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PostPosted: 25 Jun 2009, 15:44 
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Is it just me or does the Razorback not slow down anymore at all?

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PostPosted: 25 Jun 2009, 15:48 
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It doesnt, there are several changes not listed in recent update:
UNDOCUMENTED CHANGES
Being attacked while taunting with the Dead Ringer out no longer triggers a Spy's cloak, but instead keeps the damage reduction for the remaining duration of the taunt. May also be considered a bug considering the Spy receives damage reduction without activing the Dead Ringer.
The Ambassador no longer penetrates buildings.
The Razorback no longer slows a Sniper down.
SIDE EFFECTS FROM OTHER CHANGES
A Pyro's air blast will now extinguish burning disguised enemy Spies, since knockback no longer affects disguised enemy Spies.
The left-handed Flamethrower has flames that appear out of your left side, but the hitboxes will remain on the right. Only left-handed projectile weapons including, but not limited to, the Soldier's Rockets, the Demoman's Grenades/Stickies, and the Sniper's Arrows will both appear and hit from the left side.
When using the Dead Ringer, any additional cloak a Spy gains from ammo pickups will act as "regular" cloak, taking full damage and flickering when appropriate.
When using the left-handed versions of the Heavy's Fists or KGB, left-click will trigger a right punch and right-click will trigger a left punch instead of the normally matching sides scheme.

BUGS
Despite the patch notes saying otherwise, the Cloak and Dagger now recharges slower while cloaked.
Left-handed weapons that contain text (the Scout's Bonk! and the Spy's Electro-Sapper) will have words appear mirrored instead of reading properly.[17]
The left-handed version of the Dead Ringer has a bugged model and does/may not display the cloak bars properly.
The Sniper Rifle no longer fires through teammates.


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PostPosted: 25 Jun 2009, 16:28 
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Bartg wrote:
The Sniper Rifle no longer fires through teammates.
Grr... if they bug my loved sniper rifle then they should really bug it.

Like "Sniper rifle no longer fires through teammates but kills them" :mrgreen:


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PostPosted: 28 Jun 2009, 18:13 
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Victor has updated the classlimiter plugin. The engi limit is now a hard limit, even if you have immunity.


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PostPosted: 28 Jun 2009, 19:08 
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Zenk you techies!

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PostPosted: 28 Jun 2009, 19:31 
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Yay, good job!

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PostPosted: 30 Jun 2009, 02:23 
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The class limiter immunity doesnt work at all on server #1 - is it broken or you made it that way ? Also is Hoodoo out of cycle, cause I havent played it for days.


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PostPosted: 30 Jun 2009, 09:39 
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pl_hoodoo_final - last: 2009-06-24

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PostPosted: 30 Jun 2009, 11:47 
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So its gone ? :( Why ?


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PostPosted: 30 Jun 2009, 11:55 
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Bartg wrote:
The class limiter immunity doesnt work at all on server #1 - is it broken or you made it that way ?
There's a hard engineer limit set to 0 on ctf and tc maps. But I haven't noticed anything like what you're saying.

Maybe your immunity just expired?

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PostPosted: 30 Jun 2009, 16:38 
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I know that there is hard engi limit 0 on certain maps, but people were reporting, that they cant pick up 3rd spy 3rd sniper etc..


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PostPosted: 30 Jun 2009, 16:56 
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Perhaps someone made the other limits "hard", too. :mrgreen:

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PostPosted: 30 Jun 2009, 18:55 
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Haven't noticed any problems at #1 :o


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PostPosted: 30 Jun 2009, 19:07 
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Best way is to join #1 and ask people if class limiter immunity works, cant do it myself cause Im banned until 2 am tommorow :lol:


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PostPosted: 30 Jun 2009, 21:07 
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Hmm, maybe not Illiterate (19)
It seemed to me like only admins were able to make use of the limiter immunity, as there were at least 5 people who couldn't use theirs, even though it hadn't expired to go sniper, for example.


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PostPosted: 30 Jun 2009, 21:34 
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We forgot to change an admin flag for the immunity when we added the new feature to the plugin. I've set the correct flag now. After a mapchange the immunity should work again as intended.


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PostPosted: 30 Jun 2009, 22:52 
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Great! Thanks techies! :16

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PostPosted: 26 Jul 2009, 12:39 
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request to change engi limit to 1 on 2fort and 2 on the other CTF maps.

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PostPosted: 26 Jul 2009, 12:51 
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Not turbine

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PostPosted: 26 Jul 2009, 13:50 
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ctf maps are no longer deathmatch in the middle for 30minutes before the stallmate kicks in. Why change that? :<

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PostPosted: 26 Jul 2009, 13:59 
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2fort without engies is pure awesomeness, well too. Don't change it ;D .


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PostPosted: 26 Jul 2009, 22:33 
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1 engie won't change that much. Seriously you don't even need an uber to take down 1 engie.

We went from 4 to 0, we should have gone from 4 to 2 and then to 1 and then to 0 if it was still stalemating much.

