepid_jon is offline   Reply With Quote


1 members found this post helpful.
Old 06-08-2016, 08:43 AM   #11
tfcwings
 
Join Date: May 2008
Posts Rated Helpful 2 Times
The jump gun is interesting for starters, but ... how do I do this with it?

tfcwings is offline   Reply With Quote


Old 06-09-2016, 10:03 PM   #12
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
Pushed a tiny client-only patch yesterday that fixes some missing models in Hammer when using the setup outlined in the maps repository.
__________________
#FF.Pickup ¤ Fortress-Forever pickups

My Non-official Maps
Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
Beta FF_Myth - FF_Redlight_Greenlight

Sick of the people on the internet, always moanin'. They just moan.
- Karl Pilkington
squeek. is offline   Reply With Quote


3 members found this post helpful.
Old 06-10-2016, 05:07 PM   #13
homie in reboks'
 
homie in reboks''s Avatar
 
Join Date: Jun 2011
Location: USA
Class/Position: Soldier & Medic
Affiliations: ( ir :: ) iv| K^ †
Posts Rated Helpful 80 Times
Is the jumpgun just a double jump that works around the auto-bhop?
__________________
homie in reboks' is offline   Reply With Quote


Old 06-11-2016, 06:15 AM   #14
FDA_Approved
Beta Tester
 
FDA_Approved's Avatar
 
Join Date: Nov 2011
Gametype: Capture the Flag
Posts Rated Helpful 293 Times
Quote:
Originally Posted by homie in reboks' View Post
Is the jumpgun just a double jump that works around the auto-bhop?
Basically. It needs to recharge, so you can't spam it. And it has a speed cap so you can't use it to super conc, and using it mid conc will lose a lot of speed.
__________________
Currently equipped: Rad Scarf of liberating happiness.
FDA_Approved is offline   Reply With Quote


1 members found this post helpful.
Old 06-11-2016, 12:02 PM   #15
tfcwings
 
Join Date: May 2008
Posts Rated Helpful 2 Times
Quote:
Originally Posted by FDA_Approved View Post
Basically. It needs to recharge, so you can't spam it. And it has a speed cap so you can't use it to super conc, and using it mid conc will lose a lot of speed.
I find it's useful in cases where you're bunnyhopping and your jump timing isn't quite right for a proper conc. Just keep bhopping while primed, then right before the conc goes off, fire. (You may need to vary the timing a little.)

Sometimes I like using it AFTER I conc, though. For example, one time I was on destroy, and I conced from one base's front door, up and fell through the opening in the roof in the other base. (I didn't have the flag at the time, I think I was just practicing moves.) Using the jump gun enabled me to land on the cap point.

I'd *really* like to see the jump gun and jump pad be tweaked so they're like the mancannon in the video I posted the other day a few posts back in this thread, from squeek's youtube channel.
tfcwings is offline   Reply With Quote


Old 06-11-2016, 08:07 PM   #16
FDA_Approved
Beta Tester
 
FDA_Approved's Avatar
 
Join Date: Nov 2011
Gametype: Capture the Flag
Posts Rated Helpful 293 Times
Quote:
Originally Posted by tfcwings View Post
Just keep bhopping while primed, then right before the conc goes off, fire.
The speed you get off of doing that is significantly less than a regular conc. And unless you're just concing through yard you're probably not getting the trajectory you want off that.
__________________
Currently equipped: Rad Scarf of liberating happiness.
FDA_Approved is offline   Reply With Quote


1 members found this post helpful.
Old 06-12-2016, 12:38 AM   #17
oTTo
 
oTTo's Avatar
 
Join Date: Jul 2007
Posts Rated Helpful 1 Times
Good job guys. Great stuff with new ideas. You are keeping alive game. I miss old times.

dmc | oTTo
__________________
http://forums.fortress-forever.com/image.php?type=sigpic&userid=11138&dateline=125242  3503

Last edited by oTTo; 06-12-2016 at 12:39 AM.
oTTo is offline   Reply With Quote


Old 06-12-2016, 08:21 AM   #18
tfcwings
 
Join Date: May 2008
Posts Rated Helpful 2 Times
Quote:
Originally Posted by FDA_Approved View Post
The speed you get off of doing that is significantly less than a regular conc. And unless you're just concing through yard you're probably not getting the trajectory you want off that.
Yeah, true. I need to practice more on my timing of when to prime while I'm bunnyhopping. I think the conc + jump pad caps at 1024, right? With a conc alone I've been able to go significantly above that as these video clips on ff_shutdown2 should show. (A couple times, I made it from my door to the roof above the enemy battlements. I did miss a few times though.)

tfcwings is offline   Reply With Quote


Old 06-12-2016, 08:38 AM   #19
FDA_Approved
Beta Tester
 
FDA_Approved's Avatar
 
Join Date: Nov 2011
Gametype: Capture the Flag
Posts Rated Helpful 293 Times
I could be a nerd and spoil it all for you in numbers. If this spoils your sense of self made discovery I apologize.

The jump gun plus conc seems to give you around, a little above, 1200 ups. A good conc without the jump gun gives you around 1600-1632 something around there. (side note, for the extra crafty, you can down trimp conc off of sloped surfaces and get around 1900+)

Also tbh I don't make any effort to time my bhops into concs. It's probably the best way to do it, just so that you stay moving and unpredictable. But the difference in speed between a bhop conc, and a really good circle jump from a stand still, is probably no more than 30 ups. 30 ups when we're dealing with numbers in the thousands. And that's if you hit it with perfect timing, because your speed will be fluctuating due to how the speed caps work. Imo, that makes a standing conc infinitely more consistent and versatile. And it's not like you have to be standing around for ever, just take a second to pause and do your circle jump.

Still though, timing your bhops into concs is a very valuable skill. It can come into play in some very clutch situations.

Actually, going back to down trimp concs, that might be where you'd see a bigger speed differential between bhop concs and stand still concs. Because I'd imagine that down trimping after being at full bhop, would give you more speed than just a good circle jump down trimp. And that should then in theory give more speed to the conc. I'm not sure though, with the new bhop caps and all, how they work with down trimps.
__________________
Currently equipped: Rad Scarf of liberating happiness.

Last edited by FDA_Approved; 06-12-2016 at 08:44 AM.
FDA_Approved is offline   Reply With Quote


2 members found this post helpful.
Old 06-13-2016, 09:37 PM   #20
Iggy
Heartless Threadkiller
Beta Tester
Forum Moderator
 
Iggy's Avatar
 
Join Date: Apr 2007
Class/Position: D-Solly / O-Medic
Gametype: CTF
Affiliations: [AE] AssEaters
Posts Rated Helpful 42 Times
Quote:
Originally Posted by Fat-Suzy View Post
someone needs to make a badass pogo stick model for this.
This! Fucking this brilliant piece of thinking!!
__________________
Quote:
Originally Posted by zSilver_Fox
See kids? Only Iggy and FT are good enough to post when high.
Publishers Website My book on BN.com My book on Amazon.com

Friend me on Facebook
Follow me on Twitter
Iggy is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:01 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.