The Gang Garrison 2 Forum

Gang Garrison Discussion => Announcements => Topic started by: MedO on July 08, 2013, 05:01:12 pm

Title: Gang Garrison 2.6.2
Post by: MedO on July 08, 2013, 05:01:12 pm
Previous
This
Next
2.6.1 (http://www.ganggarrison.com/forums/index.php?topic=34090.0)
2.6.2
2.6.3 (http://www.ganggarrison.com/forums/index.php?topic=34110.0)

Did we ever have three updates in two days? I mean recently, not in the olden days...

Anyway, here we go:

- Reverted the collision system overhaul due to performance issues
- Added an option to turn off the menu music

Download here (http://www.ganggarrison.com/download.php?file=1)
Title: Re: Gang Garrison 2.6.2
Post by: Teekytots [PC][OG] on July 08, 2013, 05:11:09 pm
 :c1:
Title: Re: Gang Garrison 2.6.2
Post by: sy on July 08, 2013, 05:20:12 pm
well bodyblocking is in accidentally somehow... xD  I'll screw around with it while it lasts
4 updates in 2 days, oh man
2.6.3 here we come
Title: Re: Gang Garrison 2.6.2
Post by: Intel Guard on July 08, 2013, 05:23:47 pm
>bodyblocking
Title: Re: Gang Garrison 2.6.2
Post by: GG2RBY on July 08, 2013, 05:31:47 pm
Omg they nerfed broke the game   :panic: :panic:
Title: Re: Gang Garrison 2.6.2
Post by: ajf on July 08, 2013, 05:32:22 pm
Omg they nerfed broke the game   :panic: :panic:

well bodyblocking is in accidentally somehow... xD  I'll screw around with it while it lasts
4 updates in 2 days, oh man
2.6.3 here we come

>bodyblocking

To any concerned users,

As you know, here at Faucet Software we pride ourselves in releasing high-quality, bug-free software. Many of you seem to think the reintroduction of "bodyblocking" to be a bug. It is, in fact, not a bug. Rather, a bug fix in Gang Garrison 2.5 to prevent cloaked spies from being able to "noclip" through solid objects was mistakenly broken in Gang Garrison 2.5.1. Some people who abused the ability to noclip were pleased by the bug fix being broken, however it was not done intentionally, and we apologise to any upstanding players who wished to play by the rules. In Gang Garrison 2.6.2, it came to our attention that we had not yet rectified this, and so we took it upon ourselves to do so. As a consequence, spies can once again not pass through solid objects.

We apologise for any confusion this may have caused you.

-- Andrea Faulds
Senior Vice President of Customer Relations, Faucet Software
Title: Re: Gang Garrison 2.6.2
Post by: MedO on July 08, 2013, 05:36:39 pm
It's ok, I just mistakenly reverted the merged commits instead of reverting the merge commit, so I just had to revert the revert and then re-revert correctly.

The above is actually correct and exactly what happened.
Title: Re: Gang Garrison 2.6.2
Post by: Phantom Brave on July 08, 2013, 05:38:36 pm
Which above? :ghost:
Title: Re: Gang Garrison 2.6.2
Post by: iLegend on July 08, 2013, 08:25:20 pm
so is this gonna ever change? bodyblocking sucks :/
Title: Re: Gang Garrison 2.6.2
Post by: sy on July 08, 2013, 08:50:15 pm
so is this gonna ever change? bodyblocking sucks :/
They've released 3 updates in past 2 days so it should be pretty quickly, most likely tomorrow morning or something
Title: Re: Gang Garrison 2.6.2
Post by: iLegend on July 08, 2013, 09:23:17 pm
so is this gonna ever change? bodyblocking sucks :/
They've released 3 updates in past 2 days so it should be pretty quickly, most likely tomorrow morning or something
:smiley16:
Title: Re: Gang Garrison 2.6.2
Post by: sy on July 08, 2013, 09:46:07 pm
was the overweight's ammo consumption nerfed?
Title: Re: Gang Garrison 2.6.2
Post by: Phantom Brave on July 08, 2013, 09:54:21 pm
Yes.
Title: Re: Gang Garrison 2.6.2
Post by: Machidro on July 08, 2013, 11:13:30 pm
I don't care about other classes, but leave spy bodyblocking in permanently, it's fucking awesome.

