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September Update - RC3 build ready, New Website

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Re: September Update - RC3 build ready, New Website

Postby dE » Thu Oct 02, 2008 6:32 pm

[quote="Coat_Hanger_Abortion"]Yeah, scroll jumping isn't as feasible, but that's ok. You can still gain speed, it just takes a little more practice for those that were lazy to do it without scroll jumping. It might still work, though.

Also, passive leggies don't work exactly like that. They don't drain energy unless you're using them to jump higher or run faster specifically, which is how it always was when they weren't passive.[/quote]

Ah, makes sense to me now. Thanks for the clarification :)
Looking forward to Version 1.2.
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Re: September Update - RC3 build ready, New Website

Postby Juan » Fri Oct 03, 2008 12:36 am

frankly that's the least of the problems with the legboosters but I guess you'll have to wait and see

unless proposition 42 passes, of course
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Re: September Update - RC3 build ready, New Website

Postby Lagginator » Fri Oct 03, 2008 6:26 pm

The biggest problem we have with legboosters right now in rc3 is that on rare occasions, your legs will run faster than you do, so your legs will be like five feet out in front of you and stuff gets broken. You have to navigate the legs back under your body before you can start moving normally again, and if you don't line them up correctly when you try to walk forward you'll walk over to the side or whichever way the legs were relative to you when you reconnected to them. On the other hand, one time I used this bug to goomba someone across the map by going spectator while my legs had left me. It said i died and stuff like normal, but the legs stayed around so I got to terrorize everybody for a few minutes before this bug crashed the server.

Proposition 42 is actually a suggestion to make disconnectable legs an implant.
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Re: September Update - RC3 build ready, New Website

Postby dE » Fri Oct 03, 2008 7:01 pm

Don't you guys have some sort of NDA? :D
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Re: September Update - RC3 build ready, New Website

Postby Cin » Fri Oct 03, 2008 7:41 pm

Lagginator wrote:The biggest problem we have with legboosters right now in rc3 is that on rare occasions, your legs will run faster than you do, so your legs will be like five feet out in front of you and stuff gets broken. You have to navigate the legs back under your body before you can start moving normally again, and if you don't line them up correctly when you try to walk forward you'll walk over to the side or whichever way the legs were relative to you when you reconnected to them. On the other hand, one time I used this bug to goomba someone across the map by going spectator while my legs had left me. It said i died and stuff like normal, but the legs stayed around so I got to terrorize everybody for a few minutes before this bug crashed the server.

Proposition 42 is actually a suggestion to make disconnectable legs an implant.

I LOLLED XD
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Re: September Update - RC3 build ready, New Website

Postby Coat_Hanger_Abortion » Fri Oct 03, 2008 8:02 pm

[quote="dE"]Don't you guys have some sort of NDA? :D[/quote]

Rule number 1 of the NDA is to not talk about the NDA.
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Re: September Update - RC3 build ready, New Website

Postby Lagginator » Fri Oct 03, 2008 8:20 pm

dE wrote:Don't you guys have some sort of NDA? :D


Yeah, but since the release of the changelog a lot of things have been declassified, and I think they'll let slide hard to reproduce bugs that are obviously going to be fixed.
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Re: September Update - RC3 build ready, New Website

Postby Cyanyde » Fri Oct 03, 2008 10:05 pm

[quote="Lagginator"][quote="dE"]Don't you guys have some sort of NDA? :D[/quote]

Yeah, but since the release of the changelog a lot of things have been declassified, and I think they'll let slide hard to reproduce bugs that are obviously going to be fixed.[/quote]

Obvioulsly.. :P

But yeah, I managed to do this once.. but then I tried to jump on my own head and the server crashed.. :(
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Re: September Update - RC3 build ready, New Website

Postby urinal-cake » Sat Oct 04, 2008 9:01 pm

Lagginator wrote:
dE wrote:Don't you guys have some sort of NDA? :D


Yeah, but since the release of the changelog a lot of things have been declassified, and I think they'll let slide hard to reproduce bugs that are obviously going to be fixed.

Bingo!
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Re: September Update - RC3 build ready, New Website

Postby Crane » Sun Oct 05, 2008 12:46 pm

[quote]Smartlocks' spread now makes sense[/quote]

Care to elaborate? Does this mean they're more accurate?

[quote]Teslaballs lose charge faster when they do damage to players[/quote]

So they can't fly as far through crowds, right?

