Awesome, can't wait to try them out with some other GAFers.Icy said:convoy and final destination were added to the server. But not the rotation.
I think what's not in rotation is:TheOneGuy said:How about all the customs NOT in the current rotation? Just the two on this page? FD and the... other one?
He hasn't updated a few maps yet.TheOneGuy said:Thank you very much, sir!
EDIT: Castle2 or Castle3? O: Am I missing something? I found Castle3 on FPSBANANA, but Castle2's in the rotation? Something you didn't like about the new version?
EDIT DOUBLE: While I'm at it, are there any other maps that I should download older versions of?
Capndrake said:He hasn't updated a few maps yet.
Perfect, this should weed out the douches.Icy said:I think I am making head way with these guys.. I may have a list of names of who reversed shortly. I so hope to god i get it......
Anyways.. There's a 90% chance I'm keeping the server up. Anyone who makes a donation, please PM your transaction information,etc when you donate beginning today. Any and all future donations will be refunded after 2 days if I get no PM.
Icy said:Castle 3 has some like 2 bug fixes.. havne't bothered with it since those bugs were graphic issues...
1-D_FTW said:Do they have the alternative exit on Stage 2 on Castle2? Maybe I didn't play Castle2 enough to notice it. I definitely noticed it with Castle3. Sniper alley was cleared up a bit with having to cover two exits.
Starting with just two new items for the Medic, Valve are going to be gradually rolling out new, unlockable weapons for every class. These will be alternative versions of their current loadouts that, once unlocked by earning a certain number of achievements, you can pick and choose from on a new 'Loadout' menu.
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The unlockables aren't just beefed up versions of the weapons, they balance major advantages and disadvantages to fundamentally alter the role of that class. The first Medic unlock, for example, is called the Overhealer. Instead of temporarily buffing people's health to 50% above their normal maximum, it permanently boosts them to double their standard health. The downside is that it'll be dramatically worse at building Ubercharge - in fact, Valve are toying with not letting it Uber at all.
No details on what the second unlock they'll be rolling out in this update will be, beyond the basics: it'll be another Medic healing ray, and it'll change the way the class plays all over again. The first is earned by acquiring half of the thirty-five new Medic achievements, the second for acquiring them all.
The new game mode is showcased in Goldrush - the map that will ship alongside cp_badlands in a little over a month from now. One team must escort a small mining cart through a series of Dustbowl-like map segments. The cart moves faster the more Blue players are near it, but stops entirely if even one Red player is in range. Blue have to escort the cart all the way to Red's headquarters within a certain timelimit.
The new mode, current unnamed, is awesome fun. It concentrates the action around one point, keeping it intense and frenetic, but that point is constantly moving. That means the tactical landscape is constantly changing, Engineers have to rethink their Sentry positions as the cart grinds forth, and everyone has to adapt constantly as they play. And crouching alongside the cart, using it as a piece of mobile cover from enemy snipers as it crawls along agonisingly slowly, is hilarious.
trh said:holy shit, that's quite a drastic change. unlockable is kinda stupid though
yeah i didn't like that either *shrug*... whatever, i guess it'll be sorta funIcy said:CoD4 MP Gameplay...
Won said:Unlockables only for one class will not end well. Especially with Valves dev. speed. Throwing knives for my spy in 2010 confirmed.
trh said:lol @ medic-less teams vs a bunch of 600 hp heavys and 400 hp soldiers :lol
PillowKnight said:Wow, if this doesn't fuck up the balance it could be really interesting. These weapons are switched in real time right? It'd be pretty lame to have to pick one.
Goldrush is gonna be epic, can't wait.
May I suggest a Molotov Cocktail?Crushed said:I'm betting that one of his unlockables will be the return of the Incendiary Cannon
Eh, that seems too much like a... (gasp) grenade.TheOneGuy said:May I suggest a Molotov Cocktail?
Well it says it boost people permanently up to max...I took that to mean they're still being healed though. Even though that makes no sense. So you'd easily have your entire team at double max hp ? Hm, maybe it's a per life, so if they die the max health boost goes away.Crushed said:I dunno... part of the reason 450HP Heavies are so hard to kill is because they have a Medic hosing them to replenish their health while it's going down.
A 600HP Heavy whose health isn't constantly regenerating might be a lot easier to take down than you think, if you just stay out of his line of fire.
I wonder what Pyro will get though. I'm betting that one of his unlockables will be the return of the Incendiary Cannon: weak primary damage, but the rocket splash sets opponents on fire from a distance. That'd be a neat replacement for the Shotgun, and it'd retain the Pyro's ability to discoordinate and wreak havok on clustered enemy groups without necessitating a suicidal close-range ambush.
Maybe for the Flamethrower replacement, he'll get a Flamethrower with weaker max damage, but less damage/distance dropoff, longer range, or less chargeup?
Or, maybe a Flamethrower with less damage, but more afterburn damage, and enemies who are on fire can spread the flames by touching other enemies, similar to the old Medic infection.
