10-09-2007, 09:20 PM | #21 |
Damn lazy bastard
Join Date: Sep 2007
Location: SoCal: USA
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Looks like some nice fixes. Am I blind or is the MOTD (displays 2 lines only) not scrolling still not fixed? I though somebody said that was fixed already?
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10-09-2007, 10:34 PM | #22 | |
Retired FF Staff
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10-09-2007, 10:57 PM | #23 |
Join Date: Mar 2007
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oh yes this is awesome news!
I really love that AC warm up time, gives me a split second or so to avoid an AC. There is an accompanying sound to go with it? Like a high pitch whine so I know what's coming? If not that's cool just wondering. But he doesn't have to stand still while firing does he? Like in Q3F/ETF, that's horrible. I am kinda dissapointed that you didn't change the range of the Medic Healing. It's so difficult to help heal a teammate, especially if he's moving. With infection it's entirely fine because infection rapes and it should be sorta difficult to infect someone. Like the other guy said, did you fix any of the animations? That and a few other bugs should have been fixed but you guys already have a large WIP list of a lot of bug fixes so I can't complain. Keep up the good work! |
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10-09-2007, 11:11 PM | #24 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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we're looking at the medic dont worry. it's just gonna have to wait while we discuss a reasonable change instead of just throwing some knee jerk reaction out. whatever we do to the medic will probably end up to be pretty significant, as it's such a powerful class at the moment, and the only direction we can really go with it is to knock it down a level to give other classes a look in on the offy role.
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10-10-2007, 12:05 AM | #25 | |
Damn lazy bastard
Join Date: Sep 2007
Location: SoCal: USA
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10-10-2007, 01:02 AM | #26 |
Fortress Forever Staff
Join Date: Feb 2005
Location: Los Angeles, CA
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The discussions are along the lines of making him more like a medic. The way he's played now he's basically a tougher scout. He doesn't live up to his medic title at all.
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10-10-2007, 01:13 AM | #27 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
What about training mode?
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10-10-2007, 01:23 AM | #28 | |
Damn lazy bastard
Join Date: Sep 2007
Location: SoCal: USA
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Personally, as a medic, I use the medkit as my primary weapon, I start boosting heath in respawn and on my way to the flag. I like to infect and otherwise kill the enemy and grab the flag heal my team on my way to conc up the elevator shaft and scoot back to my base to heal more of my team and cap ASAP so the next guy can grab the flag and we can do it again. Isn't that what a medic, in fortress style games, is supposed to be like? If so, then no nerf needed, imo. If not, then what is, and why shouldn't I be able to play medic the way I want? |
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10-10-2007, 01:32 AM | #29 |
Fortress Forever Staff
Join Date: Feb 2005
Location: Los Angeles, CA
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Yea but healing as currently implemented sucks. At a minimum the medkit range will probably be extended to some degree. At most maybe some additional healing/support like abilities, though at this point its just a pool of ideas. We aren't talking about a huge change of the classes role, just something to reinforce the role he already has, same reason why we're talking about buffing the scout with more scout like abilities. It's all discussion at this point, whether it happens or not and how it ultimately plays out is open for prototyping and internal testing before we even think about releasing it. As it stands now the majority of how offense is played is that medics are essentially a grenade equipped heavy scout. I don't want to get too deep into what we're talking about. It's all just discussion at this point. Suffice to say we'd like to evolve the game a bit over time. Not radically, just solidifying the classes in their roles in TF that we feel have lost some of their draw and usefulness compared to others.
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10-10-2007, 01:38 AM | #30 | |
Damn lazy bastard
Join Date: Sep 2007
Location: SoCal: USA
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10-10-2007, 01:50 AM | #31 |
Fortress Forever Staff
Join Date: Feb 2005
Location: Los Angeles, CA
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The pool of ideas contain a wide range of stuff, some quite significant, but I don't think there is any direction yet on which way the team is leaning, so I think it's a bit premature to imply either way.
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10-10-2007, 03:31 AM | #32 |
Nutcracker
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Are the color chat messages put in to get more kids interested in the mod or what's the point of them? Colors in text are only good when used for special system messages or announcements etc, but never in normal chat... I can already see people spamming with the colors, and even if kept outside the "spamming threshold", it will still look a thousand times more annoying.
Seriously... what's the reason for adding them? Or hopefully it was just some inside joke that I didn't get? |
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10-10-2007, 03:38 AM | #33 |
Fortress Forever Staff
Join Date: Feb 2005
Location: Los Angeles, CA
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Used smartly they can bring emphasis and focus to chat messages, even to the point of not having to read what it actually says, and recognizing the messages in your periphial vision such as clan comm, highlighting locations, teams, class words in messages. Probably less of an issue these days given most teams probably use voice. It was something simple and fun, disable them if you want to.
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10-10-2007, 03:41 AM | #34 |
Retired FF Staff
Join Date: Mar 2007
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Just please don't destroy the role the Medic currently possesses, it is one of the most balanced classes (along with soldier and demoman I'd say). Additional healing abilities would be a welcome addition, but I feel that it would be damaging to the overall flow of gameplay if his current abilites were altered.
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10-10-2007, 03:44 AM | #35 |
SoBe Yourself
Join Date: Sep 2007
Location: Russellville, AR
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You know if you add in messagemode those text colors could be a lot more fun.
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10-10-2007, 03:52 AM | #36 |
Fortress Forever Staff
Join Date: Feb 2005
Location: Los Angeles, CA
Posts Rated Helpful 3 Times
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What do you mean add in message mode?
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10-10-2007, 03:57 AM | #37 |
SoBe Yourself
Join Date: Sep 2007
Location: Russellville, AR
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On the HL engine you could bind a key like eh
bind ins "messagemode amx_slay" When you hit Insert you would get amx_slay And you could type whatever to complete the command. With messagemode in FF you could pre bind your say and teamsay to have colors. bind y "messagemode say ^4" This would turn my normal say key to make my text green all the time. Not only that but messagemode is great for making scripts for the not so command savy admins. It has a lot of uses. |
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10-10-2007, 04:04 AM | #38 |
get off my lawn
Join Date: Mar 2007
Class/Position: O scout / demo Gametype: killing Posts Rated Helpful 0 Times
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just so long as there is a cl_fruitytext or hud_fruitytext variable i can disable once the rainbow wont leave.
__________________
That means that either you are an American, or you are NOT an American. There is no hyphenated exception. -Iggy |
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10-10-2007, 04:05 AM | #39 |
Fortress Forever Staff
Join Date: Feb 2005
Location: Los Angeles, CA
Posts Rated Helpful 3 Times
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cl_chat_color 0
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10-10-2007, 04:18 AM | #40 |
The Bestest
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Bleh, you guys are already complaining. Much appreciated Dr.
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