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Author Topic: Gang Garrison 2.2 Public Beta  (Read 84979 times)

AcidLead

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Re: Gang Garrison 2.2 Public Beta
« Reply #390 on: March 29, 2010, 11:29:09 am »

I came up with a modified version of my previous generator.





I think this is better than my old one, and better than the current one.

What do you think?
That's a fine RED generator

Now make a completely different BLU one :P

Or, if you're feeling lazy, recolor one of fredman's.
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Agh

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Re: Gang Garrison 2.2 Public Beta
« Reply #391 on: March 29, 2010, 12:45:03 pm »

I think I've played enough now to evaluate the new class balance.

 :x12: - fine
Overheat doesn't really affect him much, because the fights don't last that long. You can still spycheck by rapidly clicking the fire-button. His low range is a problem, but that was the same way before the update so who cares?

 :x13: - fine
He didn't change, so he's still good.

 :x24: - fine
Where is my Sandvich buff??
Same as pyro. The overheat doesn't influence his playstyle all that much and spychecking is still possible. Personally I wish he had slightly more ammo.

 :x16: - bit too weak
I want more damage or more needles. I can't kill anything now. New uber is fun.
Autoheal may need a very small nerf, now that everyone's damage got lowered.

 :x17: - fine
As a defender you don't fight many enemies at once, so the ammo doesn't really matter.
As others have said, the autogun is a bit too good at damaging the generators. We should make it so that autoguns do 50% damage to generators.

 :x28: - unsure
I haven't played him much, but I think he needs more ammo. If you miss 2 of 6 shots (which is a pretty good accuracy), then you won't be able to kill 8 out of 10 classes. To kill a full health medic you even need to hit with all six shots.

 :quote: - way too strong
The bubble shield alone is ridiculous. Combined with his above-average health, high speed and small hitbox he's clearly OP now.

 :x25: :x29:  :x11:dunno

General observations:

Spychecking is really hard now, which is a problem if your intel is somewhere in the middle of the map.

Trying to kill anything that recharges is often futile and a waste of ammo: Medics, Medi-buddies, autoguns in their construction phase, bubble shields.

As others have said, the capping speed is too fast. We need to find a good compromise between the old speed (too slow) and the new speed (too fast).
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Snare

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Re: Gang Garrison 2.2 Public Beta
« Reply #392 on: March 29, 2010, 01:14:53 pm »

As others have said, the capping speed is too fast. We need to find a good compromise between the old speed (too slow) and the new speed (too fast).

Idk, maybe we don't need a slower capping speed, just a new map to suit the capping speed.

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Re: Gang Garrison 2.2 Public Beta
« Reply #393 on: March 29, 2010, 01:18:12 pm »

I think the capping speed is absurd, in that a runner and an infiltrator can make the final cap in literally seconds. It encourages engies and heavies to camp points rather than join the fray.
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Rock

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Re: Gang Garrison 2.2 Public Beta
« Reply #394 on: March 29, 2010, 01:18:40 pm »

As others have said, the capping speed is too fast. We need to find a good compromise between the old speed (too slow) and the new speed (too fast).

Idk, maybe we don't need a slower capping speed, just a new map to suit the capping speed.

A large 5 point cp like egypt
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Snare

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Re: Gang Garrison 2.2 Public Beta
« Reply #395 on: March 29, 2010, 01:28:38 pm »

I think the capping speed is absurd, in that a runner and an infiltrator can make the final cap in literally seconds. It encourages engies and heavies to camp points rather than join the fray.

Not really, you just have to be more aware of cp backcaps now, or at least notice scouts going for a backcap and don't let them get behind you.

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Re: Gang Garrison 2.2 Public Beta
« Reply #396 on: March 29, 2010, 01:34:15 pm »

If you're a slower class and you can't travel across the map, what then?
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Snare

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Re: Gang Garrison 2.2 Public Beta
« Reply #397 on: March 29, 2010, 01:45:43 pm »

Why are you all the way across the map? You should only be traveling between the two cappable cps or a little ahead.

If you notice a scout going for a backcap, you either go after him or cap your point faster than he can cap his. Spy backcaps take a good while, but you still need to watch the cps more to react fast enough. They're still stopable.

Wherewolf

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Re: Gang Garrison 2.2 Public Beta
« Reply #398 on: March 29, 2010, 02:31:29 pm »

If you're a slower class and you can't travel across the map, what then?
Then you should win the fight for CP 2/4 since you're up a player or two.
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Re: Gang Garrison 2.2 Public Beta
« Reply #399 on: March 29, 2010, 02:49:26 pm »

I just realized ctf_castle will be playable again.
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Psychopath

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Re: Gang Garrison 2.2 Public Beta
« Reply #400 on: March 29, 2010, 02:52:32 pm »

I just realized ctf_castle will be playable again.
I noticed it a while back, it's actually hella fun
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Re: Gang Garrison 2.2 Public Beta
« Reply #401 on: March 29, 2010, 02:55:38 pm »

As I said, big maps will be more fun in 2.2
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Timohtep

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Re: Gang Garrison 2.2 Public Beta
« Reply #402 on: March 29, 2010, 04:13:12 pm »

BLU Version:



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Re: Gang Garrison 2.2 Public Beta
« Reply #403 on: March 29, 2010, 04:39:39 pm »

Nice! And they aren't just recolors!

obesity

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Re: Gang Garrison 2.2 Public Beta
« Reply #404 on: March 29, 2010, 07:08:22 pm »

Something I noticed yesterday. It seems that quote's/curly's sword ammo doesn't decrease, no matter how fast it's fired. I fired some at the ground in front of me just to get the fastest throwing/shooting rate, and his ammo meter just decreases a little and springs right back. It's like he/she has infinite ammo.

Btw, I was playing on beta servers yesterday. Is it still possible to play in them right now?
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