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PostPosted: 26 Jul 2009, 22:36 
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The engi limit was introduced when the map were re-added. All maps with a hard engi limit origionally were no longer in the cycle. The *only* map affected which was still there is ctf_2fort.


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PostPosted: 26 Jul 2009, 22:53 
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[SpA]Crovax20 wrote:
1 engie won't change that much. Seriously you don't even need an uber to take down 1 engie.

We went from 4 to 0, we should have gone from 4 to 2 and then to 1 and then to 0 if it was still stalemating much.
1 Engie makes all the difference on turbine, it means it easy for everyone to manage ammo, e.g easier to hold middle and it makes it easier to defend the corridor to the intel. Hence this makes the fighting area the vents (which not many use since they get spammed), or the corner of the corridor to the middle (the little corner on the left if you're in the middle). The door on the right is just awful to try and get out of when there is a sentry there.

2Fort is hardly ever won anyway, I don't see the difference between having engineers and not having them, so a limit of 1 or 2 would be ok. I gave up on that map a long time ago anyway.

Spawns in front of the paths out from the intel room... just so stupid.

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PostPosted: 26 Jul 2009, 22:59 
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[SpA]Minimoose! wrote:
[SpA]Crovax20 wrote:
1 engie won't change that much. Seriously you don't even need an uber to take down 1 engie.

We went from 4 to 0, we should have gone from 4 to 2 and then to 1 and then to 0 if it was still stalemating much.
1 Engie makes all the difference on turbine, it means it easy for everyone to manage ammo, e.g easier to hold middle and it makes it easier to defend the corridor to the intel. Hence this makes the fighting area the vents (which not many use since they get spammed), or the corner of the corridor to the middle (the little corner on the left if you're in the middle). The door on the right is just awful to try and get out of when there is a sentry there.

2Fort is hardly ever won anyway, I don't see the difference between having engineers and not having them, so a limit of 1 or 2 would be ok. I gave up on that map a long time ago anyway.

Spawns in front of the paths out from the intel room... just so stupid.
-_- we better start limiting medics to 0 as well then! Oh and demomans, and snipers and every class but the civilian.

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PostPosted: 26 Jul 2009, 23:02 
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Youre clearly wrong, no engis at 2fort means you can taunt kill all those snipers with ease :mrgreen:


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PostPosted: 26 Jul 2009, 23:34 
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[SpA]Crovax20 wrote:
[SpA]Minimoose! wrote:

1 Engie makes all the difference on turbine, it means it easy for everyone to manage ammo, e.g easier to hold middle and it makes it easier to defend the corridor to the intel. Hence this makes the fighting area the vents (which not many use since they get spammed), or the corner of the corridor to the middle (the little corner on the left if you're in the middle). The door on the right is just awful to try and get out of when there is a sentry there.

2Fort is hardly ever won anyway, I don't see the difference between having engineers and not having them, so a limit of 1 or 2 would be ok. I gave up on that map a long time ago anyway.

Spawns in front of the paths out from the intel room... just so stupid.
-_- we better start limiting medics to 0 as well then! Oh and demomans, and snipers and every class but the civilian.
Yeah, brilliant argument there. The engineers never push, which is what is needed on a ctf map, the only time they move is so they can camp at middle. You can't give me the 'they can be support by setting up teleporters' because the map is small enough for someone to walk to the middle in no time. Pretty much it makes the map too easy to camp and pull to a standstill (When you're are attacking or defending, it doesn't matter). You have no argument against this so you just go off the point to try and make my point look invalid. It's not working and you aren't always right. :wink:

My post before that last one explains the tactics better of why engineers mess up turbine so much, so go read it then do a sensible reply.

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Last edited by [SpA]Minimoose! on 26 Jul 2009, 23:39, edited 1 time in total.

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PostPosted: 26 Jul 2009, 23:39 
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Something I recognized today, badlands needs an engilimit of 1, we played a team of 6 engis and 6 others today. They didnt even bothered to go to mid anymore, they were digging themselves in at their 2nd and later at their last. Its impossible to cap at all or it takes like 90 minutes. Its making the game soooo slow and unplayable. My vote goes for limit 1 or highest 2.
:18


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PostPosted: 26 Jul 2009, 23:41 
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[SpA]SonnY BlacK wrote:
Something I recognized today, badlands needs an engilimit of 1, we played a team of 6 engis and 6 others today. They didnt even bothered to go to mid anymore, they were digging themselves in at their 2nd and later at their last. Its impossible to cap at all or it takes like 90 minutes. Its making the game soooo slow and unplayable. My vote goes for limit 1 or highest 2.
:18
Can't limit every map to really low things, I would say 2 would be a minimum limit for engi for badlands (eventhough I hate it when people turtle middle so that only 2 or 3 of them push to second ever, making the map boring, it's only fair on the people who want to play the class).

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PostPosted: 27 Jul 2009, 01:00 
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Imo class limit should be 3 for all classes. :) That means 27 roles to be picked for the 13 members of one team. It's more than enough and if you really look into it any class in numbers of 5 or so ruins a bit of gameplay.

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