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 Topic: TF2 Rival is Here !!
AssPancakes429

Replies: 2
Views: 1719
PostForum: General Discussions for the Gaming Community Posted: Mon May 23, 2016 7:56 pm Subject: Re: TF2 Rival is Here !!
While I enjoy this game, there have been many of ones beforehand, one dubbed "Loadout" as I believe. That were to rival our hat themed shooter. They all were flops, unlike this game however. I do hope it goes far, but for it to ever rival such a titan as TF2 isn't a matter of what's better. But tf2 seems to target a much more laidback audience. While overwatch seems route more towards playing the objective. Since this is blizzard were talking about this statement is magnified much more. As custom servers are likely to be sparse. Of course this doesn't mean one can target both or the other. Try all winstons and see where that gets ya Razz.
I'm looking forward to a fresh face into the class based fps genre. I hope overwatch succedes, and since playing the open beta, I think it has.

I don't think tf2 will fall so easily, not if they start caring at least. The minimalisc and, quite questionable patches rather recent are scaring away most people. While those hardcore tf2'ists will take a wound for their digital copies hat trading simulator. If valve runs this right we could see a future where two run by eachother. But if nothing "groovy" is made out, I wouldn't be surprised if we're left in the dust, since Blizzard is known to actually take care of their lineups.

Let's all welcome our rivals, sportsmanship is the best match we can achieve!
 Topic: Battlefield 1-WW1
AssPancakes429

Replies: 13
Views: 4548
PostForum: Other Games Posted: Sun May 08, 2016 2:02 pm Subject: Re: Battlefield 1-WW1
GOOD ONE HAXRAY EX DEE DEE DEEEEEEEEEEEEEEEEE

on second thought, don't even show your self. Just leave.
 Topic: Battlefield 1-WW1
AssPancakes429

Replies: 13
Views: 4548
PostForum: Other Games Posted: Sun May 08, 2016 2:41 am Subject: Re: Battlefield 1-WW1
sounds like a blast
 Topic: Freak Fortress Dev Filtering
AssPancakes429

Replies: 1
Views: 1397
PostForum: Freak Fortress 2 Posted: Mon Apr 25, 2016 5:16 pm Subject: Re: Freak Fortress Dev Filtering
I'd would appreciate feed back while on my days off concerning "FaG Scout" to see what major problems occur with others. Please note this hale is not in any way meant to be serious. Hence why not a lot of effort would be put forth. Which is the fact that Chuck Norris was introduced. In which I do regret the changes I've made considering he was nothing more but a "joke" and plan to revert most changes made from feedback. However I still put effort in trying to balance "scout" to my abilities. And would, as mentioned appreciate any feed back towards making sure we are in good shape. When my hiatus is done and followed out I will plan on a vote to see if people are OK. If not I will simply not plan to add him in officially.

Thanks for reading, capitalize on feedback gents!





Seriously you guys ask for this crap and none of you give feedback as to what you want. We both can just simply stop in a halt if none of you are willing to just take the 8 characters and put in a nickle and dime.
 Topic: Server Changelog
AssPancakes429

Replies: 36
Views: 11876
PostForum: General Discussions for the Gaming Community Posted: Tue Apr 05, 2016 4:58 am Subject: Re: Server Changelog
Spyper
~ Cloak time decreased from 10 sec. to 6 sec.
~ Cloak regeneration time decreased from 30 sec. to 12
~ Sniper rifle damage vs. players increased from 25 dmg to 55
~ Sniper rifle damage vs. buildings increased from 25 dmg to 145
(Keep in mind Spyper's rage does not stun sentries)
(Also that the sniper rifle cannot charge)

Abe's Oddysee
~ Stun distance reduced from 2000 hammer units to 800
~ Movement speed decreased from 350 HU per sec. to 306
~ Health reverted from "((700+n)*n)^1.04" to "((836+n)*n)^1.04"
~ Ragedamage increased from 1800 to 1900
~ Melee swing intervals decreased from 0.875 sec, to 0.8

Abstract Spy
~ Stun distance increased from 400 hammer units to 500
~ Knockback resistance increased by 70%
~ Melee damage vs. players increased from 52 dmg. to 156
~ Melee damage vs. buildings increased from 124 dmg to 170
~ Player stun time increased from 3 sec. to 5

