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Poll

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 67256 times)

Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #390 on: November 08, 2013, 10:28:27 pm »

Your sentry gun is called "Sentry Gun 1" because it was the first to be built. Scapheap's is called "Sentry Gun 2" because it was the second to be built.

Your sentry gun missed. Scapheap's didn't.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #391 on: November 08, 2013, 10:50:04 pm »

"Man, Nerjin sure did rip some ammo away from some of those guns didn't he. I'm just glad my gu-... My gun! IT JUST LOST A TON OF RESERVE AMMO!"

That's right children, due to the relative uselessness of ammo pickups as it is AND with the fact that most people are getting killed before they even have to reload I've absolutely DESTROYED some of the weapons clip sizes and/or reserve ammos. Why is this? Well the following:

1. It makes ammo pick ups and dispensers a bit more useful.
2. It stops players from making infinite "I'll just stand here and fire away" strategies.
3. Because having 36 ammo for pistols was WAAAAY too many. Who the hell's gonna stay alive for 36 turns anyways? [Especially now that the timer is ticking.]

Fear not though, almost EVERY weapon is affected by this. Only a few got an increase in clip size [Crusader's Xbow and Flare gun in particular] BUT this is made up for in the fact that their overall amount of ammo sees a large hit [CXB can fire a total of 4 times and Flare Gun can only fire 4 times as opposed to 7.]
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EnigmaticHat

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #392 on: November 08, 2013, 11:02:48 pm »

On the topic of ammo kits, why are the kits near the point asymmetrical?  The map is mirrored horizontally, except the bottom half has an ammo kit, and the top half has a health kit.
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Greenstarfanatic

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #393 on: November 09, 2013, 12:01:52 am »

Sent an action.

And As for bosses...

Gentlespy was a fairly good boss, as were Ass Pancakes, Demon Chef, and...uh...I remember there being a medic boss I liked. I've played on some really extensively varied FF servers.
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Mopsy

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #394 on: November 09, 2013, 05:41:08 am »

Move to K11. Reload.
AI1 moves to E3 (via the teleporter) and reloads.

"Hey you BLUs, try bringing in more than one guy at a time! We like having options over here."
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CubeJackal

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #395 on: November 09, 2013, 07:48:54 am »

Move to M19.
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Erils

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #396 on: November 09, 2013, 08:06:57 am »

Move to L9 and shoot SG1 if possible. If not, shoot any other blus or the turret
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scapheap

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #397 on: November 10, 2013, 03:50:21 am »

Detonate Dispenser and rebuild it at J14

(For reference, Engies can pick up building right?)
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #398 on: November 11, 2013, 07:04:34 am »

Spoiler: Map (click to show/hide)

Spoiler: Turn (click to show/hide)

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

Tip: As an Engineer you can move your building by standing next to it and stating you wish to “Pick it up”. This counts as building. You can then rebuild that building for free at the new location.
Tip: As a Demoman firing at a square will only deal splash damage.
Tip: As a Soldier you have a very small clip. Make every shot count.


Well, I’ll just put down the notes here in a second. Hope you guys don’t mind your guns getting nerfed right to hell.

Also, you totally can’t tell that I edited the Player Status picture instead of redoing the copy/paste right? It’s totally inconspicuous!?
« Last Edit: November 11, 2013, 09:05:43 am by Nerjin »
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Erils

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #399 on: November 11, 2013, 07:18:54 am »

Move to L10 and reload

darn you move slowly when you reload
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scapheap

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #400 on: November 11, 2013, 07:25:30 am »

(I don't seem to of taken damage nor does my gun)

Fix gun
« Last Edit: November 11, 2013, 11:38:02 am by scapheap »
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #401 on: November 11, 2013, 07:32:57 am »

Update 11: The Reduction Update
General
-Explosive weapon’s splash damage reduced [75% > 50%]
-Zombie Fortress game mode added.

Scout:
-Scattergun reserve ammo reduced [12 > 8]
-Force of Nature reserve ammo reduced [14 > 8]

Soldier:
-Rocket Launcher clip size reduced [3 > 2]
-Black Box clip size reduced [3 > 2]
-Shotgun reserve ammo reduced for all classes [12 > 6]

Pyro:
-Flamethrower clip size reduced [15 > 8]
-Back Burner clip size reduced [15 > 8]
-Flare Gun clip size increased [1 > 4]
-Flare Gun reserve ammo reduced [6 > 0]

Demoman:
-Grenade Launcher reserve ammo reduced [12 > 6]
-Grenade Launcher clip size reduced [4 > 2]
-Sticky Launcher reserve ammo reduced [12 > 6]
-Sticky Launcher clip size reduced [4 > 2]

Heavy:
-Minigun clip size reduced [15 > 8]
-Tomislav damage increased [60/30/30 > 75/45/30]
-Tomislav clip size reduced [5 > 3]
-Tomislav reserve ammo reduced [10 > 6]
-Removed -50 health penalty from the Fists of Steel

Engineer:
-Frontier Justice reserve ammo reduced [12 > 6]

Medic:
-Syringe Gun reserve ammo decreased [20 > 10]
-Crusader’s Crossbow clip size increased [1 > 2]
-Crusader’s Crossbow reserve ammo decreased [10 > 2]

Sniper:
-Removed redundancy in Google Doc concerning Sniper Rifle range.
-SMG damage increased [10 > 20]
-SMG clip size decreased [10 > 5]
-SMG reserve ammo decreased [20 > 10]
-SMG can no longer fire twice in one turn.

Spy:
-Added “Cloak Drain” in the damage section for Invisiwatch and Dead Ringer.
-Dead Ringer now requires full cloak to use.
-Your Eternal Reward renamed The Enforcer
-The Enforcer now gives +50 cloak as opposed to 2 free turns of cloak.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #402 on: November 11, 2013, 09:05:46 am »

Sorry about that folks. I appear to have uploaded the wrong image. Please RECHECK the turn update and post new turn orders. Again, sorry for the inconvenience.
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The demon code prevents me from declining a rock-off challenge.

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GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #403 on: November 11, 2013, 09:17:26 am »

Be bored.
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evilcherry

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #404 on: November 11, 2013, 09:33:42 am »

M19, shoot at SCP or anything else.

Pew.
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