[quote]The rocket launcher now does 115 damage but has a 9 second cooldown[/quote]

What, it deals less damage than the goddamn Ion Cannon now!? And still takes three times as long to reload? Yeah, okay it has splash and is arguably useful for mass armour stripping, but it's inferior to the GL and Tesla in every way for that sort of thing, so why would anyone take it any more?
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Re: September Update - RC3 build ready, New Website

Postby anton_es » Sun Oct 05, 2008 1:02 pm

smartlocks produce the same spread tapping or holding down firebutton, they will also land exactly the same amount of shots on a tagged target when you happen to have him in your sight. in v1.1 there is a difference between those two ways to fire the smarties and the damage they deal.
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Re: September Update - RC3 build ready, New Website

Postby Juan » Sun Oct 05, 2008 1:56 pm

the new timing on the rocket launcher actually makes it a lot of fun, as in, you can actually shoot more than two or three rockets before dying

(and the removal of the minimum range lets you do stuff like put up your thermals at the last possible second and take out the light katana rushing at you)

I do agree that the damage could be bumped back up though
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Re: September Update - RC3 build ready, New Website

Postby MarvintheParanoidAndroid » Sun Oct 05, 2008 2:02 pm

Crane wrote:What, it deals less damage than the goddamn Ion Cannon now!? And still takes three times as long to reload? Yeah, okay it has splash and is arguably useful for mass armour stripping, but it's inferior to the GL and Tesla in every way for that sort of thing, so why would anyone take it any more?

Fly-by-wire. Use it and see.
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Re: September Update - RC3 build ready, New Website

Postby memzero » Sun Oct 05, 2008 5:56 pm

Rocket nerfs make memzero cry.
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Re: September Update - RC3 build ready, New Website

Postby Cin » Sun Oct 05, 2008 9:18 pm

memzero wrote:Rocket nerfs make memzero cry.

That's the only reason we did it :P
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Re: September Update - RC3 build ready, New Website

Postby Sgt Crise » Mon Oct 06, 2008 12:37 pm

List of changes is quite awesome but...

You start with only two frag grenades


That killed game for me. Like totally. QQ
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Re: September Update - RC3 build ready, New Website

Postby Ansob » Mon Oct 06, 2008 1:46 pm

Sgt Crise wrote:That killed game for me. Like totally. QQ


lol. Just, lol.
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Re: September Update - RC3 build ready, New Website

Postby . » Mon Oct 06, 2008 2:37 pm

Sgt Crise wrote:List of changes is quite awesome but...

You start with only two frag grenades


That killed game for me. Like totally. QQ


it isnt that bad, trust me ive tested it :)
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Re: September Update - RC3 build ready, New Website

Postby Sgt Crise » Mon Oct 06, 2008 3:12 pm

. wrote:
Sgt Crise wrote:List of changes is quite awesome but...

You start with only two frag grenades


That killed game for me. Like totally. QQ


it isnt that bad, trust me ive tested it :)


But it's like taking one of my precious catgirls away. It hurts, right there, deep in my coar, like 4xTK cortex.
I'm happy with all the changes, legboosters, weapon tweaks and nerfs, but this change is just...

CRAAAAWLING IN MY SKIIIIIIN, THESE WOOOOUNDS THEY WIIIIIL NOT HEAAAAAAL Q_Q
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Re: September Update - RC3 build ready, New Website

Postby Coat_Hanger_Abortion » Mon Oct 06, 2008 4:13 pm

I still haven't got used to the nade change. For us grenade whores, it's going to be tough getting used to, but as far as balance goes, it's not really a bad thing.
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Re: September Update - RC3 build ready, New Website

Postby memzero » Mon Oct 06, 2008 9:25 pm

Put the Gravity Gun in the game and I'll quit bitching about the rocket launcher :)
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Re: September Update - RC3 build ready, New Website

Postby metzgrr! » Tue Oct 07, 2008 12:03 am

memzero wrote:Put the Gravity Gun in the game and I'll quit bitching about the rocket launcher :)


And then we could pick up a heavy with cortex, damage him till we hear "wowowowewe" and then launch him into their spawn
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Re: September Update - RC3 build ready, New Website

Postby anton_es » Tue Oct 07, 2008 3:34 am

to be honest, 1 of my 3 nades was always wasted or did only minor damage so I don't miss it, I just take more care that my other 2 count. it certainly reduced the "let's just throw all of our spare nades towards the door and hope it gets opened by an enemy soon" tactic. I'm perfectly OK with the 2/3 limit, makes it more thoughtful but there's still enough "lol explosion" moments in 1.2
Last edited by anton_es on Tue Oct 07, 2008 7:33 am, edited 1 time in total.
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Re: September Update - RC3 build ready, New Website

Postby Alex » Tue Oct 07, 2008 6:50 am

That makes me think, actually. It says you 'start with' two frag grenades. Does that mean that you can pick up more at any point now?
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Re: September Update - RC3 build ready, New Website

Postby anton_es » Tue Oct 07, 2008 7:32 am

thank god NO, only the GL can reload nades
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