4chan Anon
~ Rage distance decreased from 800 hammer units to 600
~ Melee damage decreased frp, 202 to 180 dmg.
~ Player stun time increased from 3 sec. to 5
~ Sentry stun time increased from 5 sec. to 7
~ Super jump charge time increased from 0.5 sec. to 1.5
~ Escape Plan effect disabled
{Can't gain speed through life loss}

Agent Smith
~ HP reverted from "((760+n)*n)^1.04" to "((680+n)*n)^1.04"
~ Rage damage decreased from 2300 to 1900
~ Overlay duration decreased from 3 sec. to 2 sec.
~ Revolver base damage vs. players decreased from 200 dmg to 166
~ Revolver damage vs. sentries increased from 200 dmg to 210

Female Scout
~ Grapple hook introduced again
~ Damage vulnerability increased by 180% on active with Grapple Hook
~ Baby Face Blaster, & Back Scatter's base damage increased from 2.1 dmg. to 8 dmg per pellet
~ Force-A-Nature & other variant's base damage increased from 2.4 dmg to 7.2 dmg per pellet
~ Soda Popper's base damage increased from 2.22 dmg to 8 dmg per pellet
~ Scatter gun & other variant's base damage increased from 1.8 dmg to 8 dmg per pellet

Alien
~ Rage damage decreased from 2000 damage to 1900
~ Bravejump height reverted to default

Bart Simpson
~ Blocked sound responses from class
~ Decreased melee swing intervals from 0.875 sec. to 0.8
~ New music theme! Check it out!
https://www.youtube.com/watch?v=f0A6xF0mmA8

Arnold
~ Movement speed decreased from 350 HU per sec. to 315
~ Rage damage decreased from 2000 dmg to 1900
 Topic: [FF2] Menu
AssPancakes429

Replies: 5
Views: 1674
PostForum: General Discussions for the Gaming Community Posted: Thu Mar 31, 2016 7:33 pm Subject: Re: [FF2] Menu
Sass has also informed that any goomba on the hale is an instant kill.. o.o
 Topic: Server Changelog
AssPancakes429

Replies: 36
Views: 11876
PostForum: General Discussions for the Gaming Community Posted: Thu Mar 31, 2016 7:39 am Subject: Re: Server Changelog
Epic Scout
+ Melee damage increased
{Original: 30/ New: 92}

Female Scout
+ Melee damage increased
{Original: 28/New: 85}
- Grapple hook removed
{per requested}

The Green Arrow
+ Rage damage reduced
+ Maxspeed increased
+ Rage grants a normal, vanilla huntsman. Damage, ammo, etc.
~ Bravejump replaced by a passive kukri wallclimb
- Stun distance reduced
- Huntsman removed as passive weapon
- Stun duration {player and sentry} reduced to default {no need to over complicate things}
 Topic: [FF2] Menu
AssPancakes429

Replies: 5
Views: 1674
PostForum: General Discussions for the Gaming Community Posted: Thu Mar 31, 2016 3:12 am Subject: Re: [FF2] Menu
The development server seemed to have this problem as well by the way e~e
 Topic: [FF2] Menu
AssPancakes429

Replies: 5
Views: 1674
PostForum: General Discussions for the Gaming Community Posted: Tue Mar 29, 2016 11:35 pm Subject: [FF2] Menu
!ff2boss or following commands are unable to open the menu. Thought I'd address this..
 Topic: Server Changelog
AssPancakes429

Replies: 36
Views: 11876
PostForum: General Discussions for the Gaming Community Posted: Mon Mar 28, 2016 6:56 am Subject: Re: Server Changelog
After being gone for a month, I'd like to say it is great to be back! So to kick-start us off..

