The Gang Garrison 2 Forum

Gang Garrison Discussion => Announcements => Topic started by: Chris P. Bacon on March 23, 2010, 08:15:05 pm

Title: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 23, 2010, 08:15:05 pm
Folks, we're about to update the game.

This time we're doing something a little different.  Before making the update live in everyone's Gang Garrison 2 client, we're posting the beta up on here first.  There shouldn't be many bugs to fix or changes to make before going live from this version.  

Here is what's changed:

Added Arena mode (maps lumberyard, montane)
Added Generator mode (map destroy)
Added player count, cap count, and server/map name on scoreboard
Added reload/overheat system for all classes except Rifleman
Added charging shots while scoped for Rifleman
Updated ctf_conflict
Reduced time needed to capture control points
Killboxes fixed to not credit last person to do damage with a kill
Fixed support for 1 control point traditional CP maps
Punish long name exploit with disconnect #513981 https://bugs.launchpad.net/gg2/+bug/513981 (https://bugs.launchpad.net/gg2/+bug/513981)
Fixed "earthquake tremors" bug #520748 https://bugs.launchpad.net/gg2/+bug/520748 (https://bugs.launchpad.net/gg2/+bug/520748)
Fixed infinite autogun at medcab bug #505764 https://bugs.launchpad.net/gg2/+bug/505764 (https://bugs.launchpad.net/gg2/+bug/505764)
Added overtime
Added +5 min to timer on control point capture (a/d mode)
Fixed superburst bar not filling client side if it is full on server
Added options for blood/gib levels
Added optional HUD to show who you are healing
Added option to display your own health bar over your character's head
Fixed rifleman not able to shoot through a setup gate after round start bug #505431 https://bugs.launchpad.net/gg2/+bug/505431 (https://bugs.launchpad.net/gg2/+bug/505431)
Superburst graphic effect now shows when stabbing
Players now get full ammo and ammo does not deplete while supered
Fixed manvich exploit
Fixed getting credit for capturing a point when on a different point
Fixed speech bubbles displaying for invisible infiltrators
Infiltrators can now stab while in the air
Fixed Rifleman's collision mask
Fixed Constructor's overalls

Enjoy, and remember to forward all complaints to mrfredman.  Don't forget to make the subject line "mrfredman fix my game" to get faster results!

UPDATED MARCH 30, 2010:
http://www.cube7.ca/GG2%202.2%20Beta.zip (http://www.cube7.ca/gg2/GG2%202.2%20Beta.zip)
Mirror: http://www.ganggarrison.com/GG2%202.2beta.zip (http://www.ganggarrison.com/GG2%202.2beta.zip)
Title: Gang Garrison 2.2 Public Beta
Post by: Techno Viking on March 23, 2010, 08:18:23 pm
im am viking
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 23, 2010, 08:18:47 pm
I need to fix montane.
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Whisky on March 23, 2010, 08:19:00 pm
Hey it's great we finally got a public beta  :z6:

Edit: ohshit that means that I gotta kick it in high gear and get the tourney started  :z4:
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 23, 2010, 08:21:19 pm
I need to fix montane.
Title: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 23, 2010, 08:21:41 pm
holy shit community mod shit

Thanks, less stuff to mod! :z6:
Title: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 23, 2010, 08:22:09 pm
I love you love you love you devs  :wuv:

Airstabs, all the bugfixes, ammo, everything

Only complaint is the generator sprite but that can be spritemodded
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 23, 2010, 08:23:53 pm
I love you love you love you devs  :wuv:

Airstabs, all the bugfixes, ammo, everything

Only complaint is the generator sprite but that can be spritemodded

I'm going to try to make one
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 23, 2010, 08:25:09 pm
Wait is there a map for generator?
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Whisky on March 23, 2010, 08:28:59 pm
Wait is there a map for generator?

Map Destroy
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 23, 2010, 08:31:09 pm
Wait is there a map for generator?

Map Destroy

is it a modded truefort?
Title: Gang Garrison 2.2 Public Beta
Post by: Wherewolf on March 23, 2010, 08:33:35 pm
It's a new map.
Title: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 23, 2010, 08:34:17 pm
It appears to be in Agh's "Jeff" style of art
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 23, 2010, 08:34:38 pm
It's a new map.

oh
Title: Gang Garrison 2.2 Public Beta
Post by: Wherewolf on March 23, 2010, 08:41:44 pm
It appears to be in Agh's "Jeff" style of art
iirc Agh did make it.
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 23, 2010, 08:45:54 pm
Fixed Constructor's overalls
Handel - Hallelujah (http://www.youtube.com/watch?v=nnHksDFHTQI#normal)
Title: Gang Garrison 2.2 Public Beta
Post by: Speed of Dark on March 23, 2010, 08:56:27 pm
Well hey, whadda ya know, an actual public beta that you don't have to suck off the devs or jump through fifty flaming hoops for.

If anyone needs me I'll be over in the corner in cardiac arrest.
Title: Gang Garrison 2.2 Public Beta
Post by: Phantom Brave on March 23, 2010, 08:59:15 pm
I suggest to make sound calculatin use the player locatin instead of the center of the camera, because it's annoying when I'm scoped to hear spy stabs in from 'behind' that I can see.
Title: Gang Garrison 2.2 Public Beta
Post by: Techno Viking on March 23, 2010, 09:00:27 pm
http://www.ganggarrison.com/forums/index.php?topic=18955.0 (http://www.ganggarrison.com/forums/index.php?topic=18955.0)

topic in strategy and tactics to discuss gameplay shit more thoroughly

i imagine this thread will be full of kneejerk, cumshot reactions to the beta being released
Title: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 23, 2010, 09:08:49 pm
What a wonderful new beta.

But I feel that now the Soldier may be OP with all the compensations we made for him before, perhaps can we nerf him?
Title: Gang Garrison 2.2 Public Beta
Post by: Rommel on March 23, 2010, 09:13:28 pm
Spy needs faster revolver reload  :z7:
Title: Gang Garrison 2.2 Public Beta
Post by: Ihatemimes on March 23, 2010, 09:20:21 pm
very hot
Title: Gang Garrison 2.2 Public Beta
Post by: Flandre on March 23, 2010, 09:24:18 pm
Spy needs faster revolver reload  :z7:
HOLDDD M1 BEHIND BUDDIES

TOTALLY NAWT A FAIL SPAI
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 23, 2010, 09:30:04 pm
what's the generator abbreviation in destroy's name?
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Dread Pirate (Matt) on March 23, 2010, 09:30:13 pm
Someone host, like ASAP?
Title: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 23, 2010, 09:32:22 pm
what's the generator abbreviation in destroy's name?
gen
And I saw you :z5: ing in game as constructor because of:
Fixed Constructor's overalls
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Dread Pirate (Matt) on March 23, 2010, 09:52:16 pm
generator score keeps resetting when opposing team wins
Ex. blue was winning 0-3
then red won 1 game and it became 1-0
Title: Gang Garrison 2.2 Public Beta
Post by: Ihatemimes on March 23, 2010, 09:57:48 pm
Sniper battles are now stupid.
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Whisky on March 23, 2010, 10:00:10 pm
Sniper battles are now stupid.

It's basically hit them with a charged shot first, then unscope and blind fire in their general direction. Or at least, that's what I do  :z5:
Title: Gang Garrison 2.2 Public Beta
Post by: Dokurider on March 23, 2010, 11:01:55 pm
Why don't snipers run out of ammo like everyone else? It's like impossible to kill a sniper/medic combo.
Title: Gang Garrison 2.2 Public Beta
Post by: Flandre on March 23, 2010, 11:04:03 pm
Why don't snipers run out of ammo like everyone else? It's like impossible to kill a sniper/medic combo.
... :hehe16:
Title: Gang Garrison 2.2 Public Beta
Post by: Ihatemimes on March 23, 2010, 11:05:56 pm
JUMPSTAB IS OP
Title: Gang Garrison 2.2 Public Beta
Post by: Snare on March 23, 2010, 11:08:15 pm
More like SZ/Momentai combo.

That was a nice double falling stab though LC  xD
Title: Gang Garrison 2.2 Public Beta
Post by: Flandre on March 23, 2010, 11:09:31 pm
Please don't mock me for being bad earlier I just got to play the beta. :cry:
Title: Gang Garrison 2.2 Public Beta
Post by: Ihatemimes on March 23, 2010, 11:10:51 pm
More like SZ/Momentai combo.

That was a nice double falling stab though LC  xD
HEY, that was me
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 23, 2010, 11:11:55 pm
Watching a whole year of modding get compressed into an archive and getting tossed in my computer's purgatory is depressing.
Title: Gang Garrison 2.2 Public Beta
Post by: Flandre on March 23, 2010, 11:14:37 pm
So, from what I've seen...
Medic is fun, yet I wish I had more needles.
Sniper is weird. That and it takes out low hp classes so fast it's just... :z7:
Rocketman is exactly the same so. :z6:
Spy's flying stab is weird and the revolver isn't as versatile anymore. :z4:
Deto is too hard for me now.

And apparently heavy is a popular choice.
Title: Gang Garrison 2.2 Public Beta
Post by: Dokurider on March 23, 2010, 11:15:40 pm
Why don't snipers run out of ammo like everyone else? It's like impossible to kill a sniper/medic combo.
... :hehe16:
:z3:

I remember I spent what felt like 3 minutes straight trying to kill you. When I finally died, you didn't even have a scratch on you.
Title: Gang Garrison 2.2 Public Beta
Post by: Ihatemimes on March 23, 2010, 11:17:35 pm
So, from what I've seen...

Spy's flying stab is weird
DID YOU READ MY PERSONAL TEXT YOU COCK MONGLER?
Title: Gang Garrison 2.2 Public Beta
Post by: Flandre on March 23, 2010, 11:18:48 pm
Why don't snipers run out of ammo like everyone else? It's like impossible to kill a sniper/medic combo.
... :hehe16:
:z3:

I remember I spent what felt like 3 minutes straight trying to kill you. When I finally died, you didn't even have a scratch on you.
autoregen is op :z4:
Title: Gang Garrison 2.2 Public Beta
Post by: Dokurider on March 23, 2010, 11:22:57 pm
Why don't snipers run out of ammo like everyone else? It's like impossible to kill a sniper/medic combo.
... :hehe16:
:z3:

I remember I spent what felt like 3 minutes straight trying to kill you. When I finally died, you didn't even have a scratch on you.
autoregen is op :z4:

I remember I was almost invincible when I played medic. I think autoregen and healing gun should be toned down to compensate for ammo.

Anyways, pat yourself on the back, you made me ragequit. I've only ragequitted like once or twice before.
Title: Gang Garrison 2.2 Public Beta
Post by: Snare on March 23, 2010, 11:24:29 pm
If you can't take out a medibuddy pair, consider finding out how. Medic will be all the rage fairly soon.
Title: Gang Garrison 2.2 Public Beta
Post by: Flandre on March 23, 2010, 11:25:10 pm
Why don't snipers run out of ammo like everyone else? It's like impossible to kill a sniper/medic combo.
... :hehe16:
:z3:

I remember I spent what felt like 3 minutes straight trying to kill you. When I finally died, you didn't even have a scratch on you.
autoregen is op :z4:

I remember I was almost invincible when I played medic. I think autoregen and healing gun should be toned down to compensate for ammo.

Anyways, pat yourself on the back, you made me ragequit. I've only ragequitted like once or twice before.
Heh, strange, I was ready to ragequit earlier because I couldn't play as any other class due to not being used to this new beta thingy.

The autoregen isn't really op... I was just joking. :z4:
Title: Gang Garrison 2.2 Public Beta
Post by: Dokurider on March 23, 2010, 11:33:58 pm
If you can't take out a medibuddy pair, consider finding out how. Medic will be all the rage fairly soon.

Maybe I'm just not used to the ammo system yet?
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 23, 2010, 11:37:48 pm
The Ubercharge will be the key to the destruction of mankind. Use it wisely, it takes 1,000 years to prepare.
Title: Gang Garrison 2.2 Public Beta
Post by: Ihatemimes on March 23, 2010, 11:50:02 pm
If you're the only person in an arena server and you entered after it started with no people in it, it tells you to wait for the round to end indefinitely.
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 23, 2010, 11:51:40 pm
That's because Arena is completely based on the last man standing. If you're the only man, you win every round.

That's how it works.
Title: Gang Garrison 2.2 Public Beta
Post by: Tristonian on March 24, 2010, 04:01:41 am
Cool new update, but I worry that slowing the sniper down when he is scoped will encourage camping. Also moving when fully scoped is a process requiring skill, due to many small tasks, like crate jumping, which are now A task requiring a little bit of focus. There are many jumps which simply cannot be made. This is probaly intentional but... I suspect we'll see a decline in front line sniping.  :z7:
Title: Gang Garrison 2.2 Public Beta
Post by: Dokurider on March 24, 2010, 04:20:52 am
Cool new update, but I worry that slowing the sniper down when he is scoped will encourage camping. Also moving when fully scoped is a process requiring skill, due to many small tasks, like crate jumping, which are now A task requiring a little bit of focus. There are many jumps which simply cannot be made. This is probaly intentional but... I suspect we'll see a decline in front line sniping.  :z7:

I don't think so. Unscoped shots are faster, and the Sniper class is the only class not limited by ammo. I think we'll still see front line snipers. Maybe the more skilled snipers will fight in front more, while the less skilled will camp out more
Title: Gang Garrison 2.2 Public Beta
Post by: Tristonian on March 24, 2010, 04:32:34 am
And yet the sticky carpet deto still seems more common than the offensive deto.
What I'm trying to say is more will camp. I don't doubt that skilled snipers will adapt, but pubbies will camp and because of the only restriction is on their movement speed they will be highly rewarded for staying still and clicking on players. In my opinion the sniper has become far more powerful, doubly so as a camper.
Title: Gang Garrison 2.2 Public Beta
Post by: HeaD Smash on March 24, 2010, 07:33:37 am
THe sword of  :quote: / :curly: can be fired at the equal rate,the overheat bar does nothing on them ...
Title: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 24, 2010, 07:46:51 am
And yet the sticky carpet deto still seems more common than the offensive deto.
What I'm trying to say is more will camp. I don't doubt that skilled snipers will adapt, but pubbies will camp and because of the only restriction is on their movement speed they will be highly rewarded for staying still and clicking on players. In my opinion the sniper has become far more powerful, doubly so as a camper.
If you spinjump you can conquer crates

And to HeaD, the bar isn't ammo but strength
Title: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 24, 2010, 08:07:18 am
Cool
Title: Gang Garrison 2.2 Public Beta
Post by: HeaD Smash on March 24, 2010, 08:18:47 am

And to HeaD, the bar isn't ammo but strength

Woop,ow,what a mistake o.o

And the pyro's bar is the same as quote's bar?
Title: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 24, 2010, 08:21:34 am

And to HeaD, the bar isn't ammo but strength

Woop,ow,what a mistake o.o

And the pyro's bar is the same as quote's bar?
Pyro's and Heavy's is actual ammo/overheat
Title: Gang Garrison 2.2 Public Beta
Post by: [Royal Gay Penguin Nachos Ibarra Gordita Agave] LC on March 24, 2010, 08:52:28 am
Initial thoughts are that it's kind of fun, but I did run into one big issue right away: the autogun. It doesn't run out of ammo when everyone else has to worry about cooldown. That seems like an indirect buff now that other classes have to cool down and retreat while killing an engie nest.
Title: Gang Garrison 2.2 Public Beta
Post by: harmless on March 24, 2010, 09:51:27 am
Infiltrators can now stab in mid air.
 :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv:



Title: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 24, 2010, 10:16:49 am
THe sword of  :quote: / :curly: can be fired at the equal rate,the overheat bar does nothing on them ...

