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Old 01-05-2007, 07:28 PM   #121
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Quote:
Originally Posted by SpidermaN
and the engineer can? or its impossible to undo the sabotage?
You can't undo it directly, but you can either det/dismantle your sg, wait for the 10 seconds to expire (after the Spy activates it) or Kill the Spy (all his sabotages are removed when he dies)
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Old 01-05-2007, 07:32 PM   #122
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This may have been asked already elsewhere but as long as we are talking about sabotaged SGs I have another question. Can the engineer destroy the sentry (detonate) while it is hostile?
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Old 01-05-2007, 07:32 PM   #123
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Quote:
Originally Posted by Gogeta
im not really scared how its going to work, i can see how its going to work in many different situations.
I think its stupid, but i dont know, i havent played it. skill maps, yes, old ctf maps could be destroyed D:
(congestus and xpress to name 2 :>)
Any map that has issues with FF gameplay can easily be modified to accomodate. If its supposed to be a strategic ledge thats hard to get to, make it a bit higher, or make the ramps closed off. The maps shouldn't be a direct port anyways, thats kinda bleh if you think about it. Remake them, give them a bit of personal touch and you're good to go.
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Old 01-05-2007, 07:43 PM   #124
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awesome. My only complaint is that fatty needs more fat.
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Old 01-05-2007, 07:47 PM   #125
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Love the flamethrower. Absolutely love it. Now I await release.
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Old 01-05-2007, 07:49 PM   #126
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*nerdgasm*
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Old 01-05-2007, 07:52 PM   #127
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The mapdesign, classes, weapons all look brilliant. The feeling i got however from watching the video was that it is probably a bit too fast paced, which make it seem more like unreal tournament/quake3 than tfc.

Great work though, cant wait for the release.

Oh and also; cant there be some english accents added? Especially for the spy or something.
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Old 01-05-2007, 08:04 PM   #128
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Regarding the snipers, I think they should not be able to tag other snipers. This would really hurt sniper vs. sniper battles. Plus, there's going to be whores who will camp out all day watching guys pop up behind walls and trying to pop them in the face as soon as they move into sight. They'll never be caught off guard by other snipers if they see them coming from behind a wall.

In the current state of the game, do snipers have the ability to tag every class?
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Old 01-05-2007, 08:08 PM   #129
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Yes, though we will be giving mappers the ability to disable them for map types that won't suit tracers (Sniper vs Sniper, etc)

Tracers expire, they're removed when the tracered player dies, and they're not visible outside a certain distance, so we haven't seen any significant balance issues (so far) during playtesting.
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Old 01-05-2007, 08:10 PM   #130
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whats the bhop cap % in ff?

ps. anyone know the what the bhop cap % in tfc is (it's been a while - forgotten)?
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Old 01-05-2007, 08:11 PM   #131
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Fantastic update guys, I really enjoyed it.

I'd like to comment on everything really but i'd rather not get tldr... So here are the things I particularly wanted to highlight:

FF_dm looks sweet, I love the makeover mulch_dm has gotten. It's a simple map but many players spend countless hours on it, either dming or practicing different skills. I hope it retains a spectator area.

The spy effects have been done really well. The cloak is implemented intelligently, the gas and traq visual effects also look satisfyingly disorienting.

Voice acting is solid and the infection calls are funny as hell. The scout calling for help then sliding lifeless across the ground was hilarious. I didn't like the call for armor but that's nitpicking.

The autocannon sound isn't quite right, I think it's too slow and lacking a bit of oomph. I'm not really sure tbh, lacks a bit of ferocity that you associate with the ac. (I know it's being changed)

The HW model needs to be a little larger I feel. Not bigger really but a little fatter perhaps. Not to the extent of the TF2 caricature but the lovable fatty he is in tfc (old models). I realize the hw is one of the last models to be done so hopefully some changes can be implemented if not by release then in a later update.

Oh a final observation - the headshot and ensuing gibs looked f*cking awesome.
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Old 01-05-2007, 08:18 PM   #132
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So if everyone sees the tagged person, might be better to reduce (a lot) the ammount of time it appears. Because from what the video showed, the sniper dies and the guy is still tagged (the HW, on that case).

Or reduce the time only for the other people, while to the sniper it remains a more. Like 5s to others, just to show for a moment where the guy is, and 20s to the sniper? Will be MUCH easier to defend if you know where your enemy is all the time (even if the sniper who tagged them dies), until they die. Well, we'll see about that when the game gets released, but right now I think that it's overpowered.

Bhop cap on TFC = 170%
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Old 01-05-2007, 08:20 PM   #133
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will you be releasing a video which shows bunnying, concing, grenadejumping and rj'ng a bit? not pressuring, just asking :)

ps. loving the impact a single pipe has on a foe. he flies!
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Old 01-05-2007, 08:36 PM   #134
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wow, this is great ^_^

i love the infected scout's roll at around 2:08

i'm sure everything will be balanced before release and i love the new features!

great job!
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Old 01-05-2007, 08:43 PM   #135
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I love updates, they answer so many questions

FAQ Updated
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Old 01-05-2007, 09:42 PM   #136
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rofl, watch how the engie dongslaps his sg, BAHAHAH PRICE-TAGLESS!!!!!!!

but yeah, amazing...i love the demo's pipe arch and the increased movement skills...greatly fantastical job.

oh and the map/timeleft in the top right corner (which i think is supposed to be in that trapezoid in the middle cause it blocks kill info) is really useful as well .

gg devs
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Old 01-05-2007, 09:43 PM   #137
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The HUD

Does it resize on lower resolutions?

[edit] woot 3,000 post

Last edited by o_geokill----->; 01-05-2007 at 10:06 PM.
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Old 01-05-2007, 10:03 PM   #138
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WHAT I LIKED:
- You guys used my idea to have the Spy drop a fake corpse and cloak!
- Double-jumping.
- Faster napalm rockets.
- Tranq effect.
- Gas effect.
- Calls.

WHAT I DID NOT LIKE:
- Jumping animation on the HWGuy.
- How the HWGuy holds the AC... he's lifting it and has it tucked under his arm, by the looks of it, but with its size that just seems ridiculous. It seems like it should be at his hip or lower.
- AC sounds.
- The gibs. Is there a gibcount variable? More blood? Seeing a couple random gibs spawn reminds me of Turok: Rage Wars, where everyone just popped into four blood-colored chunks.
- This is more a problem I've had with HL2 and every game in it, but the weapons feel like they're way the fuck too close to the view. FOV?
- The player models don't look right against the maps... the maps are all highly detailed, but the player skins seem bright and stick out really badly. Is something waiting on the skins, or is this just how it is and I'll have to spend five minutes getting over it?
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Old 01-05-2007, 10:04 PM   #139
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sweeet i'm excited!!

theres tons of good stuff to say so i'm gonna throw out my only complaint:

not too fond of the HW guy. Looks like Gunjack from Tekken or something. I think his outfit should have more separate-looking pieces if you know what i mean? a little more contrast or something?

also i dont get the whole sniper wallhack thing... but i'll figure that out
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Old 01-05-2007, 10:09 PM   #140
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Read the FAQ for an explanation of the Sniper Tracer (wall hack).

The answer is on the last post I made.
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