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Author Topic: TF2 Beta  (Read 50272 times)
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Hzza
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« Reply #60 on: December 10, 2010, 02:09:13 PM »

Still haven't got around to trying the beta, might be about late doors tonight; doublemix?
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Leftism
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« Reply #61 on: December 10, 2010, 02:14:15 PM »

Still haven't got around to trying the beta, might be about late doors tonight; doublemix?

We've been trying to get a double mix going but none of us have managed to get hold of somebody with access to a private beta server. Sad
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Hzza
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« Reply #62 on: December 10, 2010, 02:14:57 PM »

We have a dedi, could we not get one up on that?

Saaaaaaaaaaam...Grin <3 XOXOXOX
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« Reply #63 on: January 07, 2011, 03:52:08 AM »

Quote
--- January 06, 2011 ---


An Important Note:

With this update we'll be trying our first big gameplay experiment.

As we mentioned at the beta’s launch, one of our goals for it is to try some gameplay experiments, and gather real-world data. We’d like to do this because we want learn more about our current design, and challenge some of the assumptions we’ve made over the years about what makes combat in TF2 fun. In this update we’re going to double player health. In particular, we hope this will teach us a bit about our weapon balancing, and the way it changes as combat takes longer to resolve.

It's important to stress that this is an experiment, and as such, there's a good chance that these changes may not make it to live.


Gameplay:

    * Player health increased 100%
    * Damage against buildings (sentries, etc) reduced 50%


General:

    * Synced with changes from the official releases
          o http://store.steampowered.com/news/4764/
          o http://store.steampowered.com/news/4774/
          o http://store.steampowered.com/news/4779/
          o http://store.steampowered.com/news/4781/
          o http://store.steampowered.com/news/4812/
          o http://store.steampowered.com/news/4820/
          o http://store.steampowered.com/news/4831/
          o http://store.steampowered.com/news/4851/


Natascha:

    * Removed variants
    * Removed heal target immune to Natascha


Maps:

    * cp_well
          o fixed a bunch of model and playerclip issues
          o made the 2nd point defender spawn door one-way
          o note: there's a known-issue with the skybox on the Mac

OH SHI---! :O

Btw, Scouts a much more forgiving class than it used to be. And don't expect to play Pyro as they munch through half their ammo to kill Scouts now. Tongue
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Chaos
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« Reply #64 on: January 07, 2011, 04:40:07 AM »

There should be some sort of ammo compensation to match the health increase.. In our 6v6 matches I usually run out of ammo just after a good mid fight. Don't wanna run out half way through.. if we do, we run for ammo, while we're at it, we get health and the whole thing starts again!
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CruelCow
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« Reply #65 on: January 07, 2011, 05:36:30 AM »

So it takes 6 stickies to kill a sentry now? D:
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« Reply #66 on: January 07, 2011, 12:01:35 PM »

14 if it's being wrangled and not being repaired.
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« Reply #67 on: January 07, 2011, 01:30:56 PM »

do medics heal twices as fast too?
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« Reply #68 on: January 07, 2011, 01:41:35 PM »

Nope, takes forever to heal people now Cheesy

Also, overheal is only 25% now.

And the best part about sentries? Since they take half damage instead of having double health, effectively engi repairs with double speed D:
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Hzza
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« Reply #69 on: January 07, 2011, 01:42:07 PM »

Do not want.
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« Reply #70 on: January 07, 2011, 01:45:42 PM »

I'd consider that the worst thing about sentries...
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« Reply #71 on: January 07, 2011, 02:01:53 PM »

Don't know why people play the beta. Do you get a hat?
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« Reply #72 on: January 07, 2011, 02:02:40 PM »

To see the future of TF2!
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« Reply #73 on: January 07, 2011, 02:03:37 PM »

Cus being Scout with double health is amazingly fun. Grin
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« Reply #74 on: January 07, 2011, 02:11:24 PM »

To see the future of TF2!

If you want a picture of the future, imagine a boot stamping on a human face— forever.
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