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Author Topic: Gang Garrison 2.2 Public Beta  (Read 66784 times)

Chicken Soup

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Re: Gang Garrison 2.2 Public Beta
« Reply #405 on: March 29, 2010, 07:09:33 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?
It's a damage overheat. When the meter fills or drains or whatever, you do less damage.

Waterfall

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Re: Gang Garrison 2.2 Public Beta
« Reply #406 on: March 29, 2010, 07:10:26 pm »

Woops, Soup ninja

w/e

The q/c ammo thing is taking some getting used to, but I'll have the hang of it eventually.

Other than that, I'm loving all of this so far.
Quote doesn't actually have ammo, does he? For me he still fires at the same rates no matter what level of ammo he is at.
It lowers the amount of damage he does.

And I love the generator sprites.
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obesity

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Re: Gang Garrison 2.2 Public Beta
« Reply #407 on: March 29, 2010, 07:12:23 pm »

What issue does overheat address?
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Chicken Soup

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Re: Gang Garrison 2.2 Public Beta
« Reply #408 on: March 29, 2010, 07:14:24 pm »

What issue does overheat address?
Same as does ammo. Spamming.

obesity

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Re: Gang Garrison 2.2 Public Beta
« Reply #409 on: March 29, 2010, 07:15:46 pm »

So that means if a soldier fires a rocket when he is not fully loaded, each rocket will deal less damage?
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Chicken Soup

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Re: Gang Garrison 2.2 Public Beta
« Reply #410 on: March 29, 2010, 07:16:17 pm »

So that means if a soldier fires a rocket when he is not fully loaded, each rocket will deal less damage?
No, that's only for quote. The other classes have a typical reload or overheat.

obesity

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Re: Gang Garrison 2.2 Public Beta
« Reply #411 on: March 29, 2010, 07:28:36 pm »

Effect of Overheat and Reload on Classes (these will indicate my current assumptions and questions to you)

Quote: Each successive sword deals less damage. But when does the sword damage return back to the original?
Scout: All of his shots will deal the same damage if fired at the same range, and he just has to reload his shots. Shooting 6 fully loaded shots is much faster than shooting 6 shots that were the first to be reloaded.
Soldier: All of his rockets deal the same damage if they hit the opponent in exactly the same way (direct hit or splash at a certain place). Reloading principle is same as the scout's.
Pyro: So let's say we start with a full meter. I go right up to someone, like a heavy, and flame him until my tank is empty. Is my damage per second uniform from when my tank was full to when my tank was empty? When reloading, do I do less damage per second?
Heavy: Same questions as the pyro's.
Demoman: Same questions as the soldier's.
Engineer: Same question as the scout's.
Sniper: Each shot, if of similar charge, will deal exactly the same damage?
Spy: All revolver shots deal the same damage?
Medic: Does every successive needle deal the same damage?

Thanks
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Chicken Soup

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Re: Gang Garrison 2.2 Public Beta
« Reply #412 on: March 29, 2010, 07:30:26 pm »

Everyone's damage is linear. Except quote. His is linked to the bar. I haven't used him, so I don't know how the overlay looks, but when it returns to the default, you do default damage.

Psychopath

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Re: Gang Garrison 2.2 Public Beta
« Reply #413 on: March 29, 2010, 07:31:22 pm »

Effect of Overheat and Reload on Classes (these will indicate my current assumptions and questions to you)

Quote: Each successive sword deals less damage. But when does the sword damage return back to the original?
Scout: All of his shots will deal the same damage if fired at the same range, and he just has to reload his shots. Shooting 6 fully loaded shots is much faster than shooting 6 shots that were the first to be reloaded.
Soldier: All of his rockets deal the same damage if they hit the opponent in exactly the same way (direct hit or splash at a certain place). Reloading principle is same as the scout's.
Pyro: So let's say we start with a full meter. I go right up to someone, like a heavy, and flame him until my tank is empty. Is my damage per second uniform from when my tank was full to when my tank was empty? When reloading, do I do less damage per second?
Heavy: Same questions as the pyro's.
Demoman: Same questions as the soldier's.
Engineer: Same question as the scout's.
Sniper: Each shot, if of similar charge, will deal exactly the same damage?
Spy: All revolver shots deal the same damage?
Medic: Does every successive needle deal the same damage?

Thanks
All classes have a reload mechanic. Quote/Curly is the ONLY one with damage altering mechanics related to a meter. The rifle has a charge, damage is proportional to charge.
« Last Edit: March 29, 2010, 07:31:43 pm by Psychopath »
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Agh

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Re: Gang Garrison 2.2 Public Beta
« Reply #414 on: March 29, 2010, 07:36:10 pm »

I think it was a bad idea and will cause a lot of confusion in the future.
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obesity

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Re: Gang Garrison 2.2 Public Beta
« Reply #415 on: March 29, 2010, 07:36:59 pm »

I get it now ^_^
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Silent Boom

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Re: Gang Garrison 2.2 Public Beta
« Reply #416 on: March 29, 2010, 08:08:51 pm »

The end of spam  :cry:

Rock

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Re: Gang Garrison 2.2 Public Beta
« Reply #417 on: March 29, 2010, 08:13:35 pm »

The end of spam  :cry:

not true. Now it's called team spam waves
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Chris P. Bacon

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Re: Gang Garrison 2.2 Public Beta
« Reply #418 on: March 29, 2010, 08:50:05 pm »

Sorry for some incoherent posts.  I was overwhelmed with work/messages/helping noobs/etc and completely lost track of what was going on.  Should have an updated test with suggestions/fixes implemented in the near future.
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NAGN

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Re: Gang Garrison 2.2 Public Beta
« Reply #419 on: March 29, 2010, 09:10:11 pm »

P. S. if you have too many servers when you need to scroll, after you ping the servers, you can't use the buttons
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