Things spies can now do which are awesome:

-On maps with ledges, edgeguard. A well positioned spy has a new way of killing unaware players.

-Two spies can perform a real pincer attack. One spy comes from an enemies right, the other from his left. They sandwich him, one shoots at him to keep him distracted, and the other stabs for the kill. This is an excellent teamwork incentive and makes the stereotypical crowd of failspies actually more effective in their numbers.

-Dropstabs got nerfed in a good way, since they're now objectively harder.

-Facestabs got buffed in a good way, since now it's really disorientating to hit a spy and you can trick overzealous players into being stuck in your stab. One may also pin players against objects like crates with perfect precision timing

-Spies now have an extra function: detect other hidden spies. When two invisible spies collide (something a spy can't otherwise prepare for), a pistol duel ensues immediately deciding which one survives. This is invariably awesome, seems like a reasonable replacement game ability for the now nerfed quote bubble, and makes for some nice spy vs. spy.

-Standing still and being a campspy got nerfed- if another spy touches you while you're standing still, they'll know you're camping but you won't know they touched you, making you an easy target.

-You have to be more careful how you travel, and you can't just derp into a crowd, m2, m1. You must plan your actions.

Basically, it massively buffs the spy's potential skill ceiling, and it really adds a lot to the game. Make this shit permanent.
Title: Re: Gang Garrison 2.6.2
Post by: cabalier on July 08, 2013, 11:21:37 pm
I don't care about other classes, but leave spy bodyblocking in permanently, it's fucking awesome.

Things spies can now do which are awesome:

-On maps with ledges, edgeguard. A well positioned spy has a new way of killing unaware players.

-Two spies can perform a real pincer attack. One spy comes from an enemies right, the other from his left. They sandwich him, one shoots at him to keep him distracted, and the other stabs for the kill. This is an excellent teamwork incentive and makes the stereotypical crowd of failspies actually more effective in their numbers.

-Dropstabs got nerfed in a good way, since they're now objectively harder.

-Facestabs got buffed in a good way, since now it's really disorientating to hit a spy and you can trick overzealous players into being stuck in your stab. One may also pin players against objects like crates with perfect precision timing

-Spies now have an extra function: detect other hidden spies. When two invisible spies collide (something a spy can't otherwise prepare for), a pistol duel ensues immediately deciding which one survives. This is invariably awesome, seems like a reasonable replacement game ability for the now nerfed quote bubble, and makes for some nice spy vs. spy.

-Standing still and being a campspy got nerfed- if another spy touches you while you're standing still, they'll know you're camping but you won't know they touched you, making you an easy target.

-You have to be more careful how you travel, and you can't just derp into a crowd, m2, m1. You must plan your actions.

Basically, it massively buffs the spy's potential skill ceiling, and it really adds a lot to the game. Make this shit permanent.

man I haven't even played the latest patch yet but all of this sounds awesome
now I gotta try it
Title: Re: Gang Garrison 2.6.2
Post by: Teekytots [PC][OG] on July 08, 2013, 11:49:36 pm
its not good simply because its a 2d game
Title: Re: Gang Garrison 2.6.2
Post by: Machidro on July 08, 2013, 11:57:32 pm
its not good simply because its a 2d game

Bodyblocking for all classes is an issue for some classes, definitely. Scout and pyro get nerfed really hard by not being able to dance their targets.

But for all of the reasons in that list, at very least spy bodyblocking is actually a great addition to the game.
Title: Re: Gang Garrison 2.6.2
Post by: Phantom Brave on July 09, 2013, 12:04:22 am
what if their target is a spy
Title: Re: Gang Garrison 2.6.2
Post by: Intel Guard on July 09, 2013, 12:21:37 am
what if their target is a spy
ding ding ding
Title: Re: Gang Garrison 2.6.2
Post by: Machidro on July 09, 2013, 12:25:50 am
I'd say spy blocking benefits outweigh in those cases for reasons listed.