Baseball Vince
~ Increased HP
~ Ragedamage increased
~ Movement speed increased
~ Super jump charge time increased

Bonk Boy
~ ragedamage increased
~ Player stun time increased
~ Sentry stun time decreased

Charizard
~ Class specific audio reaction disabled
~ Flamethrower removed as main weapon
~ Now gains a flamethrower upon rage with 30 ammo & 20% damage bonus!
{No airblast}
~ Reduced hellfire radius by 150 hammer units
{500 > 350}

Robot Scout
~ Error in HP

Robot Soldier
~ Decreased afterburn damage by rocket launcher

Thank you for being so patient.
 Topic: Reserve Shooter and Demoshield
AssPancakes429

Replies: 2
Views: 1391
PostForum: Freak Fortress 2 Posted: Thu Mar 17, 2016 2:37 am Subject: Re: Reserve Shooter and Demoshield
The reserve shooter does not crit upon launched targets via explosive or airblast. I agree with lowering the the shield hp (in fact offered it) but would like to go in further detail.

The shield hp will equal that to twice the max hp of the player. This counts for any hp buff including wee booties, bootleggers, while also counting for healthdebuffs including eye lander.

Any head collected will increase the max shield hp by 30 and heal for the same until a count of four heads is reached. This will not revive the shield if it has been worn down to zero.

Melee should act the same as ranged weaponry, any melee hit while the shield is up will have a 35% debuff. Which will take down the player and shield hp for the factored damage. If any melee swing is greater or equal to the player's hp, the shield will protect all damage and break regardless of the ammount of hp it has.

These changes are to be included with the razorback as well.

Cheers
 Topic: Server Changelog
AssPancakes429

Replies: 36
Views: 11876
PostForum: General Discussions for the Gaming Community Posted: Fri Feb 19, 2016 1:55 am Subject: Re: Server Changelog
4chan Anon
~ Knife damage lowered => 170 per hit

Abe's Oddysee
~ Rage damage lowered => 1900
~ Movement speed lowered => 340
~ Raised melee swing rate to match saxton
~ Lowered sentry stun duration => 7 seconds

Arnold
~ Lowered movement speed => 340
~ Lowered ragedamage => 1900
~ Melee swingrate lowered to match saxton
~ Changed incoming fire damage being reduced to a 50% fire damage vulnerability
~ Changed incoming melee damage being increased to a 40% melee damage resistance
~ Lowered sentry stun duration => 7 seconds

Batman
~ Fixed an error not dividing the hp evenly through lives
{this change slices his hp in half essentially}

Blackbeard's Ghost
~ Lowered ragedistance => 1600. This is still twice as large as the default range

Charizard
~ Raised ammo regeneration => 5 ammo per 5 seconds
 Topic: Server Changelog
AssPancakes429

Replies: 36
Views: 11876
PostForum: General Discussions for the Gaming Community Posted: Mon Feb 01, 2016 5:08 am Subject: Re: Server Changelog
Agent Smith
~ Reverted to new health formula
{See at the bottom for more details}

Applejack
~ Reverted to new health formula
~ Fixed damage trippling
{look below for more details}

Aya Syameimaru
~ Reverted to new health formula
~ Fixed damage trippling

Baseball Vince
~ Reverted to new health formula
~ Melee damage lowered & swingrate raised to fit scout persona

Chuck Greene
~ Lowered stun distance from 800 => 500 hammer units
~ Reverted to new health formula
~ Shotgun damage increased, pellet dmg increased from 0.93-2.79 => 3.6-11
~ Raised sentry stun time to 7 seconds
~ Super jump charge time decreased
~ Super jump cooldown time increased
~ Lowered player stun time to 5 seconds

L4D's Bill
~ Reverted to new health formula
~ Slowdown effect now functions similar to the natascha
~ Fixed damage trippling

R2D2
~ Slightly lower HP
~ Reverted to new health formula
~ Lower movement speed
~ Shorter stun radius
~ Lower ragedamage
~ Bison fitted with lower damage & projectile penetration
~ Entangle uses reload instead of rightclick
~ Entangle skills lowered => 2 on rage

Robot Scout
~ Reverted to new health formula
~ Melee damage lowered & swingrate raised to fit scout persona
~ Ammount of damage done by sandman baseballs lowered

Robo-Sniper
~ Reverted to new health formula
~ Increased smg damage => 22-67
~ Fixed damage trippling

Sandmen
~ Reverted to new health formula
~ Melee damage lowered & swingrate raised to fit scout persona


