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its not optimized well just like the ps4 version
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i have beta passes if anyone wants them as well
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FIREWATCH
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some of the stealth sections are a bit of a drag, but they're not as bad as the VIP escort missions in THE VITNESS
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FIREWATCH
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press x to exercise 5th freedom
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I go lethal on grim missions
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CruelCow
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« Reply #15 on: December 03, 2010, 02:06:56 PM »

It just needs the last one tbh, being able to stunlock someone half way across the map just by clipping them with 3 bullets has always been retarded.

Also, can we get a beta server up on the dedi? *puppy eyes@sam*

This, also note that these are 3 different variants, so they won't all be applied at the same time.

You have all 3 in your backpack, you can chose at your will which one to use.

Also, valve was a bit unclear inconsistent about it, but it seems like slowdown dropoff has been introduced for all variants.
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« Reply #16 on: December 03, 2010, 04:05:50 PM »

Couple of ideas for 5Gorge mid:

Idea 1

In the likely case you got confused to fuck with my rubbish mouse drawing skillz: I propose a bridge across the original point where capping should be a lot easier when taking back the point from the enemy. The only problem I've seen with it is the potential for a massive clusterfuck during the midfight which is why I thought taking the roof off maybe a good idea. Another proposal was to add a ramp on the Sniper deck to the team's right, meaning they should have easy access to the enemy's Sniper deck and also be able to confidently move into their lobby as they push onto 2nd.

I also propose that the medium health and ammo kits be removed from the basement and instead be small kits and placed behind the pillars in the basement (health pills) and near the big crates on the 1st floor (ammo kits), you can see where I've marked them out on the drawing. Smiley

Idea 2

Second idea was basically to give the team a choice: You can get to the point quicker but you'll be sacrificing height advantage if you do so. Basically The tunnel leads from the corridor leading into lobby and goes onto the basement floor where the point is. This is the alternative to the bridge although I think the bridge idea has more potential. One could use both and hope the tunnel will encourage more ninja capping Scouts. Medium health kits/ammo packs are what they were in the first idea: made smaller and moved around the point in the previously mentioned positions.

Thoughts? Smiley
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« Reply #17 on: December 03, 2010, 04:54:23 PM »

---
Three Natascha variants:

    * -40% damage
    * -25% damage, -25% health
    * Spin-up/down time increased, slowdown-on-hit effect falls off over distance.
---

Thus making Natascha useless?  I know it frustrates people, but its weak already... I love to use it but as soon as the enemy team has a heavy with minigun natascha is useless because you get hunted and owned every time (especially when J has a med lol), so now its even less attractive



damn, Natasha Nerf is the last thing I want :/ I thought it was pretty balanced, I certainly used it around 50/50 with the original gun. Any of those changes will force me to drop it completely.
I could maybe cope with the last one if it dealt original minigun damage.
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mode_seven
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« Reply #18 on: December 03, 2010, 05:32:56 PM »

I thought it was pretty balanced

Reckon you were in the minority, fighting against it it always felt horrifically overpowered.
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« Reply #19 on: December 03, 2010, 05:39:53 PM »

It changes what's effective against heavy- soldier, demo and scout all go down much faster. Particularly soldier, since he's slow to start with and loses any mobility gained from rocket jumping. Everyone else is slightly more effective, if only because they get 33% longer to fight. To be honest, I think it's an issue in the way people try and take him on- usually closing the distance is effective on heavy if they don't know you're coming, but with Natascha it'll get you trapped and butchered. Fight him from a distance and you've got a better chance, since he does bugger all damage and you can still retreat, albeit slower.
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« Reply #20 on: December 03, 2010, 05:46:36 PM »

I thought it was pretty balanced
Smited for that
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Leftism
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« Reply #21 on: December 03, 2010, 05:55:20 PM »

Anybody up for a Beta Double Mix tonight? :O
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« Reply #22 on: December 03, 2010, 06:06:23 PM »

6v6 with natascha heavies?
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« Reply #23 on: December 03, 2010, 06:07:14 PM »

6v6 with natascha heavies?
brb

/wrists
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« Reply #24 on: December 03, 2010, 06:13:23 PM »

Anybody up for a Beta Double Mix tonight? :O
IN
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« Reply #25 on: December 03, 2010, 06:20:54 PM »

brb

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« Reply #26 on: December 03, 2010, 06:32:49 PM »

Having played the beta on the new george for an hour or so i'm enjoying it a lot. It's a very good map for scouts and apart from last point being impossible to defend it's good fun.

And yes for beta double mix.
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« Reply #27 on: December 03, 2010, 06:54:44 PM »

My Betas uncut. Wohoo blood
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« Reply #28 on: December 03, 2010, 07:20:14 PM »

I thought it was pretty balanced

Reckon you were in the minority, fighting against it it always felt horrifically overpowered.

I'm with Zarf (albeit outnumbered), I felt that yes I would hit lots of players, and yes I would slow the all down and hurt them, but I didn't get many kills, I would say well over half got away.... though that may be my playing style.

Can't remember who (possibly a [NUB]) but the best few minutes I had with it was playing along side a sniper.  I hit them with Natascha and slow them down, he got the head shot.  It was a short stint but was comical.

I would accept the longer spin time, but not reduced damage otherwise it will just be fecking useless... hitting them for 10 minutes to get a kill :-/  (even the solly can walk away in that time frame)
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« Reply #29 on: December 03, 2010, 09:05:08 PM »

But a soldier can escape the grasp of natascha with a rocket jump, right?
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