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Which game-mode should we play for Round 4? [If you want a mod post in forum]

5 CP - Both Teams try to capture all 5 CP's for the win!
- 3 (20%)
Arena - Eliminate all enemy players to win!
- 2 (13.3%)
Capture the Flag - Capture the intelligence to gain points!
- 0 (0%)
Freak Fortress - One boss versus an entire team! Last team standing wins!
- 0 (0%)
King of the Hill - Both Teams try to keep the CP for 10 cumulative turns.
- 2 (13.3%)
Mann to Mann to Mann - A 3-way variant of King of the Hill. Hold the CP for 5 turns.
- 1 (6.7%)
Payload - One team tries to get the cart to the end. The other team tries to stop them.
- 1 (6.7%)
Payload Race - Both team try to get their payload to the end first.
- 3 (20%)
Zombie Fortress - Humans Vs Zombies. 1 zombie to start. Dead humans switch teams. Try to survive.
- 3 (20%)

Total Members Voted: 14


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Author Topic: Team Fortress 2: Board Game [Round 3 in sign-ups]  (Read 67237 times)

Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #315 on: October 31, 2013, 10:30:51 am »

7/12/15 actually.
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Erils

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #316 on: October 31, 2013, 01:01:56 pm »

Note to Erils: Your flaregun is single-shot. You need to spend a turn reloading (and only moving one square) before you can fire it again. Another option is to use the turn to switch to your flamethrower (doing that would let you move two squares).

Thanks

In that case:

Move to I7 and reload
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CubeJackal

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #317 on: October 31, 2013, 01:20:19 pm »

Let's keep in mind the mechanics of the actual rocket launcher in TF2. It has no scatter or damage drop-off (and hence a very long range), but it does fire a slow-moving projectile that can be evaded with enough distance and notice, making it almost useless at long range despite its lack of drop-off and high accuracy. Perhaps the launchers should be reworked based on that knowledge?
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EnigmaticHat

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #318 on: October 31, 2013, 02:31:55 pm »

Let's keep in mind the mechanics of the actual rocket launcher in TF2. It has no scatter or damage drop-off (and hence a very long range), but it does fire a slow-moving projectile that can be evaded with enough distance and notice, making it almost useless at long range despite its lack of drop-off and high accuracy. Perhaps the launchers should be reworked based on that knowledge?

Everything in TF2 has damage dropoff, with these exceptions:
Sniper rifles
Minicrits or crits
A few weapons that it wouldn't make sense for, like stickies, or no-damage weapons.
Maybe a few things I'm forgetting.

Rockets heavily lose damage over range.  At long distances an enemy medic can survive an entire clip of direct hits, while at close range you can kill many classes with the splash damage from two rockets.  The old damage stat in this game was actually wrong.  Rockets cannot do 120 damage, even at point blank, unless there's some modifier involved.  The base damage is 90, but it goes up if you get closer, to a max of 112.
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CubeJackal

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #319 on: October 31, 2013, 02:47:26 pm »

Then colour me corrected! Either way, however, there's still the projectile-based parts to consider.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #320 on: November 01, 2013, 09:05:39 am »

We're just waiting on TCM for the turn to commence.
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TCM

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #321 on: November 01, 2013, 11:00:54 pm »

Exit server.
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Mopsy

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #322 on: November 03, 2013, 07:53:42 am »

I'd like to continue this game if possible. Team RED could keep TCM's (renamed) character on remote control for three turns, or we could drop him right away and hope for a replacement. What say you?

MCT (formerly known as TCM) moves to K13 and shoots Lukeinator if he is alive and visible.

Edit: Added an order for the leaving player's character.
« Last Edit: November 03, 2013, 07:59:44 am by Mopsy »
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #323 on: November 03, 2013, 09:31:27 am »

This game will update tomorrow. Yesterday and today have been rather hectic and not left time for doing stuffs.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #324 on: November 04, 2013, 12:26:06 pm »

Spoiler: Map (click to show/hide)

Spoiler: Turn (click to show/hide)

Spoiler: Player’s Status (click to show/hide)

Tip: Allied players can move through your dispenser with no penalty.
Tip: Decloaking with the Dead Ringer sets your cloak meter to 0
Tip: If you leave the server your allies will be allowed to control you until you die. At which point they will be down one player.


A new update coming soon.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #325 on: November 04, 2013, 12:31:35 pm »

Update 9: The Health Update

Soldier
-Rocket Launcher accuracy reduced at close and medium range.
-Black Box accuracy reduced at close and medium range.

Engineer
-Added accuracy entries for Mini-Sentries and Sentries to the Google Doc.

Medic
-Health Benefits now grants an extra +10 regeneration when outside of combat.
-Mediguns now heal +40 health when outside of combat.
-Kritzkriegs now heal +40 health when outside of combat.
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evilcherry

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #326 on: November 04, 2013, 01:28:38 pm »

Checking my macros.

GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #327 on: November 04, 2013, 01:35:22 pm »

Move to M12, shoot Al with my Force-A-Nature before getting blown to bits semi-evitably. Wish that this game had a spring attack mechanic so scouts aren't totally useless.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #328 on: November 04, 2013, 02:28:29 pm »

Spring attack?
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mastahcheese

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #329 on: November 04, 2013, 03:00:14 pm »

I'm back! Switch back to mah gun!
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The Derail Thread
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