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Old 01-24-2008, 04:13 PM   #21
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lol man i gotta co-hoarse my ass onto the beta rofl. good job dev! man that sounds like it is going to be even more fun! One thing id like to ask, has there been any map changes on monkey and 2morforever to the coding or whatnot to prevent people from getting kicked every two seconds? Or is this a client side issue?
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Old 01-24-2008, 04:30 PM   #22
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Ok, ok, ok....ok.........ok



Throwable medpacks FTW!
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Old 01-24-2008, 05:08 PM   #23
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Quote:
Originally Posted by פֿяαιп βαмαgεפ
Ok, ok, ok....ok.........ok



Throwable medpacks FTW!
I want to guess, my idea of strapping them on to team mates wasn't ftw? hehe I like the idea anyway
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Old 01-24-2008, 05:08 PM   #24
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Quote:
Originally Posted by Nuk3m
lol man i gotta co-hoarse my ass onto the beta rofl. good job dev! man that sounds like it is going to be even more fun! One thing id like to ask, has there been any map changes on monkey and 2morforever to the coding or whatnot to prevent people from getting kicked every two seconds? Or is this a client side issue?
are you talking about the "CL_CopyExistingEntity" bug?

if so it is being dealt with...
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Old 01-24-2008, 05:10 PM   #25
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Originally Posted by AfterShock
[*]New splash screen to tell you about any updates to FF if you are playing an old version.
YAY then people will not have old versions this is awesome.

Can't wait to see this patch I like most of the changes!

Thanks for sharing!
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Old 01-24-2008, 05:18 PM   #26
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Quote:
Originally Posted by Nuk3m
One thing id like to ask, has there been any map changes on monkey and 2morforever to the coding or whatnot to prevent people from getting kicked every two seconds? Or is this a client side issue?
Good thing everyone stepped up to help us there.

It's a tough bug to nail since Valve's error message is almost completely unhelpful. Hopefully we can fix it before this patch, but no promises.
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Old 01-24-2008, 05:26 PM   #27
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Quote:
Originally Posted by Jiggles
Good thing everyone stepped up to help us there.

It's a tough bug to nail since Valve's error message is almost completely unhelpful. Hopefully we can fix it before this patch, but no promises.
Yeah as yor can understand, leagues are supposed to start up soon, and its like this... if my members drop durning a match, umm its gonna suck, but i think if its the case, we'll just have to pause in place until he rejoins.
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Old 01-24-2008, 05:35 PM   #28
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Eh I was disappointed to hear the Pyro being downgraded. Doesn't help that class out at all. Now it looks that when you run out of napalms you are really fucked. :/

Worst change I've seen so far for a class that averages 1-2 kills a spawn and none of them being SGs.

Other than that it sounds pretty good.
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Old 01-24-2008, 05:36 PM   #29
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I love the jump pad and throwing medikits. Being able to create caches of medikits in the enemy's base will be very useful for offense. The jump pad'll give Heavies a chance to actually get in the enemy's base without being picked off by Snipers.
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Old 01-24-2008, 05:39 PM   #30
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Quote:
Originally Posted by Nuk3m
Yeah as yor can understand, leagues are supposed to start up soon, and its like this... if my members drop durning a match, umm its gonna suck, but i think if its the case, we'll just have to pause in place until he rejoins.
which is why there was a thread asking people to help us pin this error down. saw how well that worked...
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Old 01-24-2008, 05:47 PM   #31
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Quote:
Originally Posted by SoBe Green
Eh I was disappointed to hear the Pyro being downgraded. Doesn't help that class out at all. Now it looks that when you run out of napalms you are really fucked. :/

Worst change I've seen so far for a class that averages 1-2 kills a spawn and none of them being SGs.
Personally I agree; we'll see where he ends up.
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Old 01-24-2008, 05:49 PM   #32
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all i can say is 4est was a bitchass pyro on aardvark ramp during the playtest
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Old 01-24-2008, 05:53 PM   #33
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Yeah, I think the pyro is still quite effective, but I'm not a huge fan of relying only on napalms to get to the max burn level.
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Old 01-24-2008, 05:54 PM   #34
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Glad to see this mod in the hands of someone with a little more love and dedication
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Old 01-24-2008, 05:58 PM   #35
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I've been playing around in the beta with pyro a ton (by myself ) and I am actually liking what I see. Although I haven't been able to test much of the burn levels and whatnot b/c I haven't been playing with anyone!