You came down here because of all the, "Reverted to new health formula" and "Fixed damage tripling" mumbo jumbo huh? Well I'm here to explain what's going on. And it all has to do with out new sent out version of ff2. We have a new health formula for hales. In which the old hp example as shown> ((760+n)*n)^1.04 While the new health formula is converted to (((760+n)*(n-1))^1.0341)+2043. This doesn't have much of a difference in the end effect. And all hales with the old formula will still be supported! So don't worry. As for the damage tripling, in a way to make things easy for us config editors &/or makers. Koishi took out the damage tripling effect so.. oh, you don't know what that is... jeez, just message me I'm typing as much as it is at midnight. Anyways, while it does help to not have this needless effect, it, as many people noticed, has made a lot of hales.. weak. I'm sure you know what I'm talking about if you go on the servers. All the damages are jacked up and most hales feel like they're butterknifing the air! Although Koishi says he's fixed the problem, it uh... seems to persist still. As a ditch effort to try and make this problem go down, I plan to look over the hales and convert them so they're compatible with our new version. Yes, every hale, and it would be amazing if I we got more people to help around here, but a man can only dream..

Thanks for reading, have a wonderful day!
 Topic: TeamFurtruss 2 main? :3
AssPancakes429

Replies: 6
Views: 2379
PostForum: Off Topic Posted: Sun Jan 24, 2016 9:55 am Subject: Re: TeamFurtruss 2 main? :3
I main scout
I prefer soldier, heavy, medic, spy
I hate demo, engi (honestly I'm ok with engi, he's just boring to me o.o)
 Topic: Server Changelog
AssPancakes429

Replies: 36
Views: 11876
PostForum: General Discussions for the Gaming Community Posted: Fri Jan 22, 2016 4:15 am Subject: Re: Server Changelog
Alien
~ Decreased super jump height

Baseball Vince
~ Adjusted the given melee on lifeloss to match the original
~ Slightly increased melee swing rate to match most melees
~ Lowered baseball dmg from 45 => 15

Bonk Boy
~ Adjusted the given melee on lifeloss to match the original
~ Super jump uses reload
~ Lowered baseball dmg from 45 => 15
~ Changed guaranteed crits against burning players (soda popper) to mini-crits

Charizard
{Thanks to Merpy for reminding me}
~ Lowered movement speed to 315
~ Lowered flamethrower damage
~ Lowered afterburn damage
~ Ammo regeneration lowered to 5 ammo every five seconds
~ Airblast disabled
~ Ammo size decreased
~ Ammo consumed per sec. increased

Pinkie
~ Lowered detonator damage

Sandmen
~ Disabled double jump
~ Adjusted given melee on rage to match the original
~ Increased sentry stun time => 7 seconds
~ Slightly increased melee swing rate to match most melee swing rates
~ Raised stun distance
~ Disabled player stun on rage
~ Slightly reduced HP
~ Reduced damage for baseballs
~ Raised the number of baseballs on rage to 10

Snowman
~ Slightly increased melee swing rate to match most melee swing rates
~ Adjusted melee on rage to match the original
~ Slightly increased HP
~ Blocked voice responses
~ Increased player stun time
~ Increased sentry stun time
~ Increased bauble count on rage => 10
~ Decreased bauble damage and bleed damage

The Green Arrow
~ Stun distance decreased from 700~ => 500 hammer units
~ HP decreased
~ Damage for bow decreased from 75-180 damage (225-540 headshot) => 53-83 damage (159-249 headshot)
~ Both player and sentry stun times lowered by half a second
~ Bravejump height increase taken away
~ Rage damage reduced
{Because of HP being reduced also}
~ Fixed a problem with config not downloading certain files
{This should fix his pink tint issue}
~ Removed superjump
~ Added kukri wallclimb
> One second before hale can swing to wallclimb again
> Infinite number of melee swings to wallclimb
> Two second cooldown to climb again after touching the ground
~ +50% jump height
~ Updated description

Travis
~ Changed the melee to the Batsaber
{Issued by Koishi}
~ Lowered melee damage
~ Disabled double jump
~ Decreased swing rate
~ Decreased stun radius to 500
~ Decreased sentry stun time by a second
~ Super jump uses reload
~ Reduced movement speed
~ Reduced ragedamage
~ Voice responses blocked
 
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