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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 67054 times)

Erils

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #915 on: June 05, 2014, 02:11:11 pm »

Move to S16

Also, how often do the forcefields change? And what is the range of the hulk's rock throw?
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Rolepgeek

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #916 on: June 05, 2014, 05:43:34 pm »

It says the Max Range for Rock Toss is 1, which is really weird, and it doesn't list accuracy.

Also I'm now worried that 500 health won't be enough to kill anyone before I die, considering there's A. Healing and B. I'm really slow.

Move to C5, sigh hulkily.
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Nerjin

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #917 on: June 05, 2014, 07:31:05 pm »

... I appear to have posted an incomplete version of the zombies... I'll be updating the rules to reflect their true abilities after this round.

Force-fields change every turn [or they get rolled to change every turn. Theoretically they can stay one color forever...

QUESTION: I was thinking about it, how would people feel about making this a 'survival' type of mode where the zombies try to kill the humans and the humans just sorta try to survive as long as they can. I'm not sure, but I think it might work out... Just running it by you.

BY the way: Rock Toss has a max range of 6.
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Rolepgeek

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #918 on: June 05, 2014, 07:40:43 pm »

Does it have effectively infinite ammo, or one-shot only?
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Nerjin

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #919 on: June 05, 2014, 07:59:36 pm »

Quote from: Update 17: The After-Ghoul Special (IN-PROGRESS
General:
-Added missing accuracy information for Zombie team weapons.
-Fixed several weapons showing incorrect max range numbers.

Hulk:
-Increased speed to 3.
-Rock Toss is now an item.
-Rock Toss can now stun similarly to the Scout’s Sandman Ball.
-Rock Toss now has a 4 turn cool-down.

That's the current change-list so far.
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Silthuri

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #920 on: June 05, 2014, 09:08:53 pm »

Move to T17
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darkpaladin109

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #921 on: June 06, 2014, 01:37:37 am »

Move north as much as I can without using my Rocket Jump.
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Erils

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #922 on: June 06, 2014, 01:41:23 am »

Three questions.

First, as pyro can I airblast back the rocks?

Second, is the hulk immune to knockback?

Third, are any of the other zombies?
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Nerjin

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #923 on: June 06, 2014, 03:00:58 am »

Three questions.

First, as pyro can I airblast back the rocks?

Second, is the hulk immune to knockback?

Third, are any of the other zombies?

You cannot air-blast the rocks. They are too heavy to be blasted.

No, the hulk is not immune to knockback or any other status effect.

Yes, there are four other zombies. The Zombie, Infected, Undead, and Ghoul.
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Erils

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #924 on: June 06, 2014, 04:17:16 am »

Third, are any of the other zombies?
Yes, there are four other zombies. The Zombie, Infected, Undead, and Ghoul.

Sorry, I meant are any of the other zombies immune to knockback and other effects?
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Nerjin

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #925 on: June 06, 2014, 04:23:56 am »

No, at this point no zombies are immune to knockback. Sorry, I was mistaken in what you were asking.
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Nerjin

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #926 on: June 06, 2014, 06:44:54 am »

Spoiler: Map (click to show/hide)

Spoiler: Turn (click to show/hide)

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

Tip: Movement inside a safe-room does not count against your movement allowance.
Tip: Updates are not applied until directly after the actual update is posted.
Tip: Zombies can spawn anywhere on the map, camping the hulk’s starting spot will not help you.
 

I’m thinking that, perhaps, I should spawn a few AI Zombie Team-mates until humans start to actually die. Thoughts?
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Nerjin

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Update 17: The After-Ghoul Update
« Reply #927 on: June 06, 2014, 06:46:44 am »

Update 17: The After-Ghoul Special [IN PROGRESS]

General:
-Added missing accuracy information for Zombie team weapons.
-Fixed several weapons showing incorrect max range numbers.

Heavy:
-Added an extra portion of meat to the Sandvich for purely aesthetic reasons.

Zombie Fortress:
-Game time extended to 40 rounds.

Hulk:
-Increased speed to 3.
-Rock Toss is now an item.
-Rock Toss can now stun similarly to the Scout’s Sandman Ball.
-Rock Toss now has a 4 turn cool-down.
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Is the admiral of the SS Lapidot.

Nerjin

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #928 on: June 06, 2014, 06:47:12 am »

Move to M20
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Nerjin

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Re: Team Fortress 2: Board Game [Round 3 in sign-ups]
« Reply #929 on: June 06, 2014, 06:49:17 am »

Real quick observation: Has a Scout ever moved in the top-half of the move-order? It seems to me that no matter how many initiative bonuses I give them they always move with the slow guys.
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Is the admiral of the SS Lapidot.
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