Remember that if it was only the spy with the ability, scout on spy and pyro on spy changes wouldn't really be an issue; the two would play roughly the same as they did before. It's only really a notable problem if scout or pyro has to change his entire play style for all combat, players are pretty good at small adjustments.

Also, while we're spitballing, we should have a justification for the mechanic. I'd just treat it like another spy passive ability. We could call it impermeability or something along those lines. The update poster could be a picture of the medic with his face cartoonishly smashed against the white dotted outline of a spy ala Wile. E Coyote tunnel impact.
Title: Re: Gang Garrison 2.6.2
Post by: drmalpractice on July 09, 2013, 01:23:24 am
As you know, here at Faucet Software we pride ourselves in releasing high-quality, bug-free software.

-- Andrea Faulds
Senior Vice President of Customer Relations, Faucet Software

(http://24.media.tumblr.com/tumblr_loebtwOR5e1qcyygco2_250.gif)
Title: Re: Gang Garrison 2.6.2
Post by: Dokurider on July 09, 2013, 01:38:12 am
Get Two Quotes
Gangbang enemies like it was A Night At The Roxbury.
Title: Re: Gang Garrison 2.6.2
Post by: Lord SecretMan on July 09, 2013, 02:30:22 am
Imagine bodyblock in Cave Story.



Can't you just add bodyblock on or off? Just in the future if you want fun with it with others.
Title: Re: Gang Garrison 2.6.2
Post by: Orpheon on July 09, 2013, 03:49:05 am
I don't care about other classes, but leave spy bodyblocking in permanently, it's fucking awesome.

Things spies can now do which are awesome:

-On maps with ledges, edgeguard. A well positioned spy has a new way of killing unaware players.

-Two spies can perform a real pincer attack. One spy comes from an enemies right, the other from his left. They sandwich him, one shoots at him to keep him distracted, and the other stabs for the kill. This is an excellent teamwork incentive and makes the stereotypical crowd of failspies actually more effective in their numbers.

-Dropstabs got nerfed in a good way, since they're now objectively harder.

-Facestabs got buffed in a good way, since now it's really disorientating to hit a spy and you can trick overzealous players into being stuck in your stab. One may also pin players against objects like crates with perfect precision timing

-Spies now have an extra function: detect other hidden spies. When two invisible spies collide (something a spy can't otherwise prepare for), a pistol duel ensues immediately deciding which one survives. This is invariably awesome, seems like a reasonable replacement game ability for the now nerfed quote bubble, and makes for some nice spy vs. spy.

-Standing still and being a campspy got nerfed- if another spy touches you while you're standing still, they'll know you're camping but you won't know they touched you, making you an easy target.

-You have to be more careful how you travel, and you can't just derp into a crowd, m2, m1. You must plan your actions.

Basically, it massively buffs the spy's potential skill ceiling, and it really adds a lot to the game. Make this shit permanent.

man I haven't even played the latest patch yet but all of this sounds awesome
now I gotta try it
Same. I might make a build of it later when I go on windows.
Title: Re: Gang Garrison 2.6.2
Post by: bullets (obviously) on July 09, 2013, 04:16:21 am
Imagine bodyblock in Cave Story.
Can't you just add bodyblock on or off? Just in the future if you want fun with it with others.
Bodyblocking so bad that Secretman's making coherent posts. Holy shit.

But yeah, it would be great if we had a "normal" 2.6.3, since everyone's addicted to gg2, etc. Pls leave bodyblocking as an ini option.
Also, guides and maps are getting outdated left and right thanks to untested changes being dumped in every new release.
Title: Re: Gang Garrison 2.6.2
Post by: t~ on July 09, 2013, 07:45:48 am
I hate body blocking. Now noob spies and such can just stab you by getting in front of you. They don't have to time their stab anymore. They just stand in from of you and press m1. Especially if you have lag, a spy can destroy you. I used to take care of spies who stabbed off time by running through them and then turning around and then shooting them, but it doesn't work now.
Title: Re: Gang Garrison 2.6.2
Post by: [Royal Gay Penguin Nachos Ibarra Gordita Agave] LC on July 09, 2013, 08:53:38 am
I dunno if I run into some invisible spy as like Runner why would I even need to dance him, I can just meatshot him like before and he's basically dead before he gets maybe one revolver shot in.

