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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 66174 times)

Rolepgeek

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #375 on: November 07, 2013, 10:26:54 pm »

Sent my turn.

I feel like engineers have a really hard time building stuff with the way it works now, costing health and what not, and it basically turns Dispensers into a tax, since you need to heal yourself if a Medic isn't constantly available(even with one). I feel like Doc Holiday should be more powerful, if we're going to making ourselves constantly more vulnerable and we can't do it continuously. +50%, maybe?

Speaking of medics, I would very much appreciate if someone could spawn as a medic and support me in my goal of creating the UberDeathTurret3000. And the UberHealthGiver3000. And maybe the UberTeleportingPlatform3000 as well.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #376 on: November 07, 2013, 10:39:12 pm »

I did the math and it looks like you SHOULD be able to build everything without pausing if you just sat next to the dispenser. Obviously that's not a possibility but it's case enough for me that you should be fine. Plus a Level 3 dispenser heals you +50 health a round. If I increased it to +60 I feel like it'd be WAAAAAAY too powerful. It already might be honestly.
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GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #377 on: November 07, 2013, 10:46:04 pm »

Have you considered re-implementing the original game's Metal?
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #378 on: November 07, 2013, 10:51:05 pm »

I have but the problem with that is that, as any of you involved in any of my previous forum games, is that I often forget things. I find that fewer stats means I have less chance to screw up. That being said metal would help quite a bit BUT it'd also make repairing buildings cost metal [as of now you just hit it with your melee weapon and it gets healed and you don't lose health and it's fine.] So for now I'm going to say no. I still don't have much data with engineers though so this might change.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #379 on: November 08, 2013, 07:14:21 pm »

Alrighty, I have everyone's action. Sorry the forum was down for me today and so I didn't really see Greenstar's movement.

Also: DO NOT PUT YOUR TURN IN VIA EDIT OR I WILL NOT SEE IT!!!
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mastahcheese

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #380 on: November 08, 2013, 07:53:19 pm »

Sorry the forum was down for me today and so I didn't really see Greenstar's movement.
So it wasn't just me, then.
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The Derail Thread

Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #381 on: November 08, 2013, 07:56:47 pm »

From what I can tell it was everyone. Starting work on the turn here in a few moments.
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GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #382 on: November 08, 2013, 08:53:37 pm »

As far as I can tell, it was an issue with the forum. Maybe it got disconnected from the server or something? The rest of Bay12 seemed fine.
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #383 on: November 08, 2013, 08:57:20 pm »

Yeah, from what I can tell that's what happened. Oh well. I come for the forum anyways. One day I shall outnumber GWG in posts. Or not. Who knows.


Spoiler: Map (click to show/hide)

Spoiler: Turn (click to show/hide)

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

Tip: Your team must control the point for an entire turn to gain Victory Points.
Tip: Only Level 3 Teleporters provide two way transport.
Tip: If you switch classes as an Engineer your building disappear.


I’ll be honest… I was kinda hoping GWG would survive that. It would have made him MVP in my book. Oh well, you get what you pay for I guess. CAN the BLU team come back from this disadvantage? Possibly! I’m feeling like Soldiers are too powerful in too many situations so far. I’m thinking of doing the following:

Reducing splash damage for all weapons to -50% of the default weapon’s attack.

What do you think? Too much?
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Nerjin

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Update 11: The SAXTON HALE! Update
« Reply #384 on: November 08, 2013, 08:58:48 pm »

Update 11: The Mod Update

General
-Highlander modification renamed Tourney.
-Highlander modification added.
-Added Freak Fortress Mode

Freak Fortress
-Added Boss: Saxton Hale
-Added Boss: Headsmann
-Added Boss: Christian Brutal Sniper

Weapons:
-Added Ghostie Boots [Headsmann]
-Added Skull Cutter [Headsmann]

Scout:
-Pistol reserve ammo reduced for all classes.

Soldier:
-Rocket Launcher and Black Box reserve ammo reduced.
-Buff Banner’s buffs reduced [3/4 damage taken] or [Deal mini-crits]

Engineer:
-Dispensers now show their Doc Holiday healing in the Google Doc

Spy:
-Revolver and L’etranger reserve ammo reduced.

Saxton Hale:
-Added Super Jump weapon
-Added Breakfast Steak weapon
-Added Saxton’s Fists weapon
-Added SAXTON HALE! Taunt

Headsmann:
-Added Ghostie Boots weapon
-Added Skull Cutter weapon
-Added Spin Slash taunt.

Christian Brutal Sniper
-Added Open Fire! Taunt.
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The demon code prevents me from declining a rock-off challenge.

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mastahcheese

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #385 on: November 08, 2013, 09:14:19 pm »

Move to L11 and shoot SG1
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

EnigmaticHat

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #386 on: November 08, 2013, 09:37:00 pm »

Shoot the dispenser.
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evilcherry

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #387 on: November 08, 2013, 09:47:36 pm »

O20 or 21. Shoot at anyone if in range.

GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #388 on: November 08, 2013, 09:53:41 pm »

Reducing splash damage makes sense.

Alt-tab to browser, locate a nice 10-hour loop of some good song, hit Play, alt-tab to TF2.
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Rolepgeek

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #389 on: November 08, 2013, 10:15:53 pm »

Wait.

What?

Why did the Sentry Gun attack and kill my teammate?
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