01-24-2008, 04:13 PM | #21 |
Banned
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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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01-24-2008, 04:30 PM | #22 |
Annoying people since 1986
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Ok, ok, ok....ok.........ok
Throwable medpacks FTW! |
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01-24-2008, 05:08 PM | #23 | |
Banned
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01-24-2008, 05:08 PM | #24 | |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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Quote:
if so it is being dealt with...
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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01-24-2008, 05:10 PM | #25 | |
Titles are overrated...
Join Date: Sep 2007
Location: Denmark (gmt+1)
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Can't wait to see this patch I like most of the changes! Thanks for sharing! |
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01-24-2008, 05:18 PM | #26 | |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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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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01-24-2008, 05:26 PM | #27 | |
Banned
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01-24-2008, 05:35 PM | #28 |
SoBe Yourself
Join Date: Sep 2007
Location: Russellville, AR
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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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01-24-2008, 05:36 PM | #29 |
The last true Emperor
D&A Member
Wiki Team Join Date: Dec 2007
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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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01-24-2008, 05:39 PM | #30 | |
D&A Member
Fortress Forever Staff Join Date: Mar 2007
Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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01-24-2008, 05:47 PM | #31 | |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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01-24-2008, 05:49 PM | #32 |
D&A Member
Fortress Forever Staff Join Date: Mar 2007
Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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all i can say is 4est was a bitchass pyro on aardvark ramp during the playtest
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01-24-2008, 05:53 PM | #33 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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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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01-24-2008, 05:54 PM | #34 |
Creg
Join Date: Mar 2007
Location: Manchester
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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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01-24-2008, 05:58 PM | #35 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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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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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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01-24-2008, 06:08 PM | #36 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 45 Times
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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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01-24-2008, 06:11 PM | #37 |
Join Date: Nov 2007
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/Cry
I love throwing my caltrops at soldiers or under an sg. |
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01-24-2008, 06:11 PM | #38 |
Its over nine thousands!!!
Join Date: Nov 2007
Location: Poland
Class/Position: midmap pyro / o spy Gametype: AvD Posts Rated Helpful 0 Times
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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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01-24-2008, 06:22 PM | #39 |
Retired FF Staff
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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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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01-24-2008, 06:28 PM | #40 | |
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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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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