11-22-2010, 11:00 PM | #101 |
Stuff Do-er
Lua Team
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Not sure what moosh means. The concept of training isn't new, but that version is relatively new and nearly complete. Not totally sure if it'll get into 2.42, but it might.
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11-23-2010, 12:40 AM | #102 |
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I wonder what lasergre means.
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11-23-2010, 12:58 AM | #103 |
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Lasergre is a salad Carl...
Rum + Rice = bad typing.. took me too long to type that lol
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11-23-2010, 01:32 AM | #104 | |||||
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Also until they come up with a magic reworking of the class, for the love of god, don't knock the dev team for proposing to increase push more on the sg. It needs it desperately and it's the single-fastest solution to improving D balance. Quote:
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11-23-2010, 02:13 AM | #105 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
To be more clear, the "changing of the guard" came pretty much right after 2.0 was released. At that point, only AfterShock, trepid_jon, and mervaka (and Jiggles for a bit) were left from the original dev team.
So, from after 2.0 on the dev team has remained the same for the most part.
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11-23-2010, 04:47 AM | #106 | |
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11-23-2010, 05:07 AM | #107 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Yeah, we're still monsters.
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11-23-2010, 05:17 AM | #108 |
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Why are you so concerned about who did what? There were seven months between those two patches and the entire team turned over during that time.
You can edit push and damage for any weapon with lua, but I certainly don't want to do that on a per-map basis. I wouldn't be opposed to, say, restricting SG levels per-map. Maybe you get a powerup that gives you super sentry push. I just don't want it to be a hidden variable. Really, I'm coming to the realization that the problem is AvD itself. If--all balance issues aside--one guy with the flag can end the game, that's a pretty poor situation, isn't it? We tried to remedy this with some new maps like ff_impact and ff_genesis, but they never took off in popularity. I'd like to see what comes of Bridget's payload gametype. Anything that lets the offense work progressively toward a goal is good, but in no case do we want a map to be over too quickly. Last edited by Crazycarl; 11-23-2010 at 05:18 AM. |
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11-23-2010, 05:41 AM | #109 |
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11-23-2010, 10:49 AM | #110 |
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them fuckers messed with the darn sg
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11-23-2010, 01:55 PM | #111 | |
AaaaaaaTATATATATATATATA!
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Yet another reason why I don't play TF2 very much anymore. |
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11-23-2010, 10:54 PM | #112 | |||
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Say I throw a rock at a window and accidentally smash it. Then the window remains smashed for 2 weeks. After 2 weeks, I tape a plastic bag over it. I'm probably not the ideal person to fix the window then. Or say I want to go and fix smashed windows in town. The town hall says they can certainly look into this and I might have a voice, but they'll have to make sure my plans for not throwing rocks at windows won't create problems for other town members who have been breaking them. It's not a 1:1 analogy since I don't think any dev member was TRYING to ruin part of the game, it's more the procedure and end result I'm looking at. Quote:
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11-23-2010, 11:03 PM | #113 |
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In TFC AvD, didn't flag runners move at 50% speed or something like that? Why don't we bring that back?
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11-23-2010, 11:32 PM | #114 | |
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I think that was only certain maps.... but I like this idea.
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11-24-2010, 12:32 AM | #115 |
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Speed reduction for flag runners is on dustbowl in FF. If I remember right, TFC didn't have speed reduction for flag carriers in I/D maps.
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11-24-2010, 10:35 AM | #116 |
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Depended on the map.
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11-24-2010, 11:12 AM | #117 |
AKA LittleAndroidMan
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..........................
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11-24-2010, 11:17 AM | #118 |
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11-24-2010, 10:41 PM | #119 |
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fao devs
any chance of going back to the roots regarding class/weapon etc values? I never played a pre 2.4 version, but based on several threads, some former versions seem to have been slightly better balanced (engi, sg, AvD...).
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11-24-2010, 11:42 PM | #120 |
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If you have a copy of Half-Life, you can always check out TFC to get an idea of what it was like. The sg is still as mean there as it ever was.
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