07-29-2008, 05:27 AM | #61 |
Holy shit, thats kerrigan!
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there's medpacks in TF2 that heals you to 100 percent you're not supposed to kill with the medic, but if you see a sentry in a ledge where it doesnt see you, if you arch your needle correctly, it takes it down in a few seconds.
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07-29-2008, 11:54 AM | #62 |
Join Date: Dec 2007
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Eeeh... I think he means Medkits. You know, what the Medic carries that heals to 100% instantly. Not the spawn medpacks. (Or at least that's what I did understand).
Also yes, Syringeguns can kill SGs, but it takes a hell lot of time to take a lv3 down. If you try at long range, the syringe dispersion makes it so you need around all your ammo to take it down, not counting that you have to reload the weapon... |
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07-29-2008, 01:08 PM | #63 | |
Altitude Junkie
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Incidentally, about 90% of what's on that list is, pretty much, new and improved for FF. If anyone decides to do a list of what TF2 added, we may have to see how that one stacks up to what FF added. If you need help, just start with crits and taunts, and go from there.
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07-29-2008, 02:19 PM | #64 | |
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10) Still there. 11) Still there. Unless you mean 'ability to exploit movement glitches' then you're right. 13) That's a map thing. It doesn't have to do with the gameplay. If you want more of that gametype, make more maps for it. 14) That's a map/style thing. Look at the custom map CTF_MACH4. It looks almost exactly like the old barren fortresses of the older games. Gameplay/Abilities 1) Medic Invulnerability Charge 2) Healing Teammates at a distance 3) Spy cloaking 4) Scout double-jumping 5) Pyro usefullness 7) Medic Kritzkrieg ability Pyro air-blast deflection/push ability 9) Usable melee abilities for all classes 10) Dispenser healing ability 11) Payload Gametype 12) Critical Hits Weapons 13) Scattergun 14) Pistol 15) Stickybomb Launcher 16) Medigun 17) Syringe Launcher 1 Revolver 19) Submachine Gun 20) Flaregun Presentation 21) Individual voice acting and personalities for each class 22) Nemesis/Dominating 23) Scoreboard based on 'Points' not K/d ratio 24) In-game voice chat Still have 7 more class updates to go along with whatever new gametype they are working on and any other additions. |
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07-29-2008, 02:23 PM | #65 |
Join Date: Mar 2007
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I've just learnt 8 is a cool number
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07-29-2008, 03:28 PM | #66 |
Holy shit, thats kerrigan!
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one more thing, dont try to say the FF medic is better at healing, because he's not, same that the TF2 medic canot fight.
And, im pretty sure that everyone knows that tF2 is a simpler version than FF |
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07-29-2008, 04:56 PM | #67 | |||
Spybox
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Baseball Bat Kukri Axtinguisher Fire Axe Bonesaw Ubersaw Bottle Fists and Shovel The only two melee weapons that are the same are the knife and wrench. Quote:
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Hell, if we wanted to talk about complex movement, lets just throw The Opera or The Specialists out there, god why doesn't FF have wall jumping, wall flipping, backflips, dives, jump boosting, and crouch-punching, I will quit FOREVAR if they don't have these deep and complex moves! :sarcasm: |
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07-29-2008, 05:20 PM | #68 | |
sKeeD
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2, 3, 5, 9, 23, and 24 out of that list. |
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07-29-2008, 06:37 PM | #69 |
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If you put in the Payload thing, well I guess FF also has Conc, Quad, Escape, Last man Standing and others.
=D Also, could we just stop with this TF2/FF debate? Play the one you like, Jesus! |
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07-29-2008, 06:59 PM | #70 | |||
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[QUOTE=EngeeMan]
11) Still there. Unless you mean 'ability to exploit movement glitches' then you're right. well it isn't exploiting... if it wasn't ment to be there they would of fixed the glitch
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07-29-2008, 07:55 PM | #71 | ||||||
OHH! OHHH NOOO!
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Also, regular Nail Gun.
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07-29-2008, 07:56 PM | #72 |
Holy shit, thats kerrigan!
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scatter gun is a ton different from the piece of shit that is the single shotty
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07-29-2008, 08:09 PM | #73 | |
sKeeD
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07-29-2008, 09:52 PM | #74 |
Stuff Do-er
Lua Team
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Anybody that calls movement skills "glitches" or "exploits" should be kicked in the nostril. The left one, preferably. Like Infy said, if it was a true exploit, it would have been removed from the game.
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07-29-2008, 11:12 PM | #75 |
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Wow after listenin to the tf2 weapon names, it actually makes me laugh. It goes to show you that they actually aimed this game at young teens.
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07-29-2008, 11:37 PM | #76 | |
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07-29-2008, 11:53 PM | #77 | ||
Heartless Threadkiller
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07-30-2008, 02:29 AM | #78 | |
Spybox
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07-30-2008, 02:50 AM | #79 | |
Retired FF Staff
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And however ambiguous the 'bug/exploit' status of all those movement skills were in other games, in FF they're 100% 'features'. So don't be bringin' none of that 'exploit' shit in this house*. *engiman. Not you Thor.
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07-30-2008, 02:52 AM | #80 | |
Useless
Retired FF Staff
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Bunnyhopping, and indeed most of the movement skills we now enjoy, were glitches from Quake. This does not change the fact that many games have used and even harnessed these abilities to great effect in order to add a level of depth and skill to the game. Continuing to call them mere physics exploits or glitches, when every game since Quake that has them has them intentionally, is ignorance. TF2's varied, yet limited, arsenal of weapons does not make up for its lack of other skills. Once you've got the handle on DMing and can figure out map objectives, you're pretty much done learning the game. All you have left are specific tactics - the same specific tactics you'd find in any team shooter. Team Fortress 2 is a shallow game. That's all there is to it.
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