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[TF2] Freak Fortress 2


  
 
 
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Join Date: Jan 2012
Old 07-05-2012 , 18:19   Re: [TF2] Freak Fortress 2
#10

As of now I have another coder who is working on some of the problems that I have currently touched up on.

The soldier not taking certain condition (i.e. afterburn, bleeding, mark of death, jarate, slow down on hit, and etc.) from customized ranged weapon attributes on a few bosses.

Attribute cap limit for all bosses where it does not allow you to go past 8 per weapon (even with hidden attributes).

Weapons re-evaluated:

Dead Ringer (equipped) spies: don’t immediately die when hit by certain boss weaponry that do less damage overall. Especially when hit by any condition (bleed and after-burn) and die instantaneously.

Demo Knight Shields: no longer break from alternate weaponry but still block one melee strike. This was done because of the utility weapons doing 1-12 damage which is breaking the shield is appalling.

Baby Face Blaster: now have regular scatter gun stats. I’m sorry but matches between scout(s) and a boss should not take 30 minutes to kill 1 scout with this weapon. If it was more tactical in some way I would keep it. However scout players seem to constantly have the idiotic mentality with doing no damage to a boss, but playing a “keep away game” to unnecessarily prolong the match.

Mad Milk: has appropriate assisted points added for using it properly.

Euerka Effect: issue where if the boss summons a dead engineer who has it equipped, can’t simply use it when they are on Blu team to go back to Red team.
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