08-12-2016, 06:43 AM | #1541 |
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DatMoya commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
The only real problem I had with the Pyro was the burn mechanic and how it acted. Not really so much the dpt.View on Github |
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08-13-2016, 03:37 PM | #1542 |
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AfterShockFF synchronized pull request fortressforever/fortressforever#270 ('WIP: Pyro revamp')
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08-13-2016, 03:37 PM | #1543 |
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/pyro-jetpack
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08-13-2016, 09:36 PM | #1544 |
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doublah opened issue fortressforever/fortressforever-web#4 ('Broken stuff in steam browser.')
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08-14-2016, 01:56 PM | #1545 |
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TRUEGhostCat commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
Basically, with these changes you completely remove the fun factor of pyro and it’s (I know many will disagree, but that’s how I view it) hardcore part of gameplay just for exchange for some feature that will make it more easy to play as and more easy to master. I can’t view pyro as the class that...View on Github |
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08-14-2016, 05:37 PM | #1546 |
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FDA- commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
You are all saying the only fun part about pyro was having people take damage while you're not attacking them.View on Github |
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08-14-2016, 11:55 PM | #1547 |
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Jitterskull commented on issue fortressforever/fortressforever#175 ('Reduce grellow pipe damage radius to 125 (from 130)'):
Eh, is it really necessary?? I didn't even find them to be this powerful. They still do damage and easier to hit than blue pipes, though. Basically, it can kill a scout in one blow while blue not while blue is good already the way it is. Not sure if reducing it's overall radius would help.View on Github |
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08-14-2016, 11:56 PM | #1548 |
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Jitterskull commented on issue fortressforever/fortressforever#264 ('WIP: Sniper laser always visible'):
Why we can't just have a sniper the way he was in 2.0 version of FF?? IMHO he was much more balanced back then. Well, except maybe keep the damage of AR the same way it's now.View on Github |
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08-15-2016, 12:02 AM | #1549 |
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Jitterskull commented on issue fortressforever/fortressforever-scripts#5 ('Remove the single shotgun from soldier'):
Maybe just buff it too, a little?? Currently, it does 16 damage, 2 damage per pellet. Why not just make it do 24 damage, so 3 damage per pellet just like normal shotgun? Would help people finish off enemies, and even scout would be slightly more fearsome than he is now.View on Github |
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08-15-2016, 02:44 AM | #1550 |
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squeek502 commented on issue fortressforever/fortressforever#175 ('Reduce grellow pipe damage radius to 125 (from 130)'):
I was curious about the buff you thought the MIRV got and looked through the code a bit. The MIRV damage has never been increased (it's been 180 since 1.0 and is still 180), but I did find that we intended to reduce both the MIRV and Mirvlet damage in 2.4 to match frag gren damage (145) but only...View on Github |
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08-15-2016, 02:53 AM | #1551 |
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squeek502 created fortressforever/fortressforever:balance/mirv-damage at 9e8774 (+1 new commit)
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08-15-2016, 02:56 AM | #1552 |
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squeek502 opened pull request fortressforever/fortressforever#298 ('Actually bring MIRV damage in line with frag gren (from 180 down to 145)')
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08-15-2016, 03:01 AM | #1553 |
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squeek502 force-pushed fortressforever/fortressforever:balance/mirv-damage from 9e8774 to 1e0c64
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08-15-2016, 03:01 AM | #1554 |
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squeek502 synchronized pull request fortressforever/fortressforever#298 ('Actually bring MIRV damage in line with frag gren (from 180 down to 145)')
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08-15-2016, 05:23 AM | #1555 |
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Jitterskull commented on issue fortressforever/fortressforever#175 ('Reduce grellow pipe damage radius to 125 (from 130)'):
Oh... after I checked the changelogs, that is correct. When I made that post I had memories of much weaker MIRV, so I was probably thinking of some other thing (in most case, about the unofficial 1.12 FF version that one point of time was ironically more popular than official FF release).View on Github |
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08-15-2016, 05:29 AM | #1556 |
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FDA- commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
The only other thing listed here that makes pyro so fun for you guys, is this entirely made up meta of "stealth/ambush pyro".View on Github |
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08-15-2016, 05:40 AM | #1557 |
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Jitterskull commented on issue fortressforever/fortressforever#298 ('Actually bring MIRV damage in line with frag gren (from 180 down to 145)'):
Sweet... Glad to see that I actually contributed to the mod! :DView on Github |
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08-15-2016, 12:26 PM | #1558 |
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mikeparker commented on issue fortressforever/fortressforever#298 ('Actually bring MIRV damage in line with frag gren (from 180 down to 145)'):
Good catch guys. I think it should be the same as frag nades.View on Github |
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08-15-2016, 03:14 PM | #1559 |
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johnstt commented on issue fortressforever/fortressforever#270 ('WIP: Pyro revamp'):
Also, every class can be stealthy or ambush in any TF game. The difference is the Pyro makes himself obvious by putting giant obnoxious flame sprites everywhere... so it really shouldn't be your goal to play the class in a stealthy way unless you're against really bad opponents.View on Github |
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08-15-2016, 03:36 PM | #1560 |
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squeek502 pushed 1 commit to fortressforever/fortressforever:balance/mirv-damage
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