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Old 06-05-2016, 07:48 PM   #1
AfterShock
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Fortress Forever v2.6 Released (June 2016)

Fortress Forever v2.6 Release 5th June 2016

New scout movement weapon: The JumpGun

  • When fully charged it can be fired to produce an upwards thrust like a mid-air powerful jump
  • Whilst the weapon is out, it'll charge up; switching weapons loses charge
  • We don't have a weapons modeller at the moment, so it's using the railgun model for now. If you'd like to model us a new gun, please get in touch!
Dispenser changes:
  • Wrenching a dispenser now recharges 5 cells per whack; you can no longer insert your own ammo with your wrench
  • Dispensers are now cheaper, down from 100 cells to 30 cells
  • Dispensers have less maximum capacity, down from: 400 to 100 cells; 500 to 100 nails; 400 to 100 shells, 250 to 50 rockets, 500 to 100 armor. NOTE: It's explosion size is based on what percentage full it is, not the total ammo number. This means the explosion size has not changed, but it reaches full detonation size quicker.
  • Dispenser health reduced from 150 to 75
  • Dispensers no longer eat backpacks when they are full

Ragdoll and gib changes
  • Ragdolls are no longer affected by concussion grenades
  • Ragdolls are pushed less by explosions
  • Ragdolls last for 5 seconds, down from 15
  • Gibs are now more frequent from deaths with explosions (>30 dmg overkill rather than >50)
  • Dropped player weapons are now tied to cl_gib_lifetime

BugfixesMisc
  • Railgun now glows more dramatically when it's fully charged

Last edited by AfterShock; 06-05-2016 at 07:55 PM.
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Old 06-05-2016, 09:16 PM   #2
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First bug -> RPG, AC and Tranq custom xhairs have been shifted down a slot due to the jumpgun.
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Old 06-05-2016, 09:24 PM   #3
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i have been looking forward to the jump gun this is exciting

how do i spawn with it

cl_spawnweapon_scout "jumpgun" ?

Last edited by 9u-9u-9u; 06-05-2016 at 09:26 PM.
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Old 06-05-2016, 09:51 PM   #4
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Quote:
Originally Posted by 9u-9u-9u View Post
i have been looking forward to the jump gun this is exciting

how do i spawn with it

cl_spawnweapon_scout "jumpgun" ?
Pretty sure cl_spawnweapon_* is still very broken so who the fuck cares.

Edit: Nevermind i'm retarded:

Quote:
Originally Posted by AfterShock View Post

Last edited by doublahroublah; 06-05-2016 at 09:54 PM.
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Old 06-06-2016, 04:07 AM   #5
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someone needs to make a badass pogo stick model for this.
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Old 06-06-2016, 06:06 AM   #6
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I'd like to know, why the dispenser nerf? I liked using it to build an SG to level 3 quickly once the dispenser was full. How do I quickly upgrade an SG with the updated dispenser when there are no ammo packs nearby?
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Old 06-06-2016, 09:43 PM   #7
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Client only bugfix patch now live:
  • Fixed custom crosshairs for RPG, AC and Tranq

Last edited by AfterShock; 06-06-2016 at 09:44 PM.
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Old 06-06-2016, 10:01 PM   #8
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Quote:
Originally Posted by tfcwings View Post
I'd like to know, why the dispenser nerf? I liked using it to build an SG to level 3 quickly once the dispenser was full. How do I quickly upgrade an SG with the updated dispenser when there are no ammo packs nearby?
the new dispenser seems to bleed bags once it's full. i'm not sure if this is supposed to happen
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Old 06-06-2016, 10:24 PM   #9
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NO ONE MAKES ME BLEED MY OWN BAGS

good update. jump gun is weird.
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Old 06-07-2016, 05:25 AM   #10
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Nice, gotta check it out. Plus the quick hotfix, Steam is the shit.
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Old 06-08-2016, 07:43 AM   #11
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The jump gun is interesting for starters, but ... how do I do this with it?

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Old 06-09-2016, 09:03 PM   #12
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Send a message via AIM to squeek.
Pushed a tiny client-only patch yesterday that fixes some missing models in Hammer when using the setup outlined in the maps repository.
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Old 06-10-2016, 04:07 PM   #13
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Is the jumpgun just a double jump that works around the auto-bhop?
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Old 06-11-2016, 05:15 AM   #14
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Is the jumpgun just a double jump that works around the auto-bhop?
Basically. It needs to recharge, so you can't spam it. And it has a speed cap so you can't use it to super conc, and using it mid conc will lose a lot of speed.
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Old 06-11-2016, 11:02 AM   #15
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Originally Posted by FDA_Approved View Post
Basically. It needs to recharge, so you can't spam it. And it has a speed cap so you can't use it to super conc, and using it mid conc will lose a lot of speed.
I find it's useful in cases where you're bunnyhopping and your jump timing isn't quite right for a proper conc. Just keep bhopping while primed, then right before the conc goes off, fire. (You may need to vary the timing a little.)

Sometimes I like using it AFTER I conc, though. For example, one time I was on destroy, and I conced from one base's front door, up and fell through the opening in the roof in the other base. (I didn't have the flag at the time, I think I was just practicing moves.) Using the jump gun enabled me to land on the cap point.

I'd *really* like to see the jump gun and jump pad be tweaked so they're like the mancannon in the video I posted the other day a few posts back in this thread, from squeek's youtube channel.
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