Remember though, IC base damage reduction makes for more IC / flamethrower jumps and much more mobility.
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Old 01-24-2008, 06:08 PM   #36
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RE: Conc friction + juggling etc, i was playing with friction / elasticity etc to try and solve the problem, so it's under construction but not in beta yet (hence me not posting it). I could do with more explanation of the exact problem from the skills dudes so if u could PM me with any info (videos would be ideal if you have the time to spare!) that would certainly help a lot. I had FF and TFC both loaded up yesterday and I couldnt pin down the difference.

RE: Pyro nerf - he was being played too much like the soldier. His primary weapon should be the flamethrower (he should be getting up close to people not spamming them with rockets from afar). The IC should be used for jumping, burn levelling up, and setting multiple people alight (if you're faced with 3-4 players at once, for example). We're discussing methods of getting burn levels up without napalms (for e.g. 5-10 hits with the flamethrower/IC) and if his dmg is too nerfed then i'll increase dmg of the flamethrower. The nerf only affects the IC dmg, not the burn damage - the burn damage is actually a very large part of the pyro's damage, and is unaffected by the change.

RE: Engi not getting a buff: We're looking into ways of increasing the SG push against players on the ground. Currently it's only concers/hoppers that get shot away. If we solve it then straight forward running at SGs as sol/demo/pyro will be much harder. Also, don't forget your wrench now does a shitload more damage
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Old 01-24-2008, 06:11 PM   #37
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Old 01-24-2008, 06:11 PM   #38
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Aftershock:
I agree, I dont need much IC DMG, but buff flamethrower damage. Everyone wants to burn players with flamethrower, not shoot'em with IC :/
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Old 01-24-2008, 06:22 PM   #39
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I am deeply dissatisfied with the new blue pipes.
You can't DM enemies far away, you can't use them as temporary traps, they're far too easy to spam, demoman no longer needs to rely on team mates for support... it feels wrong and makes me not want to play.
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Old 01-24-2008, 06:28 PM   #40
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Quote:
Originally Posted by AfterShock
RE: Conc friction + juggling etc, i was playing with friction / elasticity etc to try and solve the problem, so it's under construction but not in beta yet (hence me not posting it). I could do with more explanation of the exact problem from the skills dudes so if u could PM me with any info (videos would be ideal if you have the time to spare!) that would certainly help a lot. I had FF and TFC both loaded up yesterday and I couldnt pin down the difference.
The conc's have wall friction in FF, but not in TFC. The speed at which you throw the conc, even after it bounces off the wall, in TFC, doesn't slow down, wheras, in FF, it does. This makes it very difficult to Juggle concs. I don't have a video, but when you are midair, for example, and you have a conc primed, and you start going down, you pretty much have to stay away from the wall, drop it, and hope you are going in the direction you threw the conc so when it goes off, it ends up being almost underneath you. Otherwise, if you throw the conc, even pointing directly downward, and it hits the wall, the friction causes it to slow, making the gravity of the conc become slower than you, so when it goes off, it's literally above you, instead of below you.

If you need to be in a server spectating me, that might help.

I can help test this as I've recently been playing some TFC and it still needs to be fixed. No wall friction for concs would be great because that's how it was in TFC, and although I know FF isn't necessarily trying to be a copy of TFC, but if this is fixed, I have at least a few friends who are willing to switch to FF from TFC, so it's definitely a must. It's still possible to beat most/all of the concmaps as it is, it just makes it more difficult to throw concs on the wall, just to realize you are physically going faster downward than the grenade. Maybe add one of the current concmaps like conc_juggle_this to the beta server so we can test that.
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