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Old 01-25-2008, 02:38 PM   #121
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What about having weapons at the center of the screen, rather than the side?
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Old 01-25-2008, 02:52 PM   #122
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Quote:
Originally Posted by Green Mushy
1 thought about the new HH feature for newbies. Sometimes I am in the situation where i have a conc primed and im hanging around the flag, and im waiting to conc over it, grab the flag, and bhop out. Sometimes im 5 feet away and have a 1 second or less window of time when i want to just run for the flag and not jump, because the jump will send me and my primed conc flying up without the flag. With the new system, if i decide that i dont want any air when i have a conc primed, i may miss some flags. Is this something that went overlooked? Should i be worried? If this situation is not clear, i may have to clarify it further.
I thought of this too when I read it. Sometimes I just hold onto my conc as I'm doing a juke to the flag. So a demoman might det his pipes first. Will I just float upwards doing this now? Or sometimes I HH a conc when approaching an enemy just to throw him off. No real movement gain but pushes the enemy to the side. Floating upwards would sorta make you a moving target in both cases.
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Old 01-25-2008, 02:54 PM   #123
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dno about you, spadger, but i always carry my weapons in one hand so that i can open doors for old ladies and carry shopping and such things

ihmhi: i assume the plan will be to make them meet at the vanishing point (at infinity). ofc that way they'll never be dead on, but will almost be at long range which is ofc when you need it most accurate to do some win.
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Old 01-25-2008, 03:37 PM   #124
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Quote:
Originally Posted by Hammock
I thought of this too when I read it. Sometimes I just hold onto my conc as I'm doing a juke to the flag. So a demoman might det his pipes first. Will I just float upwards doing this now? Or sometimes I HH a conc when approaching an enemy just to throw him off. No real movement gain but pushes the enemy to the side. Floating upwards would sorta make you a moving target in both cases.
In the first case i think that if you just jump a little bit earlier it will do the same efect ,it should conc you in front and not upwards. For the second case, i dont know the physics, and consequences of the new feature, so i wont say nothing

Sorry if i miss understood the problem

cheers
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Old 01-25-2008, 03:59 PM   #125
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Quote:
Originally Posted by Ihmhi
That's good to hear. It sucks especially with the tranq as the crosshair is off.

Keep in mine that making an accurate crosshair would be difficult because of this:

Code:
\
 \      Diagonal Line = line of fire
  \
   \
    *
    |\
    | \    Straight Line = player's view
    |  \
    |   \
The nailgun fires at an angle. Fire at a wall. Move straight back. Fire again. Move straight back further. Each time the nail will fire at a different spot relative to the crosshair.

This doesn't seem to be a problem in tons of other games?
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Old 01-25-2008, 04:07 PM   #126
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Quote:
Originally Posted by Da Spadger
What about having weapons at the center of the screen, rather than the side?
Yeah, we want to, but we don't really have a weapon modeler right now. If we just moved the weapon position, it would show parts of the gun that were "cut off" for performance reasons.

Quote:
Originally Posted by -pF-
This doesn't seem to be a problem in tons of other games?
Most games don't have guns that fire projectiles. Or they fire big projectiles like rockets, so you don't notice that they don't perfectly line up with the crosshairs.
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Old 01-25-2008, 04:36 PM   #127
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Quote:
Originally Posted by Green Mushy
1 thought about the new HH feature for newbies. Sometimes I am in the situation where i have a conc primed and im hanging around the flag, and im waiting to conc over it, grab the flag, and bhop out. Sometimes im 5 feet away and have a 1 second or less window of time when i want to just run for the flag and not jump, because the jump will send me and my primed conc flying up without the flag. With the new system, if i decide that i dont want any air when i have a conc primed, i may miss some flags. Is this something that went overlooked? Should i be worried? If this situation is not clear, i may have to clarify it further.
Quote:
Originally Posted by hammock
I thought of this too when I read it. Sometimes I just hold onto my conc as I'm doing a juke to the flag. So a demoman might det his pipes first. Will I just float upwards doing this now? Or sometimes I HH a conc when approaching an enemy just to throw him off. No real movement gain but pushes the enemy to the side. Floating upwards would sorta make you a moving target in both cases.
I too use this as a tactic and am a beta tester...once they filter the change to the beta server I promise you this will be tested. That is something that will have to be determined and I can't really answer now, but when I'm able to I will let you all know if / how this will be effected.
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Old 01-25-2008, 04:40 PM   #128
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Quote:
Originally Posted by =AS= Pt
In the first case i think that if you just jump a little bit earlier it will do the same efect ,it should conc you in front and not upwards. For the second case, i dont know the physics, and consequences of the new feature, so i wont say nothing

Sorry if i miss understood the problem

cheers
Not quite what I mean for first scenario. First scenario would involve me running straight at the flag with a primed conc. Just before I reach the pipes my conc goes off but I want no movement at all, I just want to explode around me. Demo men will wait for the sound or the visuals of a conc sometimes to det their pipes while the concer is flying over them. But using a conc to do nothing but try and psych the demo out is a good tactic.