Not if you connect.  Also the amount of damage the blade does is dependant on the level of overheat.

Also some one mentioned total wins on the hud for area.  This is actually consecutive wins it's displaying, which is why it resets when the other team wins.
Title: Gang Garrison 2.2 Public Beta
Post by: Dman on March 24, 2010, 10:33:46 am
Great, 2.2 is on its way.

Are we getting those new dispensers and not?
Title: Gang Garrison 2.2 Public Beta
Post by: Ihatemimes on March 24, 2010, 10:34:36 am
no dispensers or teles
Title: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 24, 2010, 11:07:54 am
I'm predicting a "They Nerfed the Runnerman" and "They Nerfed the Firebugman" very shortly.

I think they play great now. Guerrilla style gameplay is rewarded, while spam isn't.
Title: Gang Garrison 2.2 Public Beta
Post by: Ihatemimes on March 24, 2010, 11:39:31 am
Wow... defending on attack and defend is useless now. You could have a good defence and everything but if a runner slips by and stands on any point for around four seconds they just win the game. Capping rate needs to be increased a little, but make sure it's still less than before the update.
Title: Gang Garrison 2.2 Public Beta
Post by: Scarlett Ptista on March 24, 2010, 11:45:46 am
I haven't played yet, and cant due to being at school and all. But I've heard some pretty negative stuff floating around...
Title: Gang Garrison 2.2 Public Beta
Post by: Flandre on March 24, 2010, 11:46:32 am
It's a good update, but it'll take massive adjustment, kinda like how rocketman took adjusting to after ammo was put in.

Except it's the entire game.
Title: Gang Garrison 2.2 Public Beta
Post by: Ihatemimes on March 24, 2010, 11:53:39 am
I haven't played yet, and cant due to being at school and all. But I've heard some pretty negative stuff floating around...
JUMPSTAB IS OP
riflemon is kinda fun axtully
firebug is same
overweight is slightly nerfed with ammo
healer is better now
soldier is better now that everyone else is nerfed
Title: Gang Garrison 2.2 Public Beta
Post by: Scarlett Ptista on March 24, 2010, 11:56:36 am
I haven't played yet, and cant due to being at school and all. But I've heard some pretty negative stuff floating around...
JUMPSTAB IS OP
riflemon is kinda fun axtully
firebug is same
overweight is slightly nerfed with ammo
healer is better now
soldier is better now that everyone else is nerfed
Yah, so Ive heard...
This unnessecary then? http://www.ganggarrison.com/forums/index.php?topic=18960.0 (http://www.ganggarrison.com/forums/index.php?topic=18960.0)
Title: Gang Garrison 2.2 Public Beta
Post by: Ihatemimes on March 24, 2010, 12:02:54 pm
Yeah. This topic and http://www.ganggarrison.com/forums/index.php?topic=18955.0 (http://www.ganggarrison.com/forums/index.php?topic=18955.0) were made as a public forum to discuss the update.
Title: Gang Garrison 2.2 Public Beta
Post by: Scarlett Ptista on March 24, 2010, 12:07:04 pm
Yeah. This topic and http://www.ganggarrison.com/forums/index.php?topic=18955.0 (http://www.ganggarrison.com/forums/index.php?topic=18955.0) were made as a public forum to discuss the update.
thanks!
Title: Gang Garrison 2.2 Public Beta
Post by: aptanananananator on March 24, 2010, 12:45:20 pm
I don't like the ammo system, I really don't. Kind of feels like it kills a lot of the charm it had with it's simplicity by adding something what makes everything more complex and imo is fairly unnecessary. Seems like a slippery slope.

And what is the little charge... thing that sticks to the rifleman's cursor when using the scope?
Title: Gang Garrison 2.2 Public Beta
Post by: Shaman King Skyle on March 24, 2010, 12:59:49 pm
I don't like the ammo system, I really don't. Kind of feels like it kills a lot of the charm it had with it's simplicity by adding something what makes everything more complex and imo is fairly unnecessary. Seems like a slippery slope.

And what is the little charge... thing that sticks to the rifleman's cursor when using the scope?
It increases the amount of damage done. The longer you use the scope more damage will be dealt.
The image shows how much damage will be dealt. It will start low then it will fill up.
Title: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 24, 2010, 01:22:37 pm
Increase Capping time, runner can cap too quickly
Title: Gang Garrison 2.2 Public Beta
Post by: Shaman King Skyle on March 24, 2010, 01:33:04 pm
Increase Capping time, runner can cap too quickly
I agree. Played with all runner teams, it went very fast.
Title: Gang Garrison 2.2 Public Beta
Post by: [TJMIF] Joebucks on March 24, 2010, 02:07:22 pm
DUDLEY YOU DUMB SON OF A BITCH, NO ONE LIKES ANYONE WHO ONLY PLAYS SPY
or no wait, this discussion is about the beta
DUDLEY YOU DUMB SON OF A BITCH, NO ONE LIKES ANYONE WHO ONLY PLAYS SPY IN THE BETA
Title: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 24, 2010, 02:08:45 pm
Infiltrators can now stab while in the air

FUCK YEAH
NEW REVOLUTION OF NINJAS
Title: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 24, 2010, 02:18:06 pm
Initial thoughts are that it's kind of fun, but I did run into one big issue right away: the autogun. It doesn't run out of ammo when everyone else has to worry about cooldown. That seems like an indirect buff now that other classes have to cool down and retreat while killing an engie nest.
Not a problem for the spy.

The spy can sneak in, and without the engie spam stab away
Title: Gang Garrison 2.2 Public Beta
Post by: Starky on March 24, 2010, 03:07:35 pm
Dose this mean the cloak will get a cool down to?
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 24, 2010, 03:09:20 pm
haha no
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 24, 2010, 03:18:17 pm
The cloak should never get cooldown in this game.

Ever.
Title: Gang Garrison 2.2 Public Beta
Post by: mrfredmаn on March 24, 2010, 03:27:24 pm
Why can't I eat my sandwich   :cry:




I'm having some crazy ass glitches with the key configurations

One second LMB is primary fire, the next its "w"
Title: Gang Garrison 2.2 Public Beta
Post by: Starky on March 24, 2010, 03:28:27 pm
That's fine with me.
Title: Gang Garrison 2.2 Public Beta
Post by: Starky on March 24, 2010, 04:01:47 pm
And how exactly does generator work.
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Whisky on March 24, 2010, 04:02:40 pm
And how exactly does generator work.

There's this...thing that you have to shoot. HP for both generators is shown in the bottom part of the screen, once you destroy the opposing team's generator, you win. I think.
Title: Gang Garrison 2.2 Public Beta
Post by: Starky on March 24, 2010, 04:05:53 pm
So it's brand new mode not like anything in tf2?
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Whisky on March 24, 2010, 04:08:20 pm
So it's brand new mode not like anything in tf2?

Uh...yeah, lopl. Haven't you played it yet?
Title: Gang Garrison 2.2 Public Beta
Post by: Starky on March 24, 2010, 04:12:06 pm
No, but I really want to.
Thanks for puting up with me.
Title: Gang Garrison 2.2 Public Beta
Post by: Chu on March 24, 2010, 04:14:20 pm
Looks like Q/C got a buff. I'm assuming bubbles are infinite...
I'm going to update my guide later.
Title: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 24, 2010, 04:21:00 pm
I haven't played yet, and cant due to being at school and all. But I've heard some pretty negative stuff floating around...

where's this negative stuff?  it should be posted somewhere - can't fix what you don't know about
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 24, 2010, 04:23:32 pm
replace the generators with stationary payload carts
Title: Gang Garrison 2.2 Public Beta
Post by: Wherewolf on March 24, 2010, 04:24:24 pm
replace the generators with stationary payload carts
I think this would actually be pretty cool.
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 24, 2010, 04:26:14 pm
what ever, I'm just ganna replace them with giant golden fredman statues once the official update arrives
Title: Gang Garrison 2.2 Public Beta
Post by: a/d on March 24, 2010, 04:44:12 pm
Cool
Title: Gang Garrison 2.2 Public Beta
Post by: Trigrar on March 24, 2010, 04:46:01 pm
taek away heevee ammo giv him barrel rolling
Title: Gang Garrison 2.2 Public Beta
Post by: mrfredmаn on March 24, 2010, 04:50:53 pm
quote and curly swords don't actually have ammo
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 24, 2010, 04:52:20 pm
what ever, I'm just ganna replace them with giant golden fredman statues once the official update arrives
(http://i181.photobucket.com/albums/x164/insanimania/fredman.png)
down on your knees and pray
Title: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 24, 2010, 04:58:15 pm
what ever, I'm just ganna replace them with giant golden fredman statues once the official update arrives
(http://i181.photobucket.com/albums/x164/insanimania/fredman.png)
down on your knees and pray
:wuv:
Title: Gang Garrison 2.2 Public Beta
Post by: Agh on March 24, 2010, 05:01:00 pm
Few quick things, gonna write more later.

- I was playing heavy and couldn't eat a sandvich, no matter what I did.
- 20 minutes dirtbowl is too long
- infinite bubbles vs finite ammo bullet weapons is stupid
- CPs seem to glitch out more often

- gen worked flawless so far
- There's surprisingly little desync
- arena is fun
Title: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 24, 2010, 05:02:33 pm
For gen, do people get points from damaging the "statue"?
Title: Gang Garrison 2.2 Public Beta
Post by: a/d on March 24, 2010, 05:04:29 pm
Infiltrators can now stab while in the air

 :drool:
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 24, 2010, 05:06:21 pm
what ever, I'm just ganna replace them with giant golden fredman statues once the official update arrives
(http://i181.photobucket.com/albums/x164/insanimania/fredman.png)
down on your knees and pray
yea like that, but better.
Title: Gang Garrison 2.2 Public Beta
Post by: mrfredmаn on March 24, 2010, 05:17:03 pm
- I was playing heavy and couldn't eat a sandvich, no matter what I did.
Title: Gang Garrison 2.2 Public Beta
Post by: a/d on March 24, 2010, 05:17:08 pm
If Skele's drawing it, there's only one thing it could be.

(http://img90.imageshack.us/img90/8286/notadick.png)
Title: Gang Garrison 2.2 Public Beta
Post by: a/d on March 24, 2010, 05:30:17 pm
Only sniper's speed should be reduced while scoped.

Sometimes it's useful to be able to jump over crates.
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 24, 2010, 05:30:55 pm
If Skele's drawing it, there's only one thing it could be.

(http://img90.imageshack.us/img90/8286/notadick.png)
yea like that, but better
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 24, 2010, 05:32:18 pm
I don't know why I'm still working on this
(http://i181.photobucket.com/albums/x164/insanimania/Untitled-35.png)
Title: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 24, 2010, 05:37:23 pm
I don't think the Hevee ammo feels right

He just lost most of his offensive clout

I think spinning up the barrels is a far better approach
Title: Gang Garrison 2.2 Public Beta
Post by: The_Noob on March 24, 2010, 05:42:48 pm
Ah...I smell pain in intel games. Spies seem to be extra imba.
Title: Gang Garrison 2.2 Public Beta
Post by: [Royal Gay Penguin Nachos Ibarra Gordita Agave] LC on March 24, 2010, 05:51:26 pm
Huge  :c1: to the beta thus far. Montane is a great arena map, and the other one is okay. My main problem is gen. The engineer makes a fucking joke out of it. It's quite easy to take out half the gen with the unlimited ammo autogun and your shotgun before getting counterattacked.

Big thumbs up to the increased CP speeds as well. Egypt is quick and enjoyable and BLU dirtbowl is actually challenging.

I still don't know how the autogun will affect ctf maps, mostly because the people in the beta aren't intel campers, so that never became an issue. \\

Overall, well done.

Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 24, 2010, 05:51:27 pm
Ah, different UUID

Clever boys
Title: Gang Garrison 2.2 Public Beta
Post by: Techno Viking on March 24, 2010, 05:53:07 pm
Is Detonator underpowered? (http://www.ganggarrison.com/forums/index.php?topic=18965)
Title: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 24, 2010, 05:54:06 pm
Only sniper's speed should be reduced while scoped.

Sometimes it's useful to be able to jump over crates.
Be glad that jumpStrength got upped to 6. I originally had it such that you pretty much were required to unscope to jump over a standard 5x5 crate. Made scoping in much more of a dangerous choice as you had a much harder time running away while in scope.
Title: Gang Garrison 2.2 Public Beta
Post by: IOKC on March 24, 2010, 06:16:32 pm
Only sniper's speed should be reduced while scoped.

Sometimes it's useful to be able to jump over crates.
Be glad that jumpStrength got upped to 6. I originally had it such that you pretty much were required to unscope to jump over a standard 5x5 crate. Made scoping in much more of a dangerous choice as you had a much harder time running away while in scope.

Wait so what is so good about being a sniper now?
Title: Gang Garrison 2.2 Public Beta
Post by: Agh on March 24, 2010, 06:17:11 pm
I don't think the Hevee ammo feels right

He just lost most of his offensive clout

I think spinning up the barrels is a far better approach

Heavy seems still pretty strong to me.
The overheat limits your spamming far less than the reload which the other classes got.
Title: Gang Garrison 2.2 Public Beta
Post by: Haku on March 24, 2010, 06:20:05 pm
How does I gets?
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Whisky on March 24, 2010, 06:20:30 pm
How does I gets?

