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Old 11-02-2007, 01:12 AM   #41
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Meh I should be a beta tester.
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Old 11-02-2007, 01:13 AM   #42
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^You were gone for a while
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Old 11-02-2007, 01:16 AM   #43
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And now I'm back.
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Old 11-02-2007, 04:55 AM   #44
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Meh I should be a beta tester.
you're not?
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Old 11-02-2007, 10:21 AM   #45
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Nope
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Old 11-02-2007, 10:40 AM   #46
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Funny little bug that most peeps know about. In FF_Well when you go into enemy spawn tunnel there is a turret now. All you have to do is sit underneath
it and watch the turret try to get you but it can't....lol
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Old 11-02-2007, 11:33 AM   #47
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Well I'm liking the blast radius for the demo. Now if we can just work on those pipe physics. Trying to lay pipes down on the lower level of well flagroom from the upper level is a bit time consuming and hard to get those yellows where you want them without abandoning your post at the upper level. It seems the greater the distance the pipes fall before they hit the ground the more random their direction becomes.
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Old 11-02-2007, 01:33 PM   #48
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I wish I had read the thread before installing it.

Lost my configs too.
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Old 11-02-2007, 01:45 PM   #49
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I wish I had read the thread before installing it.

Lost my configs too.
FFowned
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Old 11-02-2007, 03:51 PM   #50
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well i have not had to much time to check it out, but it's playing out a bit better now... the nade radius really i have not noticed yet... and other things like sg tracking is i small bit better, enough to make a gameplay change.. load time decreased which will help a lot of ppl ... best of all NO SCORE BOARD error ;p
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Old 11-02-2007, 04:02 PM   #51
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Man, I should be a beta tester
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Old 11-02-2007, 04:05 PM   #52
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Quote:
Originally Posted by s0undch4s3r
Funny little bug that most peeps know about. In FF_Well when you go into enemy spawn tunnel there is a turret now. All you have to do is sit underneath
it and watch the turret try to get you but it can't....lol
I recorded a demo of it. I'll upload after I get off work.
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Old 11-02-2007, 05:02 PM   #53
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I am very happy with this update...

Spy bar rocks, I love the messagemode and colors, then new locations for engy / demo rock, nades are MUCH better, demo as well, great job on fixing the most common bugs, I like the fatty just needs to be touched up (I posted what I think would help HERE)

The only problem is there isn't really an Official ChangeLog...there is THIS but DrEvil hasn't updated it in a while:

Last edited by DrEvil : 10-19-2007 at 12:21 AM.

Could the dev's release that one from sticky and LOCK and STICKY an Official Changelog that details everything that was changed in the patch?
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Old 11-02-2007, 06:50 PM   #54
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I recorded a demo of it. I'll upload after I get off work.
nooo my happy spot!
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Old 11-02-2007, 07:08 PM   #55
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I recorded a demo of it. I'll upload after I get off work.
are you always at work? when do you ACTUALLY work at work?
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Old 11-02-2007, 08:15 PM   #56
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The HWguy WAS overpowered before, but now he's almost laughable. The windup is almost 2 seconds long. In most maps that means a fast enemy will be in and out of the room you're in before you get a shot off, and a soldier or demo will have unloaded a full clip into your ass before you can shoot back. If the windup is going to be this severe, then the overheat should be gone and the gun should fire are the highest rate instantaneously.

Honestly, I say either remove or seriously reduce the windup, and then adjust the AC's damage, spread, and ROF from there. Version 1.0 was way too powerful, but that could have been alleviated through more subtle actions.
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Old 11-02-2007, 08:21 PM   #57
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Quote:
Originally Posted by greenday5494
are you always at work? when do you ACTUALLY work at work?
lol. I post on my breaks/lunch hour.
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Old 11-02-2007, 08:22 PM   #58
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Wtf is everyone talking about demo, what changed with him? :S
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Old 11-02-2007, 08:30 PM   #59
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Quote:
Originally Posted by asdaa
Wtf is everyone talking about demo, what changed with him? :S
they increased the last radius of the pipes and also added a little bit of friction to the pipes / nades so it's slightly easier to place them now. (except from long distances IE: well attic to floor.)
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Old 11-03-2007, 01:07 PM   #60
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Originally Posted by EvilIguana966
The HWguy WAS overpowered before, but now he's almost laughable. The windup is almost 2 seconds long. In most maps that means a fast enemy will be in and out of the room you're in before you get a shot off, and a soldier or demo will have unloaded a full clip into your ass before you can shoot back. If the windup is going to be this severe, then the overheat should be gone and the gun should fire are the highest rate instantaneously.

Honestly, I say either remove or seriously reduce the windup, and then adjust the AC's damage, spread, and ROF from there. Version 1.0 was way too powerful, but that could have been alleviated through more subtle actions.
I agree. HWguy is almost useless now IMO. If you're going to do this then you should at LEAST make it so that +attack2 will keep it spinning like in that OTHER game.
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