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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 67275 times)

Greenstarfanatic

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #450 on: November 14, 2013, 11:14:03 am »

Getting fancy with the Euclideans, eh? I'll keep that in mind.
That's Pythagorus. Not Euclid.

EDIT: FUCK, FUCK, I'M A MORON.
« Last Edit: November 14, 2013, 12:03:09 pm by Greenstarfanatic »
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CubeJackal

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #451 on: November 14, 2013, 11:39:02 am »

Express frustration at own poor knowledge of game mechanics. Move to L17.
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Rolepgeek

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #452 on: November 14, 2013, 06:28:22 pm »

Oh yes, by the way, in case anyone cares, my PM was sent for the doing of my action.
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EnigmaticHat

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #453 on: November 14, 2013, 08:33:04 pm »

Move sent
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #454 on: November 14, 2013, 11:32:25 pm »

Spoiler: Map (click to show/hide)

Spoiler: Turn (click to show/hide)

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

Tip: Medics are important for any team but they are fragile! Protect them so they can protect you.
Tip: Mini-crits and Crits do not suffer from damage fall-off. This makes shotguns and mini-guns absolutely deadly at a range.
Tip: While invisible you do not sap buildings. Use this to mooch health off of a dispenser.


So an update’s gonna come out. I feel like it’ll be controversial. I already put the Engineer metal stuff into the game due to overwhelming demand for it. Some of the other stuff might annoy Soldiers and gladden heavy.
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Nerjin

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Update 12: The Metallic Respawn Update
« Reply #455 on: November 14, 2013, 11:33:49 pm »

Update 12: The Metallic Respawn Update

General:
-Reduced respawn timer for all game modes.

Soldier:
-Movement speed reduced to 2.

Heavy:
-Minigun can now be fired while moving 1 space.

Engineer:
-Metal statistic added [Edited all buildings to reflect this.]
-Engineers now have 100 Metal cap.
-Wrench/Gunslinger now need to be equipped to upgrade/build a building.
-Repairing a building now costs 1 metal per health point
« Last Edit: November 14, 2013, 11:39:16 pm by Nerjin »
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GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #456 on: November 14, 2013, 11:40:14 pm »

Move to Q12, shoot Al1, or some other RED.
« Last Edit: November 14, 2013, 11:46:12 pm by GreatWyrmGold »
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Rolepgeek

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #457 on: November 14, 2013, 11:42:22 pm »

Uhhh...how quickly/can we regenerate metal somehow? Does it just work like ammo does?

Also, why did my Sentry Gun not be invisible? And what damaged it, for that matter?

EDIT: GWG, do not shoot Mastahcheese. I think he's got the Dead Ringer on, and then he can start knifing us/me.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #458 on: November 14, 2013, 11:47:19 pm »

Oh... Fuck.

Okay Nerjin forgot some things.

1. Sentry Guns are invisible until their first attack... To make up for this Role, you can PM me where you sentry is and we'll just pretend it didn't get hit.

2. The damage is from Erils flamethrower. It will be transferred to you since an 11 would have hit you. Also you're on fire now. Sorry.

3. Forgot to drain Evilcherry's cloak. He now has 80/100


Remember, Dead Ringer can only be activated if you have FULL Cloak. Unlike the invisiwatch which can be activated as long as you're at 20 or less. Though a 20 activation

Metal is treated like ammo in most cases. You have to pick up packs, enter a safe-room, or be near a dispenser to get more of it.
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evilcherry

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #459 on: November 15, 2013, 12:22:50 am »

We move Unseen.

Greenstarfanatic

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #460 on: November 15, 2013, 01:03:24 am »

Fuck everything. Respawn as a Soldier with the default loadout.
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Mopsy

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #461 on: November 15, 2013, 08:44:51 am »

So an update’s gonna come out. I feel like it’ll be controversial. I already put the Engineer metal stuff into the game due to overwhelming demand for it. Some of the other stuff might annoy Soldiers and gladden heavy.

In fact, I'm tentatively in favor of about half of it. The heavy came off like a crippled guy with an airsoft gun, rather than the tank he's intended to be. Reducing soldiers' movement to 2 squares per turn, however, is just you flipping me and team RED the bird for being effective in combat, again. ::) Exactly how were soldiers any more overpowered than demomen, for example? Those guys can stand behind walls and blast everything with explosives that are almost as strong as ours.

"Cheesy, you are my favorite spy guy. Keep it up, everyone! Get some! Get some! Fire at will!"
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #462 on: November 15, 2013, 09:47:26 am »

You're able to rocket jump AFTER moving you know? That effectively makes your movement 8 if you REALLY need to get somewhere. For about -50 health [which can be healed by medics or dispensers] it seems a fair enough deal.

That was the change I was LEAST sure about and I might fix it here in a few turns depending on a few things.
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CubeJackal

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #463 on: November 15, 2013, 03:27:40 pm »

Move to L18, firing on the sentry gun as I do so.
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EnigmaticHat

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #464 on: November 15, 2013, 03:57:28 pm »

You're able to rocket jump AFTER moving you know? That effectively makes your movement 8 if you REALLY need to get somewhere. For about -50 health [which can be healed by medics or dispensers] it seems a fair enough deal.

That was the change I was LEAST sure about and I might fix it here in a few turns depending on a few things.

The problem with that is that rocket jumping is really unappealing right now.  Your clip is down to one, you can't do dive bombing attacks since rocket jumping is your turn, and healing isn't happening all that much currently.

Also, move PMed
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