Download link in opening post.
Title: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 24, 2010, 06:20:52 pm
Only sniper's speed should be reduced while scoped.

Sometimes it's useful to be able to jump over crates.
Be glad that jumpStrength got upped to 6. I originally had it such that you pretty much were required to unscope to jump over a standard 5x5 crate. Made scoping in much more of a dangerous choice as you had a much harder time running away while in scope.

Wait so what is so good about being a sniper now?
You take 100 hp classes down to 10 hp, 120 hp classes down to 20 hp, 140 hp class down to 50, 175 hp class can be 2 shot, 200 hp class needs 3 shots.
Title: Gang Garrison 2.2 Public Beta
Post by: Dokurider on March 24, 2010, 06:33:08 pm
So much for CPs not being glitched. I just capped the point for the other team. Also, Supers aren't giving infinite ammo like they are supposed to.
Title: Gang Garrison 2.2 Public Beta
Post by: Possible Troll on March 24, 2010, 06:43:12 pm
Excellent, only problem i see is that anything that uses alpha transparency (smoke, inflitrators) become transparent and allow you to "see" the action during the killcam
Title: Gang Garrison 2.2 Public Beta
Post by: seagust on March 24, 2010, 06:50:10 pm
You tricky little bastards put a different UUID in there :z3:
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 24, 2010, 06:55:04 pm
God dammit, snipers are annoying.
Title: Gang Garrison 2.2 Public Beta
Post by: seagust on March 24, 2010, 06:55:55 pm
God dammit, snipers are annoying.
They made it so my aimbot doesn't work :z7:
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 24, 2010, 06:57:22 pm
God dammit, snipers are annoying.
They made it so my aimbot doesn't work :z7:
They made it so my manly fredman statues didn't work
(http://i44.tinypic.com/hwzw2g.jpg)
Title: Gang Garrison 2.2 Public Beta
Post by: seagust on March 24, 2010, 06:58:18 pm
I'd suck that dry.
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 24, 2010, 06:59:27 pm
Im making a generator map, and i want alot of feedback tommorow cause it has a large chance to be official. 
Title: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 24, 2010, 07:37:40 pm
Generator = CTF but easier
Title: Gang Garrison 2.2 Public Beta
Post by: Dogmancer on March 24, 2010, 08:29:22 pm
generator sprites look horrible with the characters and maps
Title: Gang Garrison 2.2 Public Beta
Post by: mrfredman on March 24, 2010, 08:54:03 pm
generator sprites look horrible with the characters and maps
Absolutely, I'm working hard to come up with a replacement sprite. This is what I have so far and I'm very open to criticism/critiques/others doing their own versions or mockups for me.

Here are the two versions I've done so far, the second one is vastly superior (in my opinion), but I hope to improve that a bit before the night is over. This is your chance to help! What do you think is wrong with it? How could it be bettered?

(http://i.imgur.com/pHsBn.gif)
(http://i.imgur.com/WAQkC.gif)

EDIT: I also did this one last week, but it looks pretty shoddy compared to the ones I did today.
(http://i.imgur.com/raMhy.png)
Title: Gang Garrison 2.2 Public Beta
Post by: Speed of Dark on March 24, 2010, 08:55:23 pm
Second one looks better, first looks like some sort of alien spaceship that just landed.

I hope I'm not the only one who sees that.
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 24, 2010, 08:55:36 pm
2nd is best. Needs more team colors
Title: Gang Garrison 2.2 Public Beta
Post by: mrfredman on March 24, 2010, 08:59:33 pm
Second one looks better, first looks like some sort of alien spaceship that just landed.

I hope I'm not the only one who sees that.

That was exactly the criticsm Bacon and TechnoViking gave when I showed them. I'm gonna try and spruce up the second one a bit and then do teamcolors (in reference to Rock's point, I don't do team colors until I'm 100% happy with the design).
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 24, 2010, 09:07:28 pm
2nd is the better one, though I'd like some stationary payload carts instead.

Actually it'd be cool to have a different generator sprite design for each future official gen map.
Title: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 24, 2010, 09:10:33 pm
2nd is the better one, though I'd like some stationary payload carts instead.

Actually it'd be cool to have a different generator sprite design for each future official gen map.
How would that work?

Different entities for each one?

Maybe we could design a game mode with multiple ones...

You have  to destroy one main Generator, but by destroying smaller ones, you open more paths
Title: Gang Garrison 2.2 Public Beta
Post by: Speed of Dark on March 24, 2010, 09:14:36 pm
2nd is the better one, though I'd like some stationary payload carts instead.

Actually it'd be cool to have a different generator sprite design for each future official gen map.
How would that work?

Different entities for each one?
Now I'm no programmer, but couldn't it be like 'if map is such-and-such then use sprite so-and-so?'

Although it would be neat to have different sprites for maps. Typical generator for things like this, say a big hi-tech computer in an industrial complex-styled level, et cetera.
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 24, 2010, 09:16:40 pm
Dammit don't spoil my map. It's a factory around a abandoned silo.

Sketched up and needs to be transfered to paint
Title: Gang Garrison 2.2 Public Beta
Post by: Speed of Dark on March 24, 2010, 09:17:38 pm
Dammit don't spoil my map. It's a factory around a abandoned silo.

Sketched up and needs to be transfered to paint
There's something about big, old, decrepit industrial complexes, warehouses, factories and the like that just interests me.
Title: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 24, 2010, 09:19:45 pm
Fun Fact:

Team Fortress 2 art style is based around inconspicuous stuff like that.

Has anyone else noticed the advanced computers in barns? Nukes inside warehouses? A concentrated mini-nuke in the desert?
Title: Gang Garrison 2.2 Public Beta
Post by: harmless on March 24, 2010, 09:20:35 pm
Dammit don't spoil my map. It's a factory around a abandoned silo.

Sketched up and needs to be transfered to paint
There's something about big, old, decrepit industrial complexes, warehouses, factories and the like that just interests me.


Thats because thats what the theme of tf2 is.

Its my favorite part of tf2, just the theme.


Oh god, its just so beautiful. The high tech spy bases mixed in with the old style wooden buildings, and the awesome sky boxes, and the way Red is wooden themed, and how Blu is industrialized, and how 2fort has HUGE buildings in the back ground....


Sorry, i ranted on accident.
Title: Gang Garrison 2.2 Public Beta
Post by: Speed of Dark on March 24, 2010, 09:23:50 pm
Fun Fact:

Team Fortress 2 art style is based around inconspicuous stuff like that.

Has anyone else noticed the advanced computers in barns? Nukes inside warehouses? A concentrated mini-nuke in the desert?
Yes, of course, i.e. the missiles in Granary, the fact there's a giant missile over Dustbowl 3-2, etc. I mean like things that are visibly decayed from the outside.

You know what I mean. Think Scrap Brain Zone + Iji + Fallout kind of + General urban decay you see in actual cities.
Title: Gang Garrison 2.2 Public Beta
Post by: •̫̀●́ tr4656 on March 24, 2010, 09:38:44 pm
I hate it on arena where our team stands on point and it caps for other team.

Also conflicts is messed up because people "float" through blocks near blu spawn.
Title: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 24, 2010, 10:00:06 pm
I made a generator sprite:

(http://img52.imageshack.us/img52/7719/gen.gif)

(http://img11.imageshack.us/img11/5857/generator.png)
Title: Gang Garrison 2.2 Public Beta
Post by: Dogmancer on March 24, 2010, 10:02:58 pm
I made a generator sprite:

(http://img52.imageshack.us/img52/7719/gen.gif)

(http://img11.imageshack.us/img11/5857/generator.png)
that actually looks pretty neat

something seems weird in the animation though, as if you left a frame out or something iunno
Title: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 24, 2010, 10:17:35 pm
I made a generator sprite:

(http://img52.imageshack.us/img52/7719/gen.gif)

(http://img11.imageshack.us/img11/5857/generator.png)
that actually looks pretty neat

something seems weird in the animation though, as if you left a frame out or something iunno

Yeah, I know, I just threw it together.

I don't think the generator should look all futuristic.
Title: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 24, 2010, 10:24:43 pm
I'll improve it tomorrow, and make the blu one. But, it's my bedtime right now. G'night.
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Dread Pirate (Matt) on March 24, 2010, 10:29:51 pm
Meh, this 2.2 really does change gameplay, which I don't like.
Makes people more hesitant to charge enemy lines because now that there's ammo limits, they're more paranoid.
Because of this, I no longer get the rocketman shots I want because they don't run into the line of fire with their M1 spamming tactics...
Seriously, it's changing gameplay, not necessarily beneficial.
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Whisky on March 24, 2010, 10:32:25 pm
Meh, this 2.2 really does change gameplay, which I don't like.
Makes people more hesitant to charge enemy lines because now that there's ammo limits, they're more paranoid.
Because of this, I no longer get the rocketman shots I want because they don't run into the line of fire with their M1 spamming tactics...
Seriously, it's changing gameplay, not necessarily beneficial.

Oh I'm sure once people get used to it they will get more aggresive.
Title: Gang Garrison 2.2 Public Beta
Post by: Dogmancer on March 24, 2010, 11:17:19 pm
Meh, this 2.2 really does change gameplay, which I don't like.
Makes people more hesitant to charge enemy lines because now that there's ammo limits, they're more paranoid.
Because of this, I no longer get the rocketman shots I want because they don't run into the line of fire with their M1 spamming tactics...
Seriously, it's changing gameplay, not necessarily beneficial.
Keep in mind that the ammo limits create a pretty drastic change in gameplay, don't expect everyone to get used to it right away
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 25, 2010, 12:19:53 am
I made a generator sprite:

(http://img52.imageshack.us/img52/7719/gen.gif)

(http://img11.imageshack.us/img11/5857/generator.png)
It looks more like a steampunk radio.
Title: Gang Garrison 2.2 Public Beta
Post by: Ihatemimes on March 25, 2010, 12:25:47 am
Steampunk garrison: fund it?
Title: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 25, 2010, 06:02:51 am
[grumble]
Posting an alternative mirror in case the mirror and the direct link in the first post didn't work for you: http://www.mediafire.com/?g4ho0wnahut (http://www.mediafire.com/?g4ho0wnahut)
[/grumble]
Title: Gang Garrison 2.2 Public Beta
Post by: Rodoval on March 25, 2010, 11:03:34 am
Fixed mannvich exploit


FFFUUUUUUUUUUUUUUUUUUUU-
Title: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 25, 2010, 11:07:47 am
More like fixed ceiling autogun
FFFUUUUUUUUUUUUUUUUUUUU-
Title: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 25, 2010, 11:11:42 am
It's kinda annoying when there is no one in the server and you can't play since an arena map is on. You gotta wait for that timer to go to zero.
Title: Gang Garrison 2.2 Public Beta
Post by: Flandre on March 25, 2010, 11:51:36 am
Why would you play by yourself.
Title: Gang Garrison 2.2 Public Beta
Post by: Flandre on March 25, 2010, 11:54:11 am
Sniper is just plain unfun now.
Title: Gang Garrison 2.2 Public Beta
Post by: Asmo on March 25, 2010, 12:25:04 pm
Just tested it out and NICE!
Title: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 25, 2010, 12:29:30 pm
Why would you play by yourself.
I wouldn't. I was the first person there.
Title: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 25, 2010, 12:38:22 pm
Heavy is UP
Title: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 25, 2010, 01:10:36 pm
Regarding the generator sprite: I'd say it should look something like a fusion of the dispenser and payload. mrfredman's are okay but I'd say they look too dirty-metal and textured for the TF2/GG2 style.

I'll try to come up with a generator right now
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 25, 2010, 01:23:20 pm
Regarding the generator sprite: I'd say it should look something like a fusion of the dispenser and payload. mrfredman's are okay but I'd say they look too dirty-metal and textured for the TF2/GG2 style.

I'll try to come up with a generator right now
payloads have built in dispensers
Title: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 25, 2010, 01:24:21 pm
Regarding the generator sprite: I'd say it should look something like a fusion of the dispenser and payload. mrfredman's are okay but I'd say they look too dirty-metal and textured for the TF2/GG2 style.

I'll try to come up with a generator right now
payloads have built in dispensers
But it doesn't appear so, it's just a glowing pipe-thing
Title: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 25, 2010, 01:26:07 pm
In fact, there used to be a glitch where the Engie could upgrade it
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 25, 2010, 01:26:43 pm
It's under the pipe you dope.
Title: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 25, 2010, 01:30:05 pm
In fact, there used to be a glitch where the Engie could upgrade it
*PATCHED* Team Fortress 2 Glitch: Payload cart can be upgraded! (http://www.youtube.com/watch?v=XWqRdMOZApI#normal)
Title: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 25, 2010, 01:34:12 pm
It's under the pipe you dope.
Doh
Title: Gang Garrison 2.2 Public Beta
Post by: Speed of Dark on March 25, 2010, 01:45:23 pm
It's under the pipe you dope.
Doh
"Doh" -Waterfalls' 1000th post
Title: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 25, 2010, 01:49:58 pm
Why would you play by yourself.
I wouldn't. I was the first person there.
It's like that in TF2 arena as well. What does need to be fixed is the fact that you win infinitely when you're the only player after your opponent wins. A forced non-spawning like with startup does now would do wonders for that. :0
Title: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 25, 2010, 01:56:05 pm
It's under the pipe you dope.
Doh
"Doh" -Waterfall's 1000th post

Yeah I had completely forgotten that I was at 999. Would've said something slightly more witty if I knew

I remember I was fooling around in my empty server and couldn't play arena at all   :z7:

And I say we should have a forumfag Spy and go Seek event someday
Title: Gang Garrison 2.2 Public Beta
Post by: Agh on March 25, 2010, 01:59:40 pm
You can jump out of the map in gen_destroy. Sorry.