That's ignoring that I'd probably be spychecking in the first place.
Title: Re: Gang Garrison 2.6.2
Post by: Burtal on July 09, 2013, 09:38:15 am
it's fucking stupid end of
Title: Re: Gang Garrison 2.6.2
Post by: Hanako Ikezawa on July 09, 2013, 03:43:28 pm
Well...I read the thread yesterday and suddenly there's a lot of activity going on now. Sweet.
Interesting (buggy) update this time, I think I prefer this method more than the rigourous testing; there's something to be said for watching all the hilarious glitching. It seems very time intensive for the devs though.

On the topic of bodyblocking for spies, I find it to be an interesting idea. From what I gather from machidro's post, spies should be able to bodyblock only while cloaked (only the enemy team is blocked, right?). Against a visible spy, there would be no blocking.

This does add a higher skill ceiling to the game, as Machidro has pointed out. May main worry is that giving more passive abilities to the spy may cause complexity problems (i.e. "I can't block while visible, but I can while I'm invisible" versus passive invisibility's "I'm always invisible as long as they don't look at me"). This would be four abilities (passive invisibility, cloak, multistab and bodyblocking) and two weapons (the clip-reloading revolver and knife) for the spy. Of course, complexity isn't always a bad thing.

I find cloakblocking to be very interesting. If you're having trouble imagining it, try thinking that someone would run around a visible enemy (we walk around people all the time IRL). Since one can't see the invisible spy, he would crash into him (I know, the analogy falls apart when you realize the spy can see the other guy).

A scout or pyro running into a cloaked spy shouldn't be a big problem, while they can't dance, a scout still has a good opportunity at meatshots (no running past the mark). If the spy decides to stab, the scout will see the spy (he's not dancing, just facing the spy) and if the spy drops cloak, bodyblocking isn't a problem. For the pyro, straight up direct burning seems to be the answer, a pyro is fearsome at close combat. The fact that spies can act as a wall means that he can be "passed" to teammates for the kill, encouraging airblasting. As a bonus to our nerfed pyro, spies now have a harder time getting into his blindspot for free shots. Sure, introducing teammates may tip the scales, but that happens in every matchup.

Players adapted to passive invisibility in GG2 and disguises in TF2, it shouldn't be too hard to adapt to bodyblocking as well. It may seem OP at first, but once it simmers, it should be fairly straightforward.

Overall, I say we at least test it. If it's added, great; if not, we can say we did it and tell everyone why it's a bad idea. It's been a while since I checked the git; since the code is already written, it shouldn't be very labour intensive, right? It would be rather cool if we actually got bodyblocking to work in a 2D game.

TL;DR sorry about the long post. Pyro and scout should be fine, be careful of overcomplexity, Machidro makes good points, bodyblocking makes sense, and people will adapt. Let's test it!
Title: Re: Gang Garrison 2.6.2
Post by: MedO on July 09, 2013, 03:59:15 pm
Well, let's end the fun and get out a proper bugfix now. Bodyblocking as a feature can be considered of course, but I don't think we'll iterate that idea in public releases. Plugins are probably the best place for it right now. In the meantime, we'll get back to a vanially GG2 without bodyblocking.

