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Messages - VoiDeD

Pages: 1 ... 157 158 [159] 160
2371
Deathrun Hell / Re: Class abilities
« on: May 31, 2012, 11:26:58 pm »
The spy no longer has the dead ringer since yesterday's update. I'm still considering if this is an okay change.

2372
Saxton Hell / Re: arena_saw_final 2012
« on: May 31, 2012, 11:24:43 pm »
We play tested the map yesterday and there was a group that found it enjoyable enough to keep on rotation. It's obviously a map that's different from the norm. Players can always RTV away from the map if they don't like it, but if it's a generally unlikable map, we can remove it from the rotation.

2373
Deathrun Hell / Re: Scout Balancing
« on: May 31, 2012, 12:32:11 am »
I do like the idea of giving other classes perks.  Balances things out.
I think the engineer should have a special perk since I think he is useless in DR.
Like putting a special ability in Eureka Effect that makes him to teleport a little forward (basically teleporting right past a certain trap), but it can only be used once. Just thinking.

That's an interesting idea, but it would be difficult to implement in practice. But I definitely agree that the engineer is lacking compared to the other classes.

2374
Freak Fortress Hell / Re: FF2 Boss Suggestions Thread
« on: May 31, 2012, 12:30:40 am »
Hiya EP, glad to have you aboard here.

I had definitely planned to skim through the FF2 thread on AM to see if there are any new bosses to add. I gave a cursory glance a while ago and noticed the Administrator which I would love to add when I find some free time.

I'll also be sure to grab updated versions of your bosses when I do so.

2375
Off Topic / Re: Group Giveaway
« on: May 29, 2012, 11:58:37 am »
Yea, sorry about that. He banned you thinking you were posting a link to a phishing site. You were unbanned shortly afterwards.

2376
Deathrun Hell / Re: Scout Balancing
« on: May 26, 2012, 06:42:48 pm »
I like the idea of the scout keeping bonk, as it gives a strategic reason to use the class. Similar to how the pyro has flare jump.
I think that it would be cool to add a little something for every class. Like maybe the Sniper's Bushwacka climb. That way there's no real best choice instead of it being that Pyro and Scout are superior to all other classes. Just a suggestion.   :D

Agreed. Most classes have something that make them worth using. Like heavy has GRU, and soldier can use the whip. I'll have to look into what other things I can do.

2377
Deathrun Hell / Re: Scout Balancing
« on: May 26, 2012, 04:38:19 pm »
Thanks for the input guys. For now I went with slowing down scouts to the speed of other classes. We'll see how this goes and see if the scout needs any other changes.

I like the idea of the scout keeping bonk, as it gives a strategic reason to use the class. Similar to how the pyro has flare jump.

2378
Off Topic / Re: What is wrong with me?
« on: May 26, 2012, 02:29:01 am »
Everyone is scared of ponies.

2379
Off Topic / Re: What is wrong with me?
« on: May 25, 2012, 08:15:36 pm »
IT SEEMS LIKE SOMEBODY OUGHT TO DISABLE POST COUNTING IN OFF TOPIC HUH.

2380
Deathrun Hell / Scout Balancing
« on: May 25, 2012, 04:34:53 pm »
Alright well. It's pretty clear that scouts need to be balanced in deathrun in order to make it fun for everyone.

I don't think I want to remove the class, but I'm not excluding this option.

So far the current balancing we've done is limit bonk usage to once only, and limit the class to 3 players.

Some things I've considered include removing double jump, removing bonk entirely, and perhaps slowing their speed to match other classes.

Let me know what you guys think would be good options for making scout fair for everyone.

2381
Off Topic / Re: Voidy's Demise
« on: May 25, 2012, 04:13:45 pm »
I make myself feel warm.

2382
Deathrun Hell / Re: Maps for Deathrun Server
« on: May 25, 2012, 04:07:53 pm »
I believe we play tested nobbly a while ago and decided against adding it. I'll have another look at it again and let you know.

As for horrors, I'd really love to add this map to our rotation, but our ghost plugin interferes with gameplay on it. I'm gonna see if I can tweak it a little, or as a last resort disable ghostmode on it.

2383
General Discussion / Server Suggestions
« on: May 24, 2012, 05:35:38 pm »
Hey guys! Please use this thread to suggest what kind of TF2 servers you'd like to see! We've got capacity for a few more servers and we want to make sure we run the servers that everyone would like to play.

2384
Trading Hell / Scrap Bank Bot
« on: May 24, 2012, 12:56:31 am »
Hey guys. I made an automated scrapbank bot for our community.

To use it, you just have to join the trade server and use the !scrapbank command.

Right now it's suffering from a lack of scrap metal, so if anyone would like to give some away, that'd be great!

2385
General Discussion / Re: That Loadout Problem :3
« on: May 23, 2012, 05:47:54 pm »
As far as I'm aware, the issue does happen on other servers. I've had another server operator ask me if I was having issues with loadouts randomly not working.

As for the fix, I've found that changing presets and respawning generally does the trick.

So select some different preset than what you normally use, respawn, go back to your normal preset, and respawn again.

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