06-05-2016, 08:48 PM | #1 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 45 Times
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Fortress Forever v2.6 Released (June 2016)
Fortress Forever v2.6 Release 5th June 2016
New scout movement weapon: The JumpGun
Ragdoll and gib changes
Bugfixes
Last edited by AfterShock; 06-05-2016 at 08:55 PM. |
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06-05-2016, 10:16 PM | #2 |
Fortress Forever Staff
Join Date: Mar 2007
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First bug -> RPG, AC and Tranq custom xhairs have been shifted down a slot due to the jumpgun.
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06-05-2016, 10:24 PM | #3 |
Beta Tester
Join Date: Mar 2008
Class/Position: Demoman Gametype: pipe spawn Posts Rated Helpful 126 Times
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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. |
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06-05-2016, 10:51 PM | #4 | ||
(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
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Quote:
Edit: Nevermind i'm retarded: Quote:
Last edited by doublahroublah; 06-05-2016 at 10:54 PM. |
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06-06-2016, 05:07 AM | #5 |
Server Owner
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Location: New Zealand
Class/Position: Engineer / Heavy. Gametype: Capture the Flag Affiliations: {TALOS} Posts Rated Helpful 75 Times
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someone needs to make a badass pogo stick model for this.
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06-06-2016, 07:06 AM | #6 |
Join Date: May 2008
Posts Rated Helpful 2 Times
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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?
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06-06-2016, 10:43 PM | #7 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 45 Times
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Client only bugfix patch now live:
Last edited by AfterShock; 06-06-2016 at 10:44 PM. |
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06-06-2016, 11:01 PM | #8 |
Beta Tester
Join Date: Mar 2008
Class/Position: Demoman Gametype: pipe spawn Posts Rated Helpful 126 Times
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the new dispenser seems to bleed bags once it's full. i'm not sure if this is supposed to happen
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06-06-2016, 11:24 PM | #9 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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NO ONE MAKES ME BLEED MY OWN BAGS
good update. jump gun is weird. |
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06-07-2016, 06:25 AM | #10 |
Fortress Forever Staff
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Nice, gotta check it out. Plus the quick hotfix, Steam is the shit.
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06-09-2016, 10:03 PM | #12 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Pushed a tiny client-only patch yesterday that fixes some missing models in Hammer when using the setup outlined in the maps repository.
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06-10-2016, 05:07 PM | #13 |
Join Date: Jun 2011
Location: USA
Class/Position: Soldier & Medic Affiliations: ( ir :: ) iv| K^ † Posts Rated Helpful 80 Times
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Is the jumpgun just a double jump that works around the auto-bhop?
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06-11-2016, 06:15 AM | #14 |
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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.
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06-11-2016, 12:02 PM | #15 | |
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Quote:
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. |
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06-11-2016, 08:07 PM | #16 |
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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.
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06-12-2016, 12:38 AM | #17 |
Join Date: Jul 2007
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Good job guys. Great stuff with new ideas. You are keeping alive game. I miss old times.
dmc | oTTo
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Last edited by oTTo; 06-12-2016 at 12:39 AM. |
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06-12-2016, 08:21 AM | #18 | |
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06-12-2016, 08:38 AM | #19 |
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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.
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06-13-2016, 09:37 PM | #20 | |
Heartless Threadkiller
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Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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This! Fucking this brilliant piece of thinking!!
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