Fixed wm: http://i44.tinypic.com/vcqakn.jpg (http://i44.tinypic.com/vcqakn.jpg)
Title: Gang Garrison 2.2 Public Beta
Post by: harmless on March 25, 2010, 02:01:28 pm
C
In fact, there used to be a glitch where the Engie could upgrade it
*PATCHED* Team Fortress 2 Glitch: Payload cart can be upgraded! (http://www.youtube.com/watch?v=XWqRdMOZApI#normal)


Could you sap the cart?
Title: Gang Garrison 2.2 Public Beta
Post by: Oh I'm GHost let's be honest on March 25, 2010, 02:02:26 pm
Please dont start another bad reference.
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 25, 2010, 03:37:09 pm
I pray that the different UUID in the source only sticks around for the public beta.
Title: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 25, 2010, 03:44:08 pm
I pray that the different UUID in the source only sticks around for the public beta.
OH SHIT SHIT SHIT SHIT SHIT :panic:

hey wait, that could easily be circumvented, just turn off that thing that restricts what servers are displayed
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 25, 2010, 03:53:30 pm
I pray that the different UUID in the source only sticks around for the public beta.
OH SHIT SHIT SHIT SHIT SHIT :panic:

hey wait, that could easily be circumvented, just turn off that thing that restricts what servers are displayed
Oh shit, why didn't I think of that?
Title: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 25, 2010, 03:55:35 pm
I pray that the different UUID in the source only sticks around for the public beta.

wait - do you mean there's a different uuid in the beta source than the beta executable?  That wasn't intentional.
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 25, 2010, 04:12:41 pm
Ah, I see.
Title: Gang Garrison 2.2 Public Beta
Post by: Starky on March 25, 2010, 04:13:25 pm
I know a lot of pepole are angry about limited ammo, but I kind of like having areason not to constantly hold the mouse button down. Spaming like that wasn't very fun and even less fun to fight against. I know it's a big change, but I'm really just glad to see this level of support.

And although ammo for the  :x14: is a good place idea, I think you should consider giving him more ammo but to compensate make him wait a few seconds before it starts reharging. You half to worry less about ammo in the long run but a bigger consequence for running out in a fight.
Title: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 25, 2010, 04:14:17 pm
Sniper is just plain unfun now.
Heavy is just plain unfun now.





Yes, I'm going to beat this dead horse as much as I can.
Title: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 25, 2010, 04:15:28 pm
I know a lot of pepole are angry about limited ammo, but I kind of like having areason not to constantly hold the mouse button down. Spaming like that wasn't very fun and even less fun to fight against. I know it's a big change, but I'm really just glad to see this level of support.

And although ammo for the  :x14: is a good place idea, I think you should consider giving him more ammo but to compensate make him wait a few seconds before it starts reharging. You half to worry less about ammo in the long run but a bigger consequence for running out in a fight.
I agree that the Heavy needs a change from the current beta version.
Title: Gang Garrison 2.2 Public Beta
Post by: Starky on March 25, 2010, 04:17:45 pm
Also, how do I change my forum name to Dr. Starky.
Title: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 25, 2010, 04:18:45 pm
Can you adjust the Pyro's airblast to have faster reload time?

Because one second "fake" reload coupled with a "real" reload makes it very useless against soldiers.

Also, how do I change my form name to Dr. Starky.

Press the link to your profile account and then account settings
Title: Gang Garrison 2.2 Public Beta
Post by: trog on March 25, 2010, 04:20:10 pm
Sniper is just plain unfun now.
Heavy is just plain unfun now.





Yes, I'm going to beat this dead horse as much as I can.
Heavy is still fun, unless you're an a+d m1 heavy. There's more than enough ammo for fights, unless you're going up against 5 people, but they all have ammo too. I hardly notice the new changes when I play heavy, and it doesn't really effect my playing style. I can't say that for all the classes though, but if it'll stop campers then I'm happy.
Title: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 25, 2010, 04:22:37 pm
Sniper is just plain unfun now.
Heavy is just plain unfun now.





Yes, I'm going to beat this dead horse as much as I can.
Heavy is still fun, unless you're an a+d m1 heavy. There's more than enough ammo for fights, unless you're going up against 5 people, but they all have ammo too. I hardly notice the new changes when I play heavy, and it doesn't really effect my playing style. I can't say that for all the classes though, but if it'll stop campers then I'm happy.
HEVEE CANNOT POOSH LEETLE TEAM.
Title: Gang Garrison 2.2 Public Beta
Post by: Starky on March 25, 2010, 04:22:52 pm
An era has ended...
Title: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 25, 2010, 04:24:20 pm
I don't know about you but I love this beta.

Good maps
Good update
No spammy "Player"s

And just an idea; can we make the generator HUDs look a bit more exciting? They're just CPs with generator icons on them.

Ignoring the graphics, I've got to say that it's my new favorite game mode. Great job guys  :c1:
Title: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 25, 2010, 04:25:46 pm
Support more like
 :x13: :x16: :x14: :x19: :x18:

offense more like
 :x11: :x12:  :quote:/ :curly:

Defence more like
 :x17: :x15:
Title: Gang Garrison 2.2 Public Beta
Post by: Starky on March 25, 2010, 04:27:49 pm
I haven't played a whole lot of generator, but I look forward to seeing more original game modes future. 
Title: Gang Garrison 2.2 Public Beta
Post by: harmless on March 25, 2010, 04:42:04 pm
I recently played the 2.2 beta and...


its fucking awesome! way to go devs!


-Arena kicks ass!
-Generator is pretty fun.
-Reload makes the game much more enjoyable. (although its such a habit, i need to adjust :D)
-Sniper charge is great.
-Medic seems to have been buffed, but maybe its just the new healing radar, that shows who you are healing.
Best part of the update: Being able to back stab without having to be on the ground. This is the best thing to ever happen to the spy. It makes him so much fun to play!



One suggestion that someone will probably mod anyway:

Reload sounds, so you know when the bar reached the end, just like the soldier reload mod, but for every class.

Title: Gang Garrison 2.2 Public Beta
Post by: M******c on March 25, 2010, 04:49:16 pm
oh my god when the hell did this happen

was i sleeping under a rock or something
Title: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 25, 2010, 04:49:45 pm
oh my god when the hell did this happen

was i sleeping under a rock or something
I think you are my new favorite member
Title: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 25, 2010, 05:01:47 pm
We need more servers. Bacon's is not enough.
Title: Gang Garrison 2.2 Public Beta
Post by: Agh on March 25, 2010, 05:09:16 pm
The bubbles are ridiculous. A single heavy can't destroy the shield. The other classes don't even need to try.

Impenetrable shield + above average hp + smallest hitbox + very high speed = hardest to kill character.
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 25, 2010, 05:10:41 pm
The bubbles are ridiculous. A single heavy can't destroy the shield. The other classes don't even need to try.

Impenetrable shield + above average hp + smallest hitbox + very high speed = hardest to kill character.
That is, unless a Medic is on the field.

In which case, it would be the hardest class to kill.
Title: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 25, 2010, 05:18:41 pm
I haven't noticed much difference with my few encounters with Q/C. Do they shoot bubbles faster? Can they have more in the air at one time? Do they take more than one bullet each?
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 25, 2010, 05:19:56 pm
No, the guns just reload now.

The swords also do 5 damage when completely worn out, which is after like, 8 shots.
Title: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 25, 2010, 05:44:36 pm
The biggest thing about the new build is THE SMALLEST GROUP ALWAYS LOSES. Unequivocally. In equality, the group with a medic wins. If both have medics, the one who is better at timing their ubercharge wins.

So that means no more backcaps.



Oh wait exclude spies. They are about right, and can function well either in a group or outside of one.
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 25, 2010, 05:47:31 pm
Untrue. If a team is coordinated well enough, they can overcome anything.

That usually involves, you know, attacking in waves and helping the biggest, baddest class live to fight another day.
Title: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 25, 2010, 05:51:26 pm
Untrue. If a team is coordinated well enough, they can overcome anything.

That usually involves, you know, attacking in waves and helping the biggest, baddest class live to fight another day.
Like heavies

Who can't do jack anymore

Also waves don't do shit against a group with a medic

And scouts should no longer get close to heavies; they should spew at them from outside their range

And the generator can be stabbed by spies getting boosties onto the platform

That generator map is godawful
Title: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 25, 2010, 06:02:35 pm
Teeky =  :z6: rocketman, q/c, medic, anything
Sorry for that last match with Psychopath when I abandoned you.
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 25, 2010, 06:04:09 pm
Untrue. If a team is coordinated well enough, they can overcome anything.

That usually involves, you know, attacking in waves and helping the biggest, baddest class live to fight another day.
Like heavies

Who can't do jack anymore
Sound-Effects - Laughing Crowd (http://www.youtube.com/watch?v=O5uY7T35hUs#normal)
Title: Gang Garrison 2.2 Public Beta
Post by: Agh on March 25, 2010, 06:04:59 pm
And the generator can be stabbed by spies getting boosties onto the platform

That generator map is godawful
The map is awful because spies can stab the generator?
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 25, 2010, 06:07:20 pm
Demomen can plant 8 whole stickies on the generators :o

nerf plz
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 25, 2010, 06:12:42 pm
im working on gen_factory as i right this, expect full coverage tommorow
Title: Gang Garrison 2.2 Public Beta
Post by: Agh on March 25, 2010, 06:13:35 pm
(http://img11.imageshack.us/img11/7281/screenshot100xo.png)
The heavy is still strong.
Title: Gang Garrison 2.2 Public Beta
Post by: Ihatemimes on March 25, 2010, 06:14:24 pm
that was a good match
Title: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 25, 2010, 06:34:06 pm
Heavy still totally pwns - anyone who says otherwise is nuts or hasn't even tried the beta.

Also, stab the generator all you want.  It doesn't do any damage to it :O
Title: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 25, 2010, 06:49:59 pm
I like to place 8 bombs to cause MASIVE DAMAGE!!  :panic:
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 25, 2010, 06:51:55 pm
replace the generator sprite with this
(http://i40.tinypic.com/2duwsl.png)
Title: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 25, 2010, 06:52:17 pm
Silly goose. That's payload.
Title: Gang Garrison 2.2 Public Beta
Post by: harmless on March 25, 2010, 06:55:45 pm
replace the generator sprite with this
(http://i40.tinypic.com/2duwsl.png)

AHA! I knew it! Thats why you wanted a perfect side view of the cart from the Steam forums!!!
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 25, 2010, 07:00:22 pm
Silly goose. That's payload.
remove wheels = improvise success
Title: Gang Garrison 2.2 Public Beta
Post by: harmless on March 25, 2010, 07:03:24 pm
Silly goose. That's payload.
remove wheels = improvise success

/signed
Title: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 25, 2010, 07:06:16 pm
Silly goose. That's payload.
remove wheels = improvise success
Make it more Square-ish
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 25, 2010, 07:07:50 pm
square wheels?

brilliant!
Title: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 25, 2010, 07:10:01 pm
Get rid of the wood (don't even think about it), and make it box-ish with normal wheels.
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 25, 2010, 07:13:45 pm
gen_factory has come along quciker than i thought. Its almost ready to mirror over, and start the BG. Also, the generators spot is the normal dirtbowl cp i hope that fits.  :smiley16:
Title: Gang Garrison 2.2 Public Beta
Post by: Speed of Dark on March 25, 2010, 07:15:53 pm
Wasn't there already a perfectly fine payload sprite floating around here someplace
Title: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 25, 2010, 07:18:59 pm
Wasn't there already a perfectly fine payload sprite floating around here someplace
Nuked.
Title: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 25, 2010, 07:19:42 pm
Oh wow the butthurt's already started huh.

Just keep playing, you'll get used to it soon.
Title: Gang Garrison 2.2 Public Beta
Post by: harmless on March 25, 2010, 07:21:16 pm
Why would you still post in this thread when...

1: The beta is now public
2: There is a 2.2 beta game play discussion thread
Title: Gang Garrison 2.2 Public Beta
Post by: •̫̀●́ tr4656 on March 25, 2010, 07:28:07 pm
Ag. No one can play with all the :



Code: [Select]
ERROR in
action number 1
of Other Event: User Defined 13
for object ControlPoint:

In script pointCapture:
Error in code at line 11:
   
        if capcheck.player.team == point.capTeam && player.zone.cp == point {
                                                       ^
at position 54: Unknown variable player

popping up when people stand on the point for more than 2 secs.
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Whisky on March 25, 2010, 07:30:52 pm
Ag. No one can play with all the :



Code: [Select]
ERROR in
action number 1
of Other Event: User Defined 13
for object ControlPoint:

In script pointCapture:
Error in code at line 11:
   
        if capcheck.player.team == point.capTeam && player.zone.cp == point {
                                                       ^
at position 54: Unknown variable player

popping up when people stand on the point for more than 2 secs.

That's exactly what happens to me EVERY TIME I JOIN THE SERVER. And I get d/c and I can't rejoin the server unless I exit and restart the whole thing =(
Title: Gang Garrison 2.2 Public Beta
Post by: Speed of Dark on March 25, 2010, 07:34:52 pm
Wasn't there already a perfectly fine payload sprite floating around here someplace
Nuked.
Dammit.

It's due to times like this I'm somewhat happy that we're supposedly moving to a new server or whatever soon.

I am not, however, pleased at the prospect of the return of Random Chatter.
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Whisky on March 25, 2010, 07:35:23 pm
Wasn't there already a perfectly fine payload sprite floating around here someplace
Nuked.
Dammit.

It's due to times like this I'm somewhat happy that we're supposedly moving to a new server or whatever soon.

I am not, however, pleased at the prospect of the return of Random Chatter.

.....what. How come random chatter is coming back?
Title: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 25, 2010, 07:35:44 pm
Wasn't there already a perfectly fine payload sprite floating around here someplace
Nuked.
Dammit.

It's due to times like this I'm somewhat happy that we're supposedly moving to a new server or whatever soon.

I am not, however, pleased at the prospect of the return of Random Chatter.
Yeah, that is pretty upsetting. Last thing we need 'round here is a McBrown II, especially if it's a good member that goes that way.
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 25, 2010, 07:37:10 pm
Yo guys, gen_factory Walkmask is DONE! And now i must test and BG it then its 100%!

Here it is: (http://i44.tinypic.com/2lus3u9.jpg)

Now Comment or Test! If you test it, compile as a CP test cause its based on a cp type map. Im hoping this will be the next official Generator map!  :z6:
Title: Gang Garrison 2.2 Public Beta
Post by: Speed of Dark on March 25, 2010, 07:39:09 pm
Wasn't there already a perfectly fine payload sprite floating around here someplace
Nuked.
Dammit.

It's due to times like this I'm somewhat happy that we're supposedly moving to a new server or whatever soon.

I am not, however, pleased at the prospect of the return of Random Chatter.
.....what. How come random chatter is coming back?
Simple science. New server = more bandwidth = people asking for RC back = RC back.

Yo guys, gen_factory Walkmask is DONE! And now i must test and BG it then its 100%!