Run to flag
Conc goes off, no movement -> Demo dets
Continue running forward to grab flag.
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Old 01-25-2008, 04:45 PM   #129
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yeah...it's a vet tactic as a scout...if you have a jumpy demo as soon as he hears the conc prime his finger will start twitching and once he sees the conc go off 8 / 10 times they det. it doesn't always work and you can't use it often, but it's great when it does.
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Old 01-25-2008, 05:28 PM   #130
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Quote:
Originally Posted by 4est
Some of us have played this version of the game before making generalizations....
Some of us should have been a beta tester before you even sneezed on these forums too.
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Old 01-25-2008, 05:48 PM   #131
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Seniority is not the only thing taken into consideration when selecting members for the beta...
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Old 01-25-2008, 05:50 PM   #132
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Quote:
Originally Posted by Ihmhi
That's good to hear. It sucks especially with the tranq as the crosshair is off.
i dont seem to have a problem with the tranq at all, it just took a bit gitting used to at first. and if you use those little triangle xhairs for the nailguns, it acts as a bit of a guide. just shoot into the triangle!

EDIT:
Quote:
Originally Posted by DrSatan
Seniority is not the only thing taken into consideration when selecting members for the beta...
yeah, things like "is the person in question an asshole or not" :P
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Old 01-25-2008, 06:04 PM   #133
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Quote:
Originally Posted by Ihmhi
That's good to hear. It sucks especially with the tranq as the crosshair is off.

Keep in mine that making an accurate crosshair would be difficult because of this:

Code:
\
 \      Diagonal Line = line of fire
  \
   \
    *
    |\
    | \    Straight Line = player's view
    |  \
    |   \
The nailgun fires at an angle. Fire at a wall. Move straight back. Fire again. Move straight back further. Each time the nail will fire at a different spot relative to the crosshair.
Incorrect drawing. In all my testing i've never once had a nail land left of the crosshair.
Code:
     o  crosshair
     |\
     | \
     |  \
     |   \
     |    \
   LOS   Nail path
Angle is a bit extreme because this is ascii, but the farther you get from the impact the closer your nail hits to the crosshair. at any distance beyond 10 yards the difference is negligible, unless you aim at the outside inch of your target.
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Old 01-25-2008, 06:23 PM   #134
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Quote:
Originally Posted by Dr.Satan
Seniority is not the only thing taken into consideration when selecting members for the beta...


Quote:
Originally Posted by Skanky Butterpuss
yeah, things like "is the person in question an asshole or not" :P
so witch gets you in the "asshole" or the "not" cuase i can go either way :P

"i am refering to attitude im straight any other way good god gotta read before i post!!"

Last edited by Elvis; 01-25-2008 at 06:30 PM.
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Old 01-25-2008, 06:26 PM   #135
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For you, you would have to lick Skanky's nipples...he loves that shit!
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Old 01-25-2008, 06:30 PM   #136
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i hate you drsatan. i really do
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Old 01-25-2008, 06:33 PM   #137
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i can wait lol.;p
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Old 01-25-2008, 07:04 PM   #138
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What about the manual or tutorials being embedded somewhere in game?
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Old 01-25-2008, 08:30 PM   #139
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Old 01-25-2008, 08:30 PM   #140
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Don't think it will be ready yet unfortunately

Quote:
Originally Posted by Hammock
if HW's could reduce the time it takes to get there by even 50% we'll see some interesting offensive changes.
Shifting from guns vs movement towards (TF2-like) guns vs guns scenarios is something i'm affraid of too, so the speed gain heavy classes get with the jump pad should carefully be balanced. Otherwise FF becomes just another DM game, where it now stands out because of the movement, like TFC did.

For pubbing it might be good though, and that's what we need to survive.

But also for wars the jump pad is not only a risk, Aftershock summarizes some other, positive things about the jump pad here:
Quote:
Originally Posted by AfterShock
1. It reduces the effectiveness of front door defense (as soldiers come flying in to own you)
2. It reduces the effectiveness of snipers (as heavy classes no longer take 5 minutes to cross the midmap)
3. It allows medics to save a conc for inside the base (making fights inside the base more movement vs guns, rather than (if the medic is out of concs), guns vs guns.
4. It prevents midmap lock-downs as heavier classes come into play earlier
(4 is more or less the same advantage as 1)
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