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Author Topic: Gang Garrison 2.1.3  (Read 53777 times)

Snare

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Re: Gang Garrison 2.1.3
« Reply #90 on: October 31, 2009, 07:45:26 pm »

the vsync lets me play on my crappy college internet  :c1:

power to the moving stabs btw

Corky

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Re: Gang Garrison 2.1.3
« Reply #91 on: October 31, 2009, 07:52:03 pm »

Ew.
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coolkid21

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Re: Gang Garrison 2.1.3
« Reply #92 on: October 31, 2009, 08:31:18 pm »

Why only the soldier? We should nerf everyone, then we'll have something to whine about. Make all classes have 50 hp and fire bubbles only.
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Tankmen

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Re: Gang Garrison 2.1.3
« Reply #93 on: October 31, 2009, 08:31:48 pm »

Why only the soldier? We should nerf everyone, then we'll have something to whine about. Make all classes have 50 hp and fire bubbles only.
nononononononononono


No.
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[GA] Quagsire

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Re: Gang Garrison 2.1.3
« Reply #94 on: October 31, 2009, 08:38:25 pm »

Wait, medibeam removing afterburn? That ruins pyro's trying to kill some one with a medic.

Psychopath

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Re: Gang Garrison 2.1.3
« Reply #95 on: October 31, 2009, 08:44:19 pm »

Wait, medibeam removing afterburn? That ruins pyro's trying to kill some one with a medic.

Even before this update, a healer healing a burning victim would never die from afterburn. The only situation in which afterburn would be used as the primary method of killing is in a hit & run...the other way is to hold the flamethrower on a victim, which causes contact damage.
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Saniblues

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Re: Gang Garrison 2.1.3
« Reply #96 on: October 31, 2009, 08:56:38 pm »

I think the Devs should leave us with the buggy build for a couple of months.

You know, because everyone keeps on whining about it.
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[GA] Quagsire

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Re: Gang Garrison 2.1.3
« Reply #97 on: October 31, 2009, 08:58:33 pm »

I think the Devs should leave us with the buggy build for a couple of months.

You know, because everyone keeps on whining about it.
oh you

Teekytots [PC][OG]

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Re: Gang Garrison 2.1.3
« Reply #98 on: October 31, 2009, 09:12:08 pm »

Could we call this GG2 2.2?
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skeleton dude

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Re: Gang Garrison 2.1.3
« Reply #99 on: October 31, 2009, 09:13:18 pm »

no because gg2.2 is supose to be the godly update that will make this game complete
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Dat Bonkers

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Re: Gang Garrison 2.1.3
« Reply #100 on: October 31, 2009, 09:30:26 pm »

damn, now heavies are unstoppable with a medic.
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Ts_step

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Re: Gang Garrison 2.1.3
« Reply #101 on: October 31, 2009, 10:11:19 pm »

TODAY IS A HAPPY DAY :D
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nom nom nom :)

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a/d

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Re: Gang Garrison 2.1.3
« Reply #102 on: October 31, 2009, 10:17:23 pm »

Sweet, I don't have to bitch and moan about community mod.
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go canada or whatever, maybe your country is cool too

Too. Much. Lag.

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Re: Gang Garrison 2.1.3
« Reply #103 on: October 31, 2009, 10:48:09 pm »

 :z5:
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Jakal

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Re: Gang Garrison 2.1.3
« Reply #104 on: October 31, 2009, 10:50:52 pm »

my rocketmanning is hampered because there's monkeys that never let go of the button?  =/

ah man. well, so much for stopping those medic-heavy teams myself...looks like i'm down to rocketjumping and being a prick.

     :z8:
 :x23:

but they fixed the mother mouthfucking capture points locking up! i'll take it anyways!
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