Here it is: (http://i44.tinypic.com/2lus3u9.jpg)

Now Comment or Test! If you test it, compile as a CP test cause its based on a cp type map. Im hoping this will be the next official Generator map!  :z6:
Forgot the bottom-left white pixel, bro.
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Whisky on March 25, 2010, 07:39:50 pm
Wasn't there already a perfectly fine payload sprite floating around here someplace
Nuked.
Dammit.

It's due to times like this I'm somewhat happy that we're supposedly moving to a new server or whatever soon.

I am not, however, pleased at the prospect of the return of Random Chatter.
.....what. How come random chatter is coming back?
Simple science. New server = more bandwidth = people asking for RC back = RC back.

But won't RC suck up the new bandwith until we're back at square one again?  :z4:
Title: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 25, 2010, 07:40:22 pm
Yo guys, gen_factory Walkmask is DONE! And now i must test and BG it then its 100%!

Here it is: (http://i44.tinypic.com/2lus3u9.jpg)

Now Comment or Test! If you test it, compile as a CP test cause its based on a cp type map. Im hoping this will be the next official Generator map!  :z6:
It looks alright, though I'm not a fan of the overhead drop. Also, the generators being so far back may be a problem. It needs playtesting, especially with it being on the floor. Does an enemy sentry shoot at the generator?
Title: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 25, 2010, 07:41:58 pm
Even without the random chatter topics, August of '09 was the most active this forum has ever been.

I originally proposed that they take it away temporarily, so we can realize how we can take it for granted. Though now is longer than I thought, I think it's about time for a return.

It really honestly didn't do anything worse from the community. Are we happier now? Not really. Are people playing the game more? Not really, infact more people are leaving every day. Even without rc, we still get insane amounts of shitstorms.

RC is the lightning rod, if you can't stand the thunder, then don't stand on the roof
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 25, 2010, 07:42:50 pm
Yo guys, gen_factory Walkmask is DONE! And now i must test and BG it then its 100%!

Here it is: (http://i44.tinypic.com/2lus3u9.jpg)

Now Comment or Test! If you test it, compile as a CP test cause its based on a cp type map. Im hoping this will be the next official Generator map!  :z6:
It looks alright, though I'm not a fan of the overhead drop. Also, the generators being so far back may be a problem. It needs playtesting, especially with it being on the floor. Does an enemy sentry shoot at the generator?

Well, the set-back is just pushing the backstory. Its two part abandoned factories next to a large missile silo. The teams must stop the other team from finishing their missile, and the only way to do that is to take out the generator.

Then again its far-back cause of so many routes
Title: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 25, 2010, 07:45:05 pm
having the generators behind the spawns is will probably cause constant stalemates unless the teams are unbalanced or some thing.
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 25, 2010, 07:45:56 pm
having the generators behind the spawns is will probably cause constant stalemates unless the teams are unbalanced or some thing.

Yeah i like comments like this, i was considering moving it
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 25, 2010, 07:50:21 pm
Wait this is made in GM8? ffffffffffffffffffffffffffffffuuuuuuuuuuuuuuuuuuu uuuuuuuuuuuuuuuuuuuu-
Title: Gang Garrison 2.2 Public Beta
Post by: •̫̀●́ tr4656 on March 25, 2010, 07:57:13 pm
Chokes play too much part in arena maps.
Title: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 25, 2010, 08:03:57 pm
Ag. No one can play with all the :



Code: [Select]
ERROR in
action number 1
of Other Event: User Defined 13
for object ControlPoint:

In script pointCapture:
Error in code at line 11:
   
        if capcheck.player.team == point.capTeam && player.zone.cp == point {
                                                       ^
at position 54: Unknown variable player

popping up when people stand on the point for more than 2 secs.

That's exactly what happens to me EVERY TIME I JOIN THE SERVER. And I get d/c and I can't rejoin the server unless I exit and restart the whole thing =(

Are you using an old beta?  Might want to clear your cache and download again since that line isn't that anymore.  :drool:

Code: [Select]
if capcheck.player.team == point.capTeam && capcheck.zone.cp == point.object_index {
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 25, 2010, 08:05:10 pm
Yo guys, gen_factory Walkmask is DONE! And now i must test and BG it then its 100%!

Here it is: (http://i44.tinypic.com/2lus3u9.jpg)

Now Comment or Test! If you test it, compile as a CP test cause its based on a cp type map. Im hoping this will be the next official Generator map!  :z6:

20 minute bump lopl
Title: Gang Garrison 2.2 Public Beta
Post by: •̫̀●́ tr4656 on March 25, 2010, 08:05:15 pm
I might be.
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Whisky on March 25, 2010, 08:06:08 pm
Ag. No one can play with all the :



Code: [Select]
ERROR in
action number 1
of Other Event: User Defined 13
for object ControlPoint:

In script pointCapture:
Error in code at line 11:
   
        if capcheck.player.team == point.capTeam && player.zone.cp == point {
                                                       ^
at position 54: Unknown variable player

popping up when people stand on the point for more than 2 secs.

That's exactly what happens to me EVERY TIME I JOIN THE SERVER. And I get d/c and I can't rejoin the server unless I exit and restart the whole thing =(

Are you using an old beta?  Might want to clear your cache and download again since that line isn't that anymore.  :drool:

Code: [Select]
if capcheck.player.team == point.capTeam && capcheck.zone.cp == point.object_index {

Whoops =0. It appears that I have been clicking on the wrong beta version every time I logged on. Silly me =D
Title: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 25, 2010, 08:28:09 pm
Wasn't there already a perfectly fine payload sprite floating around here someplace
Nuked.
(http://i46.tinypic.com/25tzx4i.png)

This was originally made to be used as badges for Nuke It! members.

Keep in mind that the generator isn't meant to be a bomb though.
Title: Gang Garrison 2.2 Public Beta
Post by: Lynn on March 25, 2010, 08:36:48 pm
Wasn't there already a perfectly fine payload sprite floating around here someplace
Nuked.
(http://i46.tinypic.com/25tzx4i.png)

This was originally made to be used as badges for Nuke It! members.

Keep in mind that the generator isn't meant to be a bomb though.

The generator may not be a bomb but it would be nice if everyone around it died the moment it explodes.
Title: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 25, 2010, 09:19:29 pm
Answering a previous question, the autogin does attack enemy generators.

I guess the current generator map is fine. I just think it goes too fast, but then again, isn't that what the ammo was supposed to take away? Am I not being a little hypocritical?

I guess I'll just suck it up like a man, save version 2.1, try to play it infrequently despite lack of lobby support, and fantasize about it being my version of perfect. No money no women, no women no money.
Title: Gang Garrison 2.2 Public Beta
Post by: IOKC on March 25, 2010, 10:06:13 pm
If charging up shots for sniper prevents you from moving fast it doesn't really seem to be better  =/ i just prefer the 60dmg  :woot:
Gonna try beta  :woot: :woot:
Title: Gang Garrison 2.2 Public Beta
Post by: harmless on March 25, 2010, 10:09:38 pm
If charging up shots for sniper prevents you from moving fast it doesn't really seem to be better  =/ i just prefer the 60dmg  :woot:
Gonna try beta  :woot: :woot:

In the beta:

No scope: 35 damage
Full Charge: 95 Damage
Title: Gang Garrison 2.2 Public Beta
Post by: [PHS] Whisky on March 25, 2010, 10:18:18 pm
If charging up shots for sniper prevents you from moving fast it doesn't really seem to be better  =/ i just prefer the 60dmg  :woot:
Gonna try beta  :woot: :woot:

In the beta:

No scope: 35 damage
Full Charge: 95 Damage

What. Didn't pyscho make it 85 dmg?
Title: Gang Garrison 2.2 Public Beta
Post by: harmless on March 25, 2010, 10:21:30 pm
If charging up shots for sniper prevents you from moving fast it doesn't really seem to be better  =/ i just prefer the 60dmg  :woot:
Gonna try beta  :woot: :woot:

In the beta:

No scope: 35 damage
Full Charge: 95 Damage



What. Didn't pyscho make it 85 dmg?

Maybe. Probably. I dont know anything.
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 25, 2010, 10:23:16 pm
If charging up shots for sniper prevents you from moving fast it doesn't really seem to be better  =/ i just prefer the 60dmg  :woot:
Gonna try beta  :woot: :woot:

In the beta:

No scope: 35 damage
Full Charge: 95 Damage

What. Didn't pyscho make it 85 dmg?
In the beta:
Title: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 25, 2010, 10:40:53 pm
Fully Charged Sniper + Autogun = Best Scout defense

Weaken them to below 30 health or so, then the autogun mops them up
Title: Gang Garrison 2.2 Public Beta
Post by: mrfredman on March 25, 2010, 11:00:39 pm
Why do we still have two threads? I'm gonna merge this with the official thread.
Title: Gang Garrison 2.2 Public Beta
Post by: Rock on March 25, 2010, 11:04:26 pm
Why do we still have two threads? I'm gonna merge this with the official thread.




Son of a bitch fredman you fucked it all up
Title: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 25, 2010, 11:46:39 pm
Why do we still have two threads? I'm gonna merge this with the official thread.
Because the first post was knocked down to Pancakes and I couldn't remove the other one.

Or just lock it. I'd go with the ladder.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: .:HELGASIMS:. on March 26, 2010, 08:58:14 am
yay! I really like the "arena" idea! with that map!:z9: :z9:

haha didn't really relize that if you die, YOU DIE :z1:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Oh I'm GHost let's be honest on March 26, 2010, 09:01:00 am
haha didn't really relize that if you die, YOU DIE :z1:
That is an 8 year old joke.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 26, 2010, 10:13:52 am
Hey guys, I updated gen_factory's WM a bit. Added a few more crates in the back, and a new place for the generator. I feel its better like this. I like it, any comments?


(http://i44.tinypic.com/imlb1f.jpg)

Im making the BG now
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 26, 2010, 12:56:10 pm
Where are the servers?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 26, 2010, 12:59:49 pm
Where are the servers?

Bacon was hosting
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 26, 2010, 02:47:04 pm
(http://i40.tinypic.com/35i65g5.gif)

Yes I know the image makes no sense but I just want thoughts on the HUD.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Wherewolf on March 26, 2010, 02:51:50 pm
I like how it looks. Not so sure about the red/blue in the box though.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 26, 2010, 03:09:22 pm
Make the box gray like theuncapped cp color

Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 26, 2010, 03:11:33 pm
get the fuck into my server
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 26, 2010, 03:18:03 pm
When are we actually updating to 2.2?
What happens to people that have mods, how do you make them 2.2?  (specifically Waterfall Garrison  :wuv:)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 26, 2010, 03:20:02 pm
Lots of copying and pasting
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 26, 2010, 03:26:54 pm
Lots of copying and pasting
Lots of copying and pasting


Hope fully they will... I love Waterfall garrison.

I swear to god, the sprites should be official.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 26, 2010, 03:27:34 pm
oh well sprites can easily be changed in a few short clicks.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 26, 2010, 03:36:05 pm
Oppoligies for the dissconnect, the computer shut down.

up and running... for how long?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 26, 2010, 03:42:47 pm
I'm getting lagspikes on my own server.

fuuuuuuu
Title: Re: Gang Garrison 2.2 Public Beta
Post by: aptanananananator on March 26, 2010, 04:04:51 pm
You're playing with a wrong build. The boxes don't look like that anymore.
So I've heard, was just coming back to delete that post X/
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 26, 2010, 04:05:21 pm
Lag spikes are bad. I don't know if they are the culprit but Conflict's boxes are broken...
(http://i34.photobucket.com/albums/d144/Aptanor/insidewalls.png)

(http://img35.imageshack.us/img35/7014/awesomexq8.gif)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 26, 2010, 04:15:55 pm
I know when the final MAY be out but i cant tell
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 26, 2010, 04:17:01 pm
Updated gen_factory's BG.

(http://i42.tinypic.com/2qdxsic.jpg)

Check that sexy missile.   :smiley16:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: aptanananananator on March 26, 2010, 04:17:28 pm
Updated gen_factory's BG.

(http://i42.tinypic.com/2qdxsic.jpg)

Check that sexy missile.   :smiley16:
Nice copy paste of truefort.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 26, 2010, 04:18:22 pm
Updated gen_factory's BG.

(http://i42.tinypic.com/2qdxsic.jpg)

Check that sexy missile.   :smiley16:
Nice copy paste of truefort.

The missile?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 26, 2010, 04:18:42 pm
Updated gen_factory's BG.

(http://i42.tinypic.com/2qdxsic.jpg)

Check that sexy missile.   :smiley16:
Nice copy paste of truefort.

More like no
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 26, 2010, 04:19:27 pm
Updated gen_factory's BG.

(http://i42.tinypic.com/2qdxsic.jpg)

Check that sexy missile.   :smiley16:
Nice copy paste of truefort.

More like no

Well, truefort has many general industrial things in it. Thats why its used
Title: Re: Gang Garrison 2.2 Public Beta
Post by: aptanananananator on March 26, 2010, 04:19:55 pm
Updated gen_factory's BG.

(http://i42.tinypic.com/2qdxsic.jpg)

Check that sexy missile.   :smiley16:
Nice copy paste of truefort.

The missile?
The everything else.
Not sure where you got the missle. Arena_launch? Don't really like it. At all.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 26, 2010, 04:21:10 pm
Updated gen_factory's BG.

(http://i42.tinypic.com/2qdxsic.jpg)

Check that sexy missile.   :smiley16:
Nice copy paste of truefort.

The missile?
The everything else.
Not sure where you got the missle. Arena_launch? Don't really like it. At all.

The top of it is hand made. The rest is from dirtbowl. I liked that one
Title: Re: Gang Garrison 2.2 Public Beta
Post by: aptanananananator on March 26, 2010, 04:23:01 pm
Updated gen_factory's BG.

(http://i42.tinypic.com/2qdxsic.jpg)

Check that sexy missile.   :smiley16:
Nice copy paste of truefort.

The missile?
The everything else.
Not sure where you got the missle. Arena_launch? Don't really like it. At all.

The top of it is hand made. The rest is from dirtbowl. I liked that one
Point is you can't just build a map out of pieces of others and call it yours.
Or even call it good.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 26, 2010, 04:23:28 pm
Updated gen_factory's BG.

(http://i42.tinypic.com/2qdxsic.jpg)

Check that sexy missile.   :smiley16:
Nice copy paste of truefort.

The missile?
The everything else.
Not sure where you got the missle. Arena_launch? Don't really like it. At all.

