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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 67215 times)

CyberUrist

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #60 on: October 07, 2013, 09:18:05 am »

Why can't I read the Google Doc? It just tells me to sign in with a Google account.

Try it now. I signed out and tried to get in and it let me. Maybe it was just a brief screw up? If it doesn't work again just tell me.

The problem is that the only google account I have has a generic email address (used by other people I think) and I don't know the password.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #61 on: October 07, 2013, 09:28:50 am »

It shouldn't do that. I'm gonna try something. Try the link at the OP again.I have it set to let anyone with the link see it.
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CyberUrist

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #62 on: October 07, 2013, 09:40:02 am »

Nope, still tells me to log in to a google account.
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Greenstarfanatic

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #63 on: October 07, 2013, 10:33:40 am »

Advice: Make a Google Account. It helps for reading any Google Docs people might have that you need to read.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #64 on: October 07, 2013, 11:27:34 am »

Spoiler: Map (click to show/hide)

0/20     0/20

Spoiler: Turn (click to show/hide)

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

Tip: Medics gain 1 point of Ubercharge for every health point they heal. Be sure to heal all your team-mates to take advantage of this.
Tip: You can begin to move, fire your gun, and then finish your move. Use this to peak around corners and harass enemy players.
Tip: Scouts count as a +2 towards capturing the point.


I’ll be putting the comprehensive list of all the new update stuff in the post directly after this as there are a few extra edits so I figured I’d just put them all together.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #65 on: October 07, 2013, 11:32:24 am »

Update:

General
-Respawn Time lowered for each game mode except 5CP.
-Players can fire and move at their full movement allowance instead of only standing still.
-Added “Accuracy Table” to the rule-set allowing for easier reading.

Scout
-Pistol max range lowered to 10 for all classes.
-Sandman [Ball] accuracy increased to 10 at all ranges.

Soldier
-Rocket Launcher and Blackbox max range lowered to 15
-Shotgun Max Ammo reduced to 12 for all classes.
-Buff Banner effect radius specified at 3 squares.

Pyro
-Increased Air Blast probabilities for the Flamethrower [50%] and the BackBurner [50%]
-Increased max range of Flamethrower/Backburner to 3.
-Flare Gun max ranged lowered to 10.

Demoman
-The Grenade Launcher can now shoot through walls but only at squares as opposed to players.
-Sticky Launcher only creates Sticky Traps if targeting a square. Targeting players acts similarly to the Grenade Launcher.

Heavy
-Heavy’s “Gloves of Running Urgently” allows him to move 4 spaces instead of just 3.

Engineer
-Frontier Justice max ammo lowered to 12
-“Construction PDA” now specifies that you can build on adjacent squares.

Medic
-Medics gain Ubercharge at full rate even when Over-healing.
-Medigun and Kritzkrieg now only require 200 charge in order to Uber

Sniper
-Sniper Rifle damage lowered to “5 * Squares away”
-Sniper Rifle accuracy set to 10 at all ranges.
-Jarate max range lowered to 7

Spy
-Revolver and L’etranger accuracy changed to 10/15
-Knife and Your Eternal Reward accuracy now requires a 5 or higher to hit.
-Invisiwatch and Dead Ringer accuracy changed to Always
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EnigmaticHat

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #66 on: October 07, 2013, 11:51:58 am »

Spoiler: rules clarification (click to show/hide)

Assuming I'm right about the above, Drink Bonk! and move to H3
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GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #67 on: October 07, 2013, 11:57:06 am »

Is that counter for capture-points from the start of the turn?

Shouldn't I have 100 Ubercharge since I've overhealed 100 points of health?

Remain in the Zone. Shout for the others to approach.
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scapheap

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #68 on: October 07, 2013, 12:10:54 pm »

Build a Sentry at F11
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Greenstarfanatic

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #69 on: October 07, 2013, 12:11:18 pm »

"YAAAAAAAAAAAAAH"

Move to T17
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #70 on: October 07, 2013, 12:24:26 pm »

So I think I know how Bonk! works, but just to check, is this right?
First turn: becomes invincible after "firing"
Second turn: invincible whole turn
Third turn: same
Fourth turn: loses invincibility at start of turn, before anyone moves. when it is my turn to move.

That's how Bonk! works.

Quote
I imagine this could be important.  Also, can I switch to Bonk! and drink it in the same turn?[/spoiler]

No. But you spawned with it in your hands so... Your action is acceptable.

Is that counter for capture-points from the start of the turn?

I think you're talking about the 0/20 correct? No one has captured the point yet. It takes 9 capture points to bring it under your control. I might change that later but... once the center area is all blue your team will earn capture points towards that goal. 1 per turn as it turns out. Though I might lower the "win" number to 10 as twenty seems a bit large.

Quote
Shouldn't I have 100 Ubercharge since I've overhealed 100 points of health?

You do... *Checks thing* oh... No you don't. I'll fix that next update.
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mastahcheese

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #71 on: October 07, 2013, 03:56:03 pm »

Forget this! Run to J9 and blast GWG with mah revolver!
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Weirdsound

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #72 on: October 07, 2013, 11:18:35 pm »

Hold still and shoot something. The following is my list of things to shoot rockets at in order of priority.

1: Shoot the Spy if he gets his turn before me and moves to J9 to give me a clear shot
2: Shoot the Sentry Gun if it is built.
3: Try to hit scapheap around the corner
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evilcherry

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #73 on: October 08, 2013, 03:48:37 am »

Well snipers are already nerfed to the point of being useless.
Letting one fire in between moves is very punishing for snipers, not to mention we need to reload every shot.

That said, Q13 and fire at anything moves(and hope that no one modifies after this!)
« Last Edit: October 08, 2013, 03:52:29 am by evilcherry »
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TCM

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #74 on: October 08, 2013, 06:15:17 am »

Move to C19.
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