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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 66836 times)

GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #300 on: October 30, 2013, 09:45:12 pm »

What the hell just happened?
I explained my metaphor and I'm not quite sure what happened next.

You're willing to bet that BLU will figure out a secret plan of ours? That's a hefty assumption.
Especially since we are apparently too incompetent to win just because you are about to eliminate all our forces in the main room just in time for reinforcements to arrive.

Quote
Also, I'd like to keep mobile whatever the case. I get uncomfortable playing as a speed class if I'm confined to a specific area. I know the Scout has double capture speed, but I'd prefer doing other things, like harassment. He's job is to "Run circles around ya'!"
It's actually no harder to hit you if you do that.
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TCM

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #301 on: October 30, 2013, 09:50:30 pm »

Also, I'd like to keep mobile whatever the case. I get uncomfortable playing as a speed class if I'm confined to a specific area. I know the Scout has double capture speed, but I'd prefer doing other things, like harassment. He's job is to "Run circles around ya'!"
It's actually no harder to hit you if you do that.

I know that, it's what he says. The Scout is loaded with sharp wit, which is why he gives every any class it's own ironic nickname, for his amusement.
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mastahcheese

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #302 on: October 30, 2013, 10:01:05 pm »

I am so confused, Point out to Nenjin that he forgot my respawn counter in the turn spoiler
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Might as well chalk it up to Pathos.
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The Derail Thread

EnigmaticHat

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #303 on: October 30, 2013, 10:38:07 pm »

Move to L8, shoot lukinator if he's still around or the enemy dispencer if he isn't

Also my ammo is still at 3.
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evilcherry

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #304 on: October 30, 2013, 10:46:37 pm »

Tip: Entering your teams Saferoom will give you full health and ammo.
that WAS a fucking protip, Nerjin. That said My Leeroy seems to have provided the initial cap.


Volunteer to take up anyone who's been AFK for a few turns.

Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #305 on: October 30, 2013, 10:50:08 pm »

Tip: Entering your teams Saferoom will give you full health and ammo.
that WAS a fucking protip, Nerjin. That said My Leeroy seems to have provided the initial cap.


Volunteer to take up anyone who's been AFK for a few turns.

I can't tell if you're mad at me or not... I believe Weirdsound's the only AFKer right now and I think I'm just gonna replace him with the new guy.
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evilcherry

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #306 on: October 30, 2013, 11:08:10 pm »

Tip: Entering your teams Saferoom will give you full health and ammo.
that WAS a fucking protip, Nerjin. That said My Leeroy seems to have provided the initial cap.


Volunteer to take up anyone who's been AFK for a few turns.

I can't tell if you're mad at me or not... I believe Weirdsound's the only AFKer right now and I think I'm just gonna replace him with the new guy.
Na, no problem. Wait until WS is dead though.

Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #307 on: October 30, 2013, 11:10:12 pm »

... Waiting is done already.
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evilcherry

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #308 on: October 30, 2013, 11:20:42 pm »

... Waiting is done already.

Yup.

BTW can you explain more about the Spy backstab features? Specifically, does YAR attacks made under cloak and rolled 10+ count as backstab i.e. insta-death?

Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #309 on: October 30, 2013, 11:26:42 pm »

Hitting 10+ while cloaked with a melee weapon counts as a backstab and instantly kills the target. IF you miss the stab you automatically decloak [Dead Ringer puts you at 0 cloak charge while the Invisiwatch will half whatever you decloaked at [25 if you stabbed at 50] and just do regular melee damage.
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Erils

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #310 on: October 31, 2013, 06:51:25 am »

Move to M9 and shoot RPG if he is in line of sight. If not, shoot Luke
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Mopsy

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #311 on: October 31, 2013, 07:54:01 am »

So far, we've been doing pretty well winging it. Perhaps we should keep doing that instead of adopting a master plan. Improvisation is certainly simpler and arguably makes us less predictable. Make every shot count and we will prevail!

Move to L11. Shoot the first living and visible target on this list: Lukeinator [LKE], GreatWyrmGold [GWG], RolepGeek [RPG]. If none of them are visible, shoot Q14.

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).

Question for Nerjin: What's the accuracy of the sentry gun's attacks? I couldn't find it in the Google doc.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #312 on: October 31, 2013, 09:14:20 am »

...Huh... I guess I forgot to put that on there.... I'll be adding that momentarily.
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Is the admiral of the SS Lapidot.

Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #313 on: October 31, 2013, 09:17:14 am »

So it looks like after this turn the following things'll change:

Rocket Launcher/Black Box accuracy [lowered]
Sentry Gun accuracy added [Whoops...]
Medic self-heal and medigun/kritzkrieg healing rate updated [Makes retreating a more viable option.]
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

Mopsy

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #314 on: October 31, 2013, 10:25:15 am »

Rocket Launcher/Black Box accuracy [lowered]

Lowering accuracy to 7/10/15 or even 10/10/15 might improve the balance of the game. On the other hand, it seems to me that 10/15/15 or worse would make Soldiers almost useless. Reducing splash damage to 50% is another option.
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