The top of it is hand made. The rest is from dirtbowl. I liked that one
Point is you can't just build a map out of pieces of others and call it yours.
Or even call it good.
Similarly, you can't judge a book by its cover.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 26, 2010, 04:24:21 pm
I made the WM, i dont have the time to make an entire palette before the release of 2.2
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Snare on March 26, 2010, 04:24:47 pm
Lag spikes are bad. I don't know if they are the culprit but Conflict's boxes are broken...
(http://i34.photobucket.com/albums/d144/Aptanor/insidewalls.png)

The boxes were changed in the ctf_conflict update, I think you just have your maps mixed up somehow.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: aptanananananator on March 26, 2010, 04:25:57 pm
Lag spikes are bad. I don't know if they are the culprit but Conflict's boxes are broken...
(http://i34.photobucket.com/albums/d144/Aptanor/insidewalls.png)

The boxes were changed in the ctf_conflict update, I think you just have your maps mixed up somehow.
Yeah, I know. Wrong version.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 26, 2010, 04:54:37 pm
Point is you can't just build a map out of pieces of others and call it yours.
Or even call it good.
That's how I make the majority of my maps and people like them.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Speed of Dark on March 26, 2010, 05:13:03 pm
Updated gen_factory's BG.

(http://i42.tinypic.com/2qdxsic.jpg)

Check that sexy missile.   :smiley16:
>fences

Where's the super awesome ruined industrial skyline :z7:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 26, 2010, 05:22:54 pm
Either the beta is laggy, or both Bacon's and NAGN's server were.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Wherewolf on March 26, 2010, 05:23:01 pm
so if I use scope as a secondary weapon I can deal with this
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 26, 2010, 05:38:10 pm
Updated gen_factory's BG.

(http://i42.tinypic.com/2qdxsic.jpg)

Check that sexy missile.   :smiley16:
>fences

Where's the super awesome ruined industrial skyline :z7:


(http://i40.tinypic.com/2ji23p.jpg)

Im not sure whether to add (or not keep) clouds. If not i might add the shalehole skyline.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 26, 2010, 06:19:47 pm
I'd prefer if the bases were buildings instead of caves.
(http://img88.imageshack.us/img88/1079/opend.png)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 26, 2010, 06:24:11 pm
A sunset-like skyline would be a nice change of pace from the clear blue skies. Just sayin'. :panic:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Techno Viking on March 26, 2010, 07:35:42 pm
Is Rifleman overpowered? (http://www.ganggarrison.com/forums/index.php?topic=18965.15)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 26, 2010, 08:23:47 pm
I'd prefer if the bases were buildings instead of caves.
(http://img88.imageshack.us/img88/1079/opend.png)


Agh: yes that looks good. I'll fix it tommorow ASAP

Psycho: I don't have the ability to do that, and don't want to really. Do you want a gradient or layered "red" sky as they call it. I'd go with the ladder.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: .:HELGASIMS:. on March 27, 2010, 01:07:53 am
haha didn't really relize that if you die, YOU DIE :z1:
That is an 8 year old joke.
wut :z8:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Meower on March 27, 2010, 04:28:46 am
Why there's no server up?  D:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rodoval on March 27, 2010, 04:52:31 am
Why there's no server up?  D:
Can you host?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Meower on March 27, 2010, 07:57:10 am
Would love to, but should I port forward differently from the normal gg2?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 27, 2010, 08:04:48 am
Would love to, but should I port forward differently from the normal gg2?
No.

You can use the same ports for both, example for 2.1.4 you can port for 8190, and if you lanch the beta with 8190, it'll still work.


Server's up, get in!
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Dermott on March 27, 2010, 08:58:34 am
I rlly idk where post that, so...
Some things to Rifleman:
(http://img534.imageshack.us/img534/7687/sniperi.png)
1. Change color the meter, the white perfect mask on a maps. :z4:
2. Laser sight.
3 (optional), ammo, about 25-15 shots.

Title: Re: Gang Garrison 2.2 Public Beta
Post by: Flandre on March 27, 2010, 09:00:09 am
A high amount of ammunition won't really matter, as reloading is more of a cool down thing rather then ammo for the other guns.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Starky on March 27, 2010, 09:59:21 am
They really should change the charge meter so it's a little less distracting though.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rodoval on March 27, 2010, 10:49:10 am
Wait wait wait
Was the manvich exploit the one when you could survive a backstab while eating?
In that case you didn't fix it.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 27, 2010, 10:49:52 am
Wait wait wait
Was the manvich exploit the one when you could survive a backstab while eating?
In that case you didn't fix it.
No the Manvich exploit was to use Manvich with every class.

That "glitch" is actually an easter egg
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rodoval on March 27, 2010, 10:53:25 am
Wait wait wait
Was the manvich exploit the one when you could survive a backstab while eating?
In that case you didn't fix it.
No the Manvich exploit was to use Manvich with every class.

That "glitch" is actually an easter egg
Yes I know but I thought that's what they meant by "manvich exploit".
Pheww life is safe once again.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: liamnijjar on March 27, 2010, 11:43:38 am
no one plays the beta and it's constantly an earthquake  :z7:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 27, 2010, 12:32:09 pm
I fix server
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 27, 2010, 12:39:21 pm
will 2.2 be released within the week? I want to work on my mod during break.

Chris told me hopefully today

From my pm's, after i told Chris about my map

We might be released by saturday.  I haven't even seen it but if it's nice and plays well it could become official.

Also: BG Update! I added a sunset but i dont like it. May go back to blue sky....

(http://i39.tinypic.com/2j6acys.jpg)
Re textured almost every palette, and re-did the spawn rooms
Title: Re: Gang Garrison 2.2 Public Beta
Post by: mrfredmаn on March 27, 2010, 02:53:39 pm
we should keep it beta longer, until the new players die out :smiley16:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Oh I'm GHost let's be honest on March 27, 2010, 03:04:53 pm
We should convert to 2.1.5 without telling non forumfags.
Not displaying and update message :z6:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 27, 2010, 03:12:07 pm
We should be happy that the community won't die out anytime soon.

@rock: I like that sunset.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 27, 2010, 03:24:41 pm
Have you tried combining the sunset with the open air suggestion that agh suggested. it still looks like the bases are in caves
Title: Re: Gang Garrison 2.2 Public Beta
Post by: 16-Bit on March 27, 2010, 03:25:09 pm
On the normal gravity server we had a earthquake  D:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 27, 2010, 03:25:48 pm
I personally think we need more night-themed maps.

Like Avanti, only different.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 27, 2010, 03:31:23 pm
I personally think we need more night-themed maps.

Like Avanti, only different.
ctf_doublecross? with it's multitude of lunar bodies?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: \AF\ Ritsu Namine on March 27, 2010, 05:05:55 pm
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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 27, 2010, 05:39:52 pm
I just noticed that you need to hit with all 6 shots if you want to kill a medic with the spy.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: mrfredmаn on March 27, 2010, 06:05:15 pm
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.
I just noticed that you need to hit with all 6 shots if you want to kill a medic with the spy.
spy is up mrfredman fix my game
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Wherewolf on March 27, 2010, 06:09:06 pm
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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 27, 2010, 06:56:42 pm
Have you tried combining the sunset with the open air suggestion that agh suggested. it still looks like the bases are in caves


Yea I did man. They are buildings and aghs change looks odd.

I also hate the sunset myself
Title: Re: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 27, 2010, 08:53:46 pm
Bacon if add my idle map as an easter egg I'll <3 you for ever and ever.  :drool:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 27, 2010, 09:46:48 pm
Bacon if add my idle map as an easter egg I'll <3 you for ever and ever.  :drool:

Dr. Random actually made Acheivment_idle.

It was pretty cool
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 27, 2010, 09:47:56 pm
Bacon if add my idle map as an easter egg I'll <3 you for ever and ever.  :drool:

Skelebro actually made Acheivment_idle.

It was pretty cool
Title: Re: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 27, 2010, 09:50:30 pm
because dr. random is also known as skele
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 27, 2010, 09:56:42 pm
because dr. random is also known as skele
The Dirty Idler's Map Pack (http://www.ganggarrison.com/forums/index.php?topic=17769.0)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 27, 2010, 09:58:40 pm
I was ganna bump that thread a few hours ago asking if you guys wanted me to to actually make some more, but realized no one would give a crap.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Flandre on March 27, 2010, 10:00:09 pm
I was ganna bump that thread a few hours ago asking if you guys wanted me to to actually make some more, but realized no one would give a crap.
but skeleeee

(http://img52.imageshack.us/img52/8755/screenshot105w.png)

IT'S WHAT I ALWAYS WANTED :angry:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: favicon guru on March 27, 2010, 10:28:02 pm
Why idle in gg2?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 27, 2010, 10:30:42 pm
Why idle in gg2?
Headgear?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 27, 2010, 10:34:16 pm
Now you can idle till your heart's content and forge those headdresses that you've been yearning for in peace, or work together to farm accomplishments without trouble.

By the way, adding my map to the official build, along with the map it self, was a joke.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 28, 2010, 07:17:30 am
NAGN.. server... alone...
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Omsk on March 28, 2010, 07:57:04 am
I've been lurking the forums reading all the threads on the new beta thinking to myself "great, where do I get it".  Wow I feel stupid.  Can't wait to try it.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 28, 2010, 08:11:13 am
nagn wtf
Title: Re: Gang Garrison 2.2 Public Beta
Post by: I_am_awesome on March 28, 2010, 08:12:22 am
Enjoy, and remember to forward all complaints to mrfredman.  Don't forget to make the subject line "mrfredman fix my game" to get faster results!

He ignored me :z7:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 28, 2010, 09:56:14 am
I've been lurking the forums reading all the threads on the new beta thinking to myself "great, where do I get it".  Wow I feel stupid.  Can't wait to try it.
It's in the first post.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 28, 2010, 12:56:00 pm
Bacon if add my idle map as an easter egg I'll <3 you for ever and ever.  :drool:

Skelebro actually made Acheivment_idle.

It was pretty cool

You guys must be newer then me. Dr. Random made an achievement map way before you guys.

http://www.ganggarrison.com/forums/index.php?topic=4094.0 (http://www.ganggarrison.com/forums/index.php?topic=4094.0) <--- Proof, look at the date.


I am waiting for your witty response.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Flandre on March 28, 2010, 12:56:44 pm
[attachment deleted by admin]
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 28, 2010, 12:57:26 pm
[attachment deleted by admin]

He got banned remember?
But it was there, i remember it.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 28, 2010, 12:58:04 pm
[attachment deleted by admin]

He got banned remember?
But it was there, i remember it.
Maybe he did it first, but Skele did it right.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 28, 2010, 01:36:40 pm
Yo, gen_factory has only a few shading details left and its DONE! And Bacon is hosting playtesting later.
Title: Re: Gen_Factory IS DONE!
Post by: Rock on March 28, 2010, 02:04:55 pm
gen_factory is done and ready for testing!

BG: (http://i39.tinypic.com/70krdj.jpg)

WM: (http://i44.tinypic.com/2edzdea.jpg)

Ready to be compiled for Generator
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 28, 2010, 02:06:33 pm
 :smiley16:
 :wuv:
sunset is weird
shading in the sky?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 28, 2010, 02:08:38 pm
:smiley16:
 :wuv:
sunset is weird
shading in the sky?

those are clouds
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 28, 2010, 02:09:23 pm
:smiley16:
 :wuv:
sunset is weird
shading in the sky?

those are clouds

more like suggestion
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 28, 2010, 02:10:09 pm
:smiley16:
 :wuv:
sunset is weird
shading in the sky?

those are clouds

more like suggestion

Yea i might change the sky, i dont like the sunset myself
Title: Re: Gang Garrison 2.2 Public Beta
Post by: obesity on March 28, 2010, 02:17:33 pm
MrFredman, this needs fixing: If you drop the intelligence on purpose by pressing "b", you yourself cannot pick it back up until there 3/4 of the time left b4 it returns to base. If you meant for it to be this way, then I see no sense in that.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Dokurider on March 28, 2010, 02:19:42 pm
MrFredman, this needs fixing: If you drop the intelligence on purpose by pressing "b", you yourself cannot pick it back up until there 3/4 of the time left b4 it returns to base. If you meant for it to be this way, then I see no sense in that.

Prevents people from just picking up the intel and dropping it again to boost their score.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Oh I'm GHost let's be honest on March 28, 2010, 02:20:03 pm
So you cant lag the server and get more points.
It was intentional.
Fuck, ninja
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 28, 2010, 02:20:28 pm
MrFredman, this needs fixing: If you drop the intelligence on purpose by pressing "b", you yourself cannot pick it back up until there 3/4 of the time left b4 it returns to base. If you meant for it to be this way, then I see no sense in that.

You get points for picking up the intel. it's so you can't get points indefinitely.

Warning - while you were typing a new reply has been posted. You may wish to review your post.
DAMMIT
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 28, 2010, 02:21:03 pm
MrFredman, this needs fixing: If you drop the intelligence on purpose by pressing "b", you yourself cannot pick it back up until there 3/4 of the time left b4 it returns to base. If you meant for it to be this way, then I see no sense in that.
When you drop the intelligence, it's either so you can go into your spawn room for healing or you are passing it off to a teammate. The reason there's a delay is because you could just pick up the intelligence that you just dropped without being able to hand it off properly.

EDIT: Ninja'd but I brought fresh material, bitches :smiley16:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: obesity on March 28, 2010, 02:24:56 pm
http://www.ganggarrison.com/forums/index.php?topic=19066.0 (http://www.ganggarrison.com/forums/index.php?topic=19066.0)

Title: Re: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 28, 2010, 02:35:31 pm
Yah, you get a point when you pick up the intel. I see no point in your argument.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 28, 2010, 02:37:00 pm
It also dosent let you do the grefing thing that players do in tf2, where they just keep giving the intel off to each other, and the kill log is spammed, and the announcer goes...


WE WE WE WE WE WE WE WE WE WE WE
Title: Re: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 28, 2010, 03:29:13 pm
It also dosent let you do the grefing thing that players do in tf2, where they just keep giving the intel off to each other, and the kill log is spammed, and the announcer goes...


WE WE WE WE WE WE WE WE WE WE WE
oh god must see this for myself
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Oh I'm GHost let's be honest on March 28, 2010, 03:30:28 pm
I'll help.
Which server?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 28, 2010, 03:33:37 pm
I think it's too long. I've had plenty of times where I wanted to pick it up but couldn't because of this unnecessary restriction. 2 or 3 seconds would be enough to prevent people from accidentally picking it up again.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 28, 2010, 03:38:55 pm
How about pressing B again lets you pick it up or something?

