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Old 01-05-2007, 11:42 AM   #1
o_rannibunny
 
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oh no, a downer!

That movie is rather scary.

Trimping is quite a lot too powerful (HW trimping from the lower ramp to the elevator? Medics normally have a _hard_ time with that jump, impossible for anyone slower).
You get a double "good guy pose" for implementing the through wall cheat for the sniper, that's a sure way to improve public play...
Oh no! The cloaked spy moves! Having him able to throw grens while cloaked is quite a bit, but moving?

Edit: I'll have to play it in order to get a feeling for the changes, but...
I can already see me only joining no Sniper pubs again...

Last edited by o_rannibunny; 01-05-2007 at 11:47 AM.
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Old 01-05-2007, 11:49 AM   #2
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Until you see the whole picture its difficult to comment on balance.

I'd wait till you play it a while before passing judgement
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Old 01-05-2007, 11:52 AM   #3
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But these things already change a ton of things... the trimp...
*hngyaaar* at least I guess the faster classes can do even more fantastic things ^_^

Ah, but there's one thing I really liked about the movie: The pyro. I think he might become a really fun guy to play with...
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Old 01-05-2007, 11:56 AM   #4
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Quote:
But these things already change a ton of things
Just because its changed dosnt mean its broken though does it
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Old 01-05-2007, 12:14 PM   #5
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they never said it would be a clone of TFC, and thank god it ain't

Trimping = woot!

no bunnyhop footage? or did I miss it, I'm interested in seeing the average speed.
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Old 01-05-2007, 12:22 PM   #6
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I've got no problem with trimping.
But FF doesn't implement trimping, it implements "jumpiness beyond believe feat. ramps" ^_^
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Old 01-05-2007, 12:28 PM   #7
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Quote:
You get a double "good guy pose" for implementing the through wall cheat for the sniper, that's a sure way to improve public play...
The tag effect is limited to a certain range and has a set duration, meaning its invisible after so far and will only stay active for so long.

Quote:
Oh no! The cloaked spy moves! Having him able to throw grens while cloaked is quite a bit, but moving?
Cloaked spy is still visible, with no nades and any fast movement ruins his cloak. So its not overpowered, just far more useful than before, especially to average players.
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Old 01-05-2007, 12:31 PM   #8
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ahh, thanks for clearing that up Lost. I just found out about the spy in the official thread, as well ^_^


But what about the nails? They aren't hitscan now, are they?
I mean, I saw about 3 or 4 shoots with a nailgun but no flying nails... Was the way simply too short or have they really become counterstriky?

But don't mind me, if you give me a hitscan supernailgun with normal supernailgundamage, feel free to have every class call in airstrikes at will, have the HW be 50 feet high and fart ectoplasma or god knows what.
I can take it ^_^
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Old 01-05-2007, 12:57 PM   #9
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nails are still projectile based.
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Old 01-05-2007, 02:38 PM   #10
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Yeah, not every shot shows up perfectly in the demos though. But it also leaves nails in the wall now, about every 3rd or 4th shots. Pretty cool, they're like 4x the size of the gun barrel.
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Old 01-05-2007, 03:02 PM   #11
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Yeah, and keep in mind things are certainly subject to change if we find it's way too unbalanced. The vid was intended more as a snapshot of progress, rather than saying "this is the way it's going to be"
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Old 01-05-2007, 03:11 PM   #12
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Quote:
Originally Posted by TwiNCannoN
no bunnyhop footage? or did I miss it, I'm interested in seeing the average speed.
I think there was some bunnyhopping footage. Yeh, it was on the third double jump clip, right? Just after the minigunner does the ramp trimp on forts.
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Old 01-05-2007, 03:33 PM   #13
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How come the SG's didn't shoot the spy as soon as he attacked the engies? Do spies stay camoflauged now even after they attack?
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Old 01-05-2007, 03:37 PM   #14
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The way it works is that if you pull off a successful backstab (while disguised), you will instantly disguise as the person you killed -- thus not triggering the Sentries. Screwup, though, and you're sentry-food.
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Old 01-05-2007, 03:42 PM   #15
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Quote:
Originally Posted by Jiggles
The way it works is that if you pull off a successful backstab (while disguised), you will instantly disguise as the person you killed -- thus not triggering the Sentries. Screwup, though, and you're sentry-food.
Nice feature! I always thought that's how the spy should get his disguises, straight from the source.

How about when the SG's started to shoot eachother, were they causing any damage to eachother? Also, does the spy who sabotages the SG get the SG kills or do they count as teamkills for the engie?
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Old 01-05-2007, 03:47 PM   #16
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Its supposed to give the spy the kills but I don't know if it does yet. The icons show up for a TK.

The SG's will probably do damage if friendly fire was on, they target dispensers too, hehe.
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Old 01-05-2007, 03:51 PM   #17
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Is the engineer able to cancel the sabotage ?
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Old 01-05-2007, 06:42 PM   #18
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Quote:
Originally Posted by Benedetto
Is the engineer able to cancel the sabotage ?
You can:

Kill the spy
Wait 10 seconds for it to wear off
Detonate SG
Dismantle SG
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Old 01-05-2007, 07:42 PM   #19
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Quote:
Originally Posted by Dospac
You can: Wait 10 seconds for it to wear off
This needs to be nerfed to 5 seconds.
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Old 01-05-2007, 07:42 PM   #20
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Quote:
Originally Posted by Dospac
Detonate SG
Dismantle SG

Are you sure, I recall the original design stated that you couldn't just dis/det your building.
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