Crushed said:Eh, that seems too much like a... (gasp) grenade.
Grenade schmenade, I just want to throw wine bottles at people. ;_;Crushed said:Eh, that seems too much like a... (gasp) grenade.
Well I would certainly hope so. Anything else would just be ridiculous. Actually I would expect that it's only permanent for as long as you have that amount of health. That is, one medic buffs you to double health, but you lose it all. Another medic (not using the Overhealer equipment set) wouldn't be able to heal you all th eway back to double health. Same goes for medic packs. They'll only heal you back to your standard however-much-health-your-class-has.PillowKnight said:Hm, maybe it's a per life, so if they die the max health boost goes away.
I was thinking something like that (per life), or else it doesn't make any sense to mention that the old one was "temporary" (i.e., it drains away when they're not being healed).PillowKnight said:Well it says it boost people permanently up to max...I took that to mean they're still being healed though. Even though that makes no sense. So you'd easily have your entire team at double max hp ? Hm, maybe it's a per life, so if they die the max health boost goes away.
TheOneGuy said:Well I would certainly hope so. Anything else would just be ridiculous.
That's why I'm thinking it'll be a "pick one person" thing.PillowKnight said:Yeah it is a good game changer for medic. During setup you'd have to pick whether you want to :
A) Get an uber going
B) Boost up 5-6 of your teamates to double health.
I don't like it though. Now not only will I have to worry about the asshat medic who's not doing his job, i'll have to worry about the asshat medic who's not doing his job while everyone else runs around at double hp .
No, no, no, I have no problem with the overhealing. I just meant it would be ridiculous if it lasted even through death. d:Davidion said:I'd think a medic gun that heals slower, has no uber, but does the full 200% boost would be fine. The slower healing would prevent people from mindlessly charging into a firefight without having to worry about consequences, and the loss of uber would be a considerable detriment.
I don't think it's as intimidating as it may seem at first sight.
JoeFu said:So when is the "NeoGAF Achievement Grinding" event going to take place? I don't want to sacrifice good gameplay time with medics trying to get the achievements.
JoeFu said:So when is the "NeoGAF Achievement Grinding" event going to take place? I don't want to sacrifice good gameplay time with medics trying to get the achievements.
fallengorn said:New weapons sound great but I worried about balance issues now. And I hope the overcharge is distinct enough that I can tell which medic is which at a distance.
Goldrush sounds awesome though.
Just like crits are unbalanced, right.Icy said:why worry? Its inevitable. Get a bunch of new people playing with the standard "base" characters and then here comes Fallengorn with his uber leet Heavy. yeah of course there's going to be balance issues.
Yep. I have the utmost faith that the changes will be fine. I welcome new dynamics.TheOneGuy said:Just like crits are unbalanced, right.
Valve is good at balance. I think it'll work out.
SexConker said:Overhealer?
Hmmm...
So you heal a heavy to 600 and leave him - he doesn't drain automatically.
What if he gets shot and his health is 520? Can he heal up to 600 again by picking up health packs / sitting at a dispenser? What if he gets shot and his health is below 300?
What if you overheal someone else? Does the heavy's health cap stay? Does it slowly drain? Does it instantly vanish? What if the Medic switches classes? Or loadouts?
I can see it now:
Charge team to 200%.
Have a teammate charge you to 200%.
Have teammate switch to normal medic and charge uber.
Switch to the faster healing gun with no uber (the most probable other gun, unless Valve allows for chain healing or AoE...).
200% Normal Medic --> 200% Fasthealer Medic --> 200% Heavy
If the heavy takes damage, the normal medic can jump on him as well.
The normal medic can uber the fasthealer medic, and juggle the heavy while he's at it.
You can hide one medic behind a corner, and the medics can swap position if need be.
If a medic goes down, you've still got one double-health medic in the area.
I think the changes are unnecessary. I can't imagine how horrible it will be to get Engineers with more powerful SGs or demo men with two sticky launchers (and thus two separate groups to detonate).
This will certainly screw up the experience for anyone who is new to the game and doesn't have the unlocked stuff.
I for one have only a few chor...achievements completed. I think. I don't even know.
On the other hand, I'd love to see a scout loadout that would have 8 shots in the scattergun, or perhaps an alternate firing mode that fires two shots at once.
Or you know, just give me more ammo for the damned pistol. The engineer gets 200 + a clip, the scout gets 36 + a clip.
Let the speculation begin, I guess.
They should certainly roll out changes for all classes at once. I'd hate to see the damned games with all pyros or all snipers...
Any info as to when the changes will take place?
SexConker said:Wearable mechs? Or remote mechs?
What if he gets shot and his health is 520? Can he heal up to 600 again by picking up health packs / sitting at a dispenser? What if he gets shot and his health is below 300?
What if you overheal someone else? Does the heavy's health cap stay? Does it slowly drain? Does it instantly vanish? What if the Medic switches classes? Or loadouts?