Although that'd make kill log spamming even more possible
Title: Re: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 28, 2010, 03:41:12 pm
Have it check the last intel carrier if it was manually dropped and only give them a point if some one else was carrying last.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 28, 2010, 03:42:34 pm
Have it check the last intel carrier and only give them a point if some one else was carrying last
:c8:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 28, 2010, 03:44:49 pm
Have it check the last intel carrier if it was manually dropped and only give them a point if some one else was carrying last.
How about just not reward a point for picking up the intel in the first place? It's not as if doing so is remotely difficult, it's capturing it that's more of a challenge. (where do you think failspies even get points from? They just touch the intel)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: 8Bit on March 28, 2010, 04:59:55 pm
http://www.ganggarrison.com/forums/index.php?topic=19027.msg408665#msg408665 (http://www.ganggarrison.com/forums/index.php?topic=19027.msg408665#msg408665)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Wherewolf on March 28, 2010, 05:11:04 pm
Two things that were bugging me:
-You can track cloaked spies as spectator but you can't see them
-In Arena, the losing team's autoguns aren't disabled.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 28, 2010, 05:31:03 pm
MrFredman, this needs fixing: If you drop the intelligence on purpose by pressing "b", you yourself cannot pick it back up until there 3/4 of the time left b4 it returns to base. If you meant for it to be this way, then I see no sense in that.

Prevents people from just picking up the intel and dropping it again to boost their score.

hurpa durp mrfredman fix my game.

you can't pick it up right away to prevent constant picking up/dropping for point whoring.


Quote
In Arena, the losing team's autoguns aren't disabled.

why would that bother you?  =/
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 28, 2010, 05:35:28 pm
Then simply don't give points for picking it up.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 28, 2010, 05:44:54 pm
Then simply don't give points for picking it up.

I don't think so Tim.






how does i ninja cat?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 28, 2010, 05:48:24 pm
Press Q in the character selection menu.

Why?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 28, 2010, 05:51:07 pm
Bacon if add my idle map as an easter egg I'll <3 you for ever and ever.  :drool:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 28, 2010, 05:54:26 pm
Then simply don't give points for picking it up.

I don't think so Tim.
It was a serious suggestion, so I'd like a serious answer. :z3:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 28, 2010, 06:15:56 pm
Does anyone care about gen_factory?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 28, 2010, 06:16:28 pm
10/10 would download again
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 28, 2010, 06:17:10 pm
Does anyone care about gen_factory?
You should ask NAGN to host it!
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 28, 2010, 06:17:36 pm
Does anyone care about gen_factory?
You should ask NAGN to host it!

On 2.2?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: beasta on March 28, 2010, 06:18:22 pm
Hey guys, on a A/D map like cp_dirtbowl stage 2 if you join in the middle of the game, the 1st cp is neutral even if it has been capped.

Ex:  The CP has already been capped.  I was in the game 30 seconds earlier, then I accidently hit f10 but then rejoined.  Anyways, as you can see... it is gray, but the other team had already capped it.

(http://i894.photobucket.com/albums/ac142/beasta24/GlitchedCpbug.png)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 28, 2010, 06:19:55 pm
Does anyone care about gen_factory?
You should ask NAGN to host it!

On 2.2?
Give me the map
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 28, 2010, 06:30:00 pm
I don't think so Tim.
Who are you talking to? Me?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Ari on March 28, 2010, 06:31:44 pm
I don't like how the game's pace slowed down.
Also maps need rebalancing.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: beasta on March 28, 2010, 06:32:22 pm
Woah bro... FAST caps.  Little bit too fast.  The egypt one took 2 seconds for a scout to ninja.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 28, 2010, 06:33:07 pm
Does anyone care about gen_factory?
You should ask NAGN to host it!

On 2.2?
Give me the map

k

gen_factory is done and ready for testing!

BG: (http://i39.tinypic.com/70krdj.jpg)

WM: (http://i44.tinypic.com/2edzdea.jpg)

Ready to be compiled for Generator

use leiche's GB mod. The generators go on top of the cp shaped things, spawns are a giveaway.


Would love feedback.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 28, 2010, 06:39:08 pm
Make them not on tinypic
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 28, 2010, 06:41:25 pm
Why? There is no quality loss
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 28, 2010, 06:43:30 pm
Ummm, for some reason, it's jpeg.
(tried to compile myself)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 28, 2010, 06:46:16 pm
Ummm, for some reason, it's jpeg.
(tried to compile myself)
there is no quality loss. Go into paint and save as png. I can't get on my pc right now
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 28, 2010, 06:50:45 pm
The Generators...

I'll assume that they're where the pipe things lead to right below the spawns?

And I added kill boxes to the bottom of the rocket
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 28, 2010, 06:59:02 pm
hopefully compiled properly
(http://img149.imageshack.us/img149/6484/genfactory.png)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 28, 2010, 07:02:52 pm
added.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 28, 2010, 07:03:24 pm
Works.  :z6:
Errr, wallmask prob with stairs.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 28, 2010, 07:32:07 pm
List of issues


Wallmask issue with stairs to the right
Upper sewers require you to fidget around
Platform directkly above Generator way too effective for Autoguns, give the oppisite team a way to get to it or else face intense issues
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Wherewolf on March 28, 2010, 08:24:53 pm
Quote
In Arena, the losing team's autoguns aren't disabled.

why would that bother you?  =/
It's not a big deal but I'd be annoyed if it killed me after I took out the entire other team or something.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 28, 2010, 08:27:59 pm
Also, the winning tune dosent play when you win, and neither does the losing tune when you lose.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 28, 2010, 09:24:00 pm
List of issues


Wallmask issue with stairs to the right
Upper sewers require you to fidget around
Platform directkly above Generator way too effective for Autoguns, give the oppisite team a way to get to it or else face intense issues

thanks fixes tommorow
Title: Re: Gang Garrison 2.2 Public Beta
Post by: favicon guru on March 28, 2010, 10:22:28 pm
oh boy he's back
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 28, 2010, 10:43:58 pm
oh boy he's back
And he leads his post with old news. Cool.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 28, 2010, 10:47:57 pm
oh boy he's back
And he leads his post with old news. Cool.

Chicken Soup, Did you have another name? You have a huge post count, but i never noticed you?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 28, 2010, 10:51:02 pm
oh boy he's back
And he leads his post with old news. Cool.

Chicken Soup, Did you have another name? You have a huge post count, but i never noticed you?

Nope. The only name change was from Chicken Soup to [PHS](NI)[GA][RMS]Chicken Soup and then back again.

No life coupled with GGGC and GC I guess.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 29, 2010, 03:25:43 am
I came up with a modified version of my previous generator.

(http://img339.imageshack.us/img339/5269/generator.gif)

(http://img339.imageshack.us/img339/8328/newgenstrip.png)

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

What do you think?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 29, 2010, 07:34:58 am
I came up with a modified version of my previous generator.

(http://img339.imageshack.us/img339/5269/generator.gif)

(http://img339.imageshack.us/img339/8328/newgenstrip.png)

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

What do you think?

This needs to be in the game.
It looks way better then the crappy ones we have right now, no offence
Title: Re: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 29, 2010, 11:29:09 am
I came up with a modified version of my previous generator.

(http://img339.imageshack.us/img339/5269/generator.gif)

(http://img339.imageshack.us/img339/8328/newgenstrip.png)

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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh 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).
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Snare 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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: favicon guru 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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock 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
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Snare 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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: favicon guru on March 29, 2010, 01:34:15 pm
If you're a slower class and you can't travel across the map, what then?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Snare 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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Wherewolf 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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: favicon guru on March 29, 2010, 02:49:26 pm
I just realized ctf_castle will be playable again.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath 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
Title: Re: Gang Garrison 2.2 Public Beta
Post by: favicon guru on March 29, 2010, 02:55:38 pm
As I said, big maps will be more fun in 2.2
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 29, 2010, 04:13:12 pm
BLU Version:

(http://img130.imageshack.us/img130/5941/genblue.gif)

(http://img710.imageshack.us/img710/517/newgenstripblue.png)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 29, 2010, 04:39:39 pm
Nice! And they aren't just recolors!
Title: Re: Gang Garrison 2.2 Public Beta
Post by: obesity 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?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup 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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Waterfall 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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: obesity on March 29, 2010, 07:12:23 pm
What issue does overheat address?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup on March 29, 2010, 07:14:24 pm
What issue does overheat address?
Same as does ammo. Spamming.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: obesity 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?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup 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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: obesity 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
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chicken Soup 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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath 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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh 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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: obesity on March 29, 2010, 07:36:59 pm
I get it now ^_^
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Silent Boom on March 29, 2010, 08:08:51 pm
The end of spam  :cry:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 29, 2010, 08:13:35 pm
The end of spam  :cry:

not true. Now it's called team spam waves
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon 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.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN 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
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 29, 2010, 09:22:16 pm
Do you guys think that overheat should be re worked a tiny bit?

Just curious, how would this work?

As a heavy, you fire full speed until you overheat, and when you overheat, you shoot at a reduced fire rate.
Maybe your gun could glow red or something like that. What do you think?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 29, 2010, 10:32:53 pm
Should have an updated test with suggestions/fixes implemented in the near future.

Does that include my generator sprites? They can both be found on the previous page.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 29, 2010, 11:32:27 pm
I believe they're sticking with mrfredman's improved generators.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 29, 2010, 11:33:11 pm
I believe they're sticking with mrfredman's improved generators.

Show me plox
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 30, 2010, 12:09:28 am
I believe they're sticking with mrfredman's improved generators.

show us
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 30, 2010, 12:34:23 am
Should have an updated test with suggestions/fixes implemented in the near future.

Does that include my generator sprites? They can both be found on the previous page.
yes >_>
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 30, 2010, 12:49:23 am
I believe they're sticking with mrfredman's improved generators.
yes >_>
...
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 30, 2010, 12:51:28 am
I believe they're sticking with mrfredman's improved generators.
yes >_>
...
who to believe :panic:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 30, 2010, 06:43:57 am
 :panic:

Timohtep's generators are in at least to see how people like them in game..  If we stick with them, Timohtep do you think you can add a few levels of damage to the animation?  ie the old ones had 3 stages of 'cracking'
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 30, 2010, 06:49:36 am
I was bored yesterday, maybe I'll fix gen_factory today
Title: Re: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 30, 2010, 08:15:18 am

 :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.
HAHA AGH I LOVE YOU YOU KNOW THIS GAME SO WE-

: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.
Fuck nevermind.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 30, 2010, 08:57:00 am
Well then explain why you think I'm wrong.

Just saying that you disagree doesn't add anything to this discussion.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 30, 2010, 09:00:24 am
Well then explain why you think I'm wrong.
I keep telling Smipper to get on and back me up but he claims he doesn't want to join "4chan in a bottle" so I guess my argument is how are the bubbles any good if they don't defend against the new OP snoopurman?

And his height isn't a great argument. I wish he was taller because then he'd be a better medibuddy.

Yeah, his health could take a hit though. I thought about addressing that in a mod. AND THEN REMEMBERED I DON'T HAVE GAME MAKER :z3:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 30, 2010, 09:39:58 am
The problem with the bubbles is that it is now a perfect defense against 6 out of 10 classes. Even the heavy with the highest bullet output can't destroy this shield.
And just this fact makes him a game breaking class no matter how you look at it.

Now I don't want to argue about whether the new sniper is OP, but all classes have to deal with him. Quote should have less problems with him as his size makes him harder to hit than anyone else (but I admit, it's still easy). Additionally he has fast speed to close in the distance to the sniper. As you can see the existence of the sniper doesn't change the fact that quote is OP, but rather reinforces this obsaervation.

And his height isn't a great argument. I wish he was taller because then he'd be a better medibuddy.
Ok this is a small weakness, but in return he has the bubble shield which is excellent at protecting your medic.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Phantom Brave on March 30, 2010, 02:39:27 pm
The problem with the bubbles is that it is now a perfect defense against 6 out of 10 classes.
The problem with that is that the swords suck ASS. No, I don't care that you had a blanket excuse.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 30, 2010, 02:41:22 pm
:panic:

Timohtep's generators are in at least to see how people like them in game..  If we stick with them, Timohtep do you think you can add a few levels of damage to the animation?  ie the old ones had 3 stages of 'cracking'
Yes, I have some good ideas for the damage levels. I'll do three levels for each generator. Is that alright?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 30, 2010, 02:42:00 pm
The problem with the bubbles is that it is now a perfect defense against 6 out of 10 classes.
The problem with that is that the swords suck ASS. No, I don't care that you had a blanket excuse.
No they don't.

They just encourage saving up an enormous amount of built-up energy. If a quote gets between you in an arena match, you're fucked, because even if they do only five damage, the insane knockback would seperate you, and if you're low on ammo, there's nothing you can do about it.


Do you know how hard it is to shoot while you're moving in the oppisite direction you're aiming? Coupled with limited ammo, and you have one OP character.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 30, 2010, 03:00:18 pm
A sprite that shows an medigun with an uber when a medic gets an uber.

People will know that the healer has an uber without being healed.
Enemies can react to setup defense.
(http://i44.tinypic.com/23u1t03.png)
I think this could be useful for dirtbowl.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Phantom Brave on March 30, 2010, 03:27:19 pm
They just encourage saving up an enormous amount of built-up energy. If a quote gets between you in an arena match, you're fucked, because even if they do only five damage, the insane knockback would seperate you, and if you're low on ammo, there's nothing you can do about it.
If a quote gets between you in an arena match, you're fucked
If a quote gets between you in an arena match
If a quote gets between you
:panic:

Anyway, keep in mind that more classes are overpowered than underpowered right now. That means that the UP classes should be buffed, so stop complaining about the OP classes.
Also:

 :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.
HAHA AGH I LOVE YOU YOU KNOW THIS GAME SO WE-

: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.
Fuck nevermind.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 30, 2010, 03:41:05 pm
A sprite that shows an medigun with an uber when a medic gets an uber.

People will know that the healer has an uber without being healed.
Enemies can react to setup defense.
(http://i44.tinypic.com/23u1t03.png)
I think this could be useful for dirtbowl.
Nice spritework. What's next, you want a healer's corpse/gibs to be electrified if he/she dies with full superburst but undeployed? :panic:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 30, 2010, 03:41:31 pm
A sprite that shows an medigun with an uber when a medic gets an uber.

People will know that the healer has an uber without being healed.
Enemies can react to setup defense.
(http://i44.tinypic.com/23u1t03.png)
I think this could be useful for dirtbowl.
Nice spritework. What's next, you want a healer's corpse/gibs to be electrified if he/she dies with full superburst but undeployed? :panic:
:z7:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 30, 2010, 03:42:27 pm
A sprite that shows an medigun with an uber when a medic gets an uber.

People will know that the healer has an uber without being healed.
Enemies can react to setup defense.
(http://i44.tinypic.com/23u1t03.png)
I think this could be useful for dirtbowl.
Nice spritework. What's next, you want a healer's corpse/gibs to be electrified if he/she dies with full superburst but undeployed? :panic:
:z7:
hey, I'm not being sarcastic >_>
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 30, 2010, 03:43:59 pm
A sprite that shows an medigun with an uber when a medic gets an uber.

People will know that the healer has an uber without being healed.
Enemies can react to setup defense.
(http://i44.tinypic.com/23u1t03.png)
I think this could be useful for dirtbowl.
Nice spritework. What's next, you want a healer's corpse/gibs to be electrified if he/she dies with full superburst but undeployed? :panic:
:z7:
hey, I'm not being sarcastic >_>
If you really want me to or if you just hate it that much.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Wherewolf on March 30, 2010, 03:45:31 pm
I'd like the uber medigun and the electric dead Medic, personally.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 30, 2010, 03:53:58 pm
I'd like the uber medigun and the electric dead Medic, personally.
(http://i44.tinypic.com/v5ba04.png)
(http://i44.tinypic.com/nmgf47.png)
The death could flash between Normal and Uber deaths.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 30, 2010, 04:09:37 pm
Blue Generator

(http://img130.imageshack.us/img130/5941/genblue.gif)

(http://img710.imageshack.us/img710/517/newgenstripblue.png)

(http://img89.imageshack.us/img89/9405/newdestroy.gif)

(http://img444.imageshack.us/img444/1821/newgenstripbluedestroy.png)

(http://img51.imageshack.us/img51/3046/newdestroy2.gif)

(http://img401.imageshack.us/img401/4679/newgenstripbluedestroy2.png)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 30, 2010, 04:19:52 pm
Now RED.
 :wuv: :z6:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 30, 2010, 05:09:33 pm
Blue Generator

(http://img130.imageshack.us/img130/5941/genblue.gif)

(http://img710.imageshack.us/img710/517/newgenstripblue.png)

(http://img89.imageshack.us/img89/9405/newdestroy.gif)

(http://img444.imageshack.us/img444/1821/newgenstripbluedestroy.png)

(http://img51.imageshack.us/img51/3046/newdestroy2.gif)

(http://img401.imageshack.us/img401/4679/newgenstripbluedestroy2.png)
HOSHIT HOT DAMN APPLAUD THIS MAN
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 30, 2010, 05:30:44 pm
HOSHIT HOT DAMN APPLAUD THIS MAN

awww shucks
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 30, 2010, 05:37:22 pm
HOSHIT HOT DAMN APPLAUD THIS MAN

awww shucks

First one is the best by far. But man, this is fucking epic.


Also, i just now realized, we need to have a Generator bubble? Maybe replace the trap bubble, because i have never seen anyone ever use it, ever.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 30, 2010, 05:43:44 pm
Red one's almost done...
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chu on March 30, 2010, 05:59:22 pm
Also, i just now realized, we need to have a Generator bubble? Maybe replace the trap bubble, because i have never seen anyone ever use it, ever.

Or have x3 switch between Intel, CP, and Generator depending on the game mode and put the trap (melting clock?) bubble replace  :x7:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 30, 2010, 06:01:32 pm
Lesson learned: Posts near the next page will get ignored. Several Exceptions have been made.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 30, 2010, 06:10:49 pm
RED Generator

(http://img339.imageshack.us/img339/5269/generator.gif)

(http://img339.imageshack.us/img339/8328/newgenstrip.png)

(http://img62.imageshack.us/img62/3864/gendestroy1.gif)

(http://img188.imageshack.us/img188/5544/redgendestroystrip.png)

(http://img62.imageshack.us/img62/6228/gendestroy2.gif)

(http://img188.imageshack.us/img188/5971/redgendestroystrip2.png)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 30, 2010, 06:11:57 pm
Oh dear god, yes :wuv:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 30, 2010, 06:13:11 pm
Oh dear god, yes :wuv:

 :z5:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Waterfall on March 30, 2010, 06:17:00 pm
:wuv:

One thing, is the second exhaust supposed to flash red like that?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Wherewolf on March 30, 2010, 06:20:35 pm
Those generators are amazing :c1:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 30, 2010, 06:21:34 pm
:wuv:

One thing, is the second exhaust supposed to flash red like that?

Uh oh, I never noticed that. It's an easy fix for whoever's going to be putting them in. I'm too lazy to change it and reupload.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 30, 2010, 06:39:02 pm
hopefully compiled properly
(http://img149.imageshack.us/img149/6484/genfactory.png)
wallmask and background don't match up for the staircases. They may not match up in other places too, I didn't get a chance to check everywhere.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 30, 2010, 07:37:17 pm
RED Generator

(http://img339.imageshack.us/img339/5269/generator.gif)

(http://img339.imageshack.us/img339/8328/newgenstrip.png)

(http://img62.imageshack.us/img62/3864/gendestroy1.gif)

(http://img188.imageshack.us/img188/5544/redgendestroystrip.png)

(http://img62.imageshack.us/img62/6228/gendestroy2.gif)

(http://img188.imageshack.us/img188/5971/redgendestroystrip2.png)

Yes


Also, disregard my last post. I just now realized that all three are stages of damage... xD
Title: Re: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 30, 2010, 07:44:04 pm
RED Generator

(http://img339.imageshack.us/img339/5269/generator.gif)

(http://img339.imageshack.us/img339/8328/newgenstrip.png)

(http://img62.imageshack.us/img62/3864/gendestroy1.gif)

(http://img188.imageshack.us/img188/5544/redgendestroystrip.png)

(http://img62.imageshack.us/img62/6228/gendestroy2.gif)

(http://img188.imageshack.us/img188/5971/redgendestroystrip2.png)
Uh, one suggestion. On the last damage stage, keep one piston moving and one gear turning. Otherwise it seems like the BLU generator is more effective :)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 30, 2010, 07:44:26 pm
Alright, here's an update

It's the same file name/link as the original post.

http://www.cube7.ca/GG2%202.2%20Beta.zip (http://www.cube7.ca/gg2/GG2%202.2%20Beta.zip)

fixed needles/mine gun alarm[5] while ubered
fixed cp not capped on join
reduced healer +1 point from 250 healed to 200
increased needle damage from 3 to 4
reduced reload time for needles from 75 steps to 55
reduced reload time for revolver from 75 steps to 55
reduced max bubbles for q/c from 36 to 25
reduced blade base damage from 5 to 3
fixed continuous wins on arena mode if you're the only player on a team besides spectator
reverted to file save/load for kill cam as particles aren't captured with the create sprite from screen function
added victory/failure music for arena end of round
added mvp listing at arena end while round ends in overtime
updated gen_destroy
updated generator sprites
changed 'basetime' for a/d cp maps from 5 seconds to 6 (old versions are 10)
change 'basetime' for traditional cp maps from 5 seconds to 7 (old versions are 10)
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Z3 on March 30, 2010, 07:49:06 pm
host
Title: Re: Gang Garrison 2.2 Public Beta
Post by: AcidLead on March 30, 2010, 07:49:54 pm
reduced blade base damage from 5 to 3
FGAAAAADS
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 30, 2010, 07:55:19 pm
I forgot to mention i added psychopath's sniper charge - the charge starts fast then slows down as you're scoped
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 30, 2010, 08:00:18 pm
Did you change the UUID? I hope you did.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Speed of Dark on March 30, 2010, 08:02:23 pm
reduced blade base damage from 5 to 3
I don't even play that much anymore and this even seems... odd to me.

Three damage? Really?


Also to Timhotep if he's readin' this: The 'mid' level of damage for the Red generator has the top wheel spinning the opposite direction as no damage. Intentional?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 30, 2010, 08:03:56 pm
I be hostin'
Title: Re: Gang Garrison 2.2 Public Beta
Post by: obesity on March 30, 2010, 08:07:18 pm
Something weird happened. The match was at a critical point, and suddenly (I am suspicious) I get disconnected. I try to connect again, and its excuse is "incompatible protocol version" or something. I try again and normal gravity is not even there. 0/0 servers. What the hell?
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 30, 2010, 08:12:57 pm
Something weird happened. The match was at a critical point, and suddenly (I am suspicious) I get disconnected. I try to connect again, and its excuse is "incompatible protocol version" or something. I try again and normal gravity is not even there. 0/0 servers. What the hell?
The game updated, go download the new version
Title: Re: Gang Garrison 2.2 Public Beta
Post by: obesity on March 30, 2010, 08:17:11 pm
thanks
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Timohtep on March 30, 2010, 08:18:08 pm
The 'mid' level of damage for the Red generator has the top wheel spinning the opposite direction as no damage. Intentional?

 :z4: shit
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Teekytots [PC][OG] on March 30, 2010, 08:19:43 pm
kewl
Title: Re: Gang Garrison 2.2 Public Beta
Post by: skeleton dude on March 30, 2010, 08:37:12 pm
the mvp score board shows on top of the pause menu
Title: Re: Gang Garrison 2.2 Public Beta
Post by: mrfredmаn on March 30, 2010, 08:53:46 pm
Well, that was fun.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 30, 2010, 10:35:46 pm
At last, my Fredmenerators have become a reality.

I am now at peace with the world.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 31, 2010, 04:13:21 am
I like the new gen HUD.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rock on March 31, 2010, 07:48:09 am
hopefully compiled properly
(http://img149.imageshack.us/img149/6484/genfactory.png)
wallmask and background don't match up for the staircases. They may not match up in other places too, I didn't get a chance to check everywhere.



Yea I need to redo some stuff still
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Saniblues on March 31, 2010, 07:56:08 am
(http://i41.tinypic.com/sfwd3t.png)
Just look me in the eye and tell me that isn't amazing
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Leiche on March 31, 2010, 11:42:09 am
(http://i41.tinypic.com/sfwd3t.png)
Just look me in the eye and tell me that isn't amazing
that isn't amazing  :z8:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: [Royal Gay Penguin Nachos Ibarra Gordita Agave] LC on March 31, 2010, 01:00:12 pm
So is there going to be a change to the deto before the final version? I understood there was going to be.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: mrfredmаn on March 31, 2010, 05:02:52 pm
(http://i41.tinypic.com/sfwd3t.png)
Just look me in the eye and tell me that isn't amazing
that isn't amazing  :z8:
look me in the eye
Title: Re: Gang Garrison 2.2 Public Beta
Post by: harmless on March 31, 2010, 05:09:36 pm
(http://i41.tinypic.com/sfwd3t.png)
Just look me in the eye and tell me that isn't amazing
that isn't amazing  :z8:
look me in the eye

Would be fine if the icons at the bottom WEREN'T SO FUCKING BIG.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rommel on March 31, 2010, 06:13:40 pm
Revolver reload is atleast 2 seconds a clip  :z7:

Title: Re: Gang Garrison 2.2 Public Beta
Post by: 8Bit on March 31, 2010, 06:27:37 pm
Revolver reload is atleast 2 seconds a clip  :z7:


As it should be.
 :hehe16:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 31, 2010, 06:52:04 pm
Revolver reload is atleast 2 seconds a clip  :z7:


You should be happy, it used to be like four
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 31, 2010, 06:52:17 pm
I guess my math is off.. I though 55 frames in 30 frames/second is not 2 seconds
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Psychopath on March 31, 2010, 06:53:18 pm
I guess my math is off.. I though 55 frames in 30 frames/second is not 2 seconds
it's less than 2 seconds =/
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Rommel on March 31, 2010, 06:57:13 pm
Oh sorry for rounding 1.83 seconds

Never mind Revolver ammo is fine as is
Title: Re: Gang Garrison 2.2 Public Beta
Post by: 8Bit on March 31, 2010, 07:02:19 pm
Oh sorry for rounding 1.83 seconds

Never mind Revolver ammo is fine as is
nerf to 2.00 seconds plz.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 31, 2010, 07:18:17 pm
I guess my math is off.. I though 55 frames in 30 frames/second is not 2 seconds
it's less than 2 seconds =/

it was sarcasm  =/
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 31, 2010, 07:20:28 pm
You can't give everyone as much ammo as they got in TF2 because there are fundamental differences between these two games.
First, the weapons in TF2 deal a lot more damage than in gg2.  For example a TF2 scout can kill a heavy in three Point-Blanc shots and everyone else with two shots. The runner needs five shots for an overweight, and three for most other classes.
Secondly, there are no secondary or melee weapons in gg2. This means when you're playing gg2 and your primary is out of ammo you're pretty helpless. In TF2 on the other hand you can switch to your secondary and use it to kill at least one other enemy, then you can take out your melee weapon and the melee weapon never runs out of ammo. You can kill enemies with it as long as you stay alive.

So yeah, if you look at this, then it should be clear, that all classes need more ammo.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: NAGN on March 31, 2010, 07:21:26 pm
You can't give everyone as much ammo as they got in TF2 because there are fundamental differences between these two games.
First, the weapons in TF2 deal a lot more damage than in gg2.  For example a TF2 scout can kill a heavy in three Point-Blanc shots and everyone else with two shots. The runner needs five shots for an overweight, and three for most other classes.
Secondly, there are no secondary or melee weapons in gg2. This means when you're playing gg2 and your primary is out of ammo you're pretty helpless. In TF2 on the other hand you can switch to your secondary and use it to kill at least one other enemy, then you can take out your melee weapon and the melee weapon never runs out of ammo. You can kill enemies with it as long as you stay alive.

So yeah, if you look at this, then it should be clear, that all classes need more ammo.
I can't imagine the engie with 16 shots :z4:
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Agh on March 31, 2010, 07:25:58 pm
The engie got 6 shots in tf2. I think he should get 50% more in gg2, which means 9 shots (or 10 if you want to round up).
Title: Re: Gang Garrison 2.2 Public Beta
Post by: [PHS] Dread Pirate (Matt) on March 31, 2010, 08:13:08 pm
OMGOMGOMG.
Update.
Title: Re: Gang Garrison 2.2 Public Beta
Post by: Chris P. Bacon on March 31, 2010, 08:14:00 pm
update is live