So how did this even get back in? It's a fun little mistake that I actually already explained above, but I don't think anyone in their right minds could have understood what I posted there. So here it is in plain english (I hope).
Obviously we wanted to revert the collision system changes that we introduced in 2.6.0. To do that, I basically told git (the tool that keeps track of all our work) to undo everything wareya has worked on when he was writing the collision system changes.
However, wareya started on those changes in Version 2.5, which still had the bodyblocking, and he removed the bodyblocking when writing the collision system. Meanwhile, we *independendly* removed bodyblocking for our next release. When we merged wareya's work into our main development branch, git saw that the same change had happened on both sides and everything was fine. However, when I told git to revert wareya's changes, it also added bodyblocking again, because wareya had removed that.
The correct thing to do was to tell git to revert the merge itself. That way, it can notice that bodyblocking wasn't actually removed by adding wareya's stuff, because it had already been removed before.

I hope that was mildly interesting to you. See you after the 2.6.3 release. :)
Title: Re: Gang Garrison 2.6.2
Post by: ajf on July 09, 2013, 04:29:43 pm
Well, let's end the fun and get out a proper bugfix now. Bodyblocking as a feature can be considered of course, but I don't think we'll iterate that idea in public releases. Plugins are probably the best place for it right now. In the meantime, we'll get back to a vanially GG2 without bodyblocking.

So how did this even get back in? It's a fun little mistake that I actually already explained above, but I don't think anyone in their right minds could have understood what I posted there. So here it is in plain english (I hope).
Obviously we wanted to revert the collision system changes that we introduced in 2.6.0. To do that, I basically told git (the tool that keeps track of all our work) to undo everything wareya has worked on when he was writing the collision system changes.
However, wareya started on those changes in Version 2.5, which still had the bodyblocking, and he removed the bodyblocking when writing the collision system. Meanwhile, we *independendly* removed bodyblocking for our next release. When we merged wareya's work into our main development branch, git saw that the same change had happened on both sides and everything was fine. However, when I told git to revert wareya's changes, it also added bodyblocking again, because wareya had removed that.
The correct thing to do was to tell git to revert the merge itself. That way, it can notice that bodyblocking wasn't actually removed by adding wareya's stuff, because it had already been removed before.

I hope that was mildly interesting to you. See you after the 2.6.3 release. :)
I hate how you completely ignored any support for bodyblocking remaining as a feature :cry:

Medo42 worst dictator :z3: :z3:
Title: Re: Gang Garrison 2.6.2
Post by: Intel Guard on July 09, 2013, 04:34:44 pm
>support
>3 people who like dumb spy gimmicks
Title: Re: Gang Garrison 2.6.2
Post by: Orpheon on July 09, 2013, 04:35:08 pm
Well, let's end the fun and get out a proper bugfix now. Bodyblocking as a feature can be considered of course, but I don't think we'll iterate that idea in public releases. Plugins are probably the best place for it right now. In the meantime, we'll get back to a vanially GG2 without bodyblocking.

So how did this even get back in? It's a fun little mistake that I actually already explained above, but I don't think anyone in their right minds could have understood what I posted there. So here it is in plain english (I hope).
Obviously we wanted to revert the collision system changes that we introduced in 2.6.0. To do that, I basically told git (the tool that keeps track of all our work) to undo everything wareya has worked on when he was writing the collision system changes.
However, wareya started on those changes in Version 2.5, which still had the bodyblocking, and he removed the bodyblocking when writing the collision system. Meanwhile, we *independendly* removed bodyblocking for our next release. When we merged wareya's work into our main development branch, git saw that the same change had happened on both sides and everything was fine. However, when I told git to revert wareya's changes, it also added bodyblocking again, because wareya had removed that.
The correct thing to do was to tell git to revert the merge itself. That way, it can notice that bodyblocking wasn't actually removed by adding wareya's stuff, because it had already been removed before.

I hope that was mildly interesting to you. See you after the 2.6.3 release. :)
I hate how you completely ignored any support for bodyblocking remaining as a feature :cry:

Medo42 worst dictator :z3: :z3:
Dictator implies he is alone. He isn't.
Title: Re: Gang Garrison 2.6.2
Post by: ajf on July 09, 2013, 04:37:02 pm
Well, let's end the fun and get out a proper bugfix now. Bodyblocking as a feature can be considered of course, but I don't think we'll iterate that idea in public releases. Plugins are probably the best place for it right now. In the meantime, we'll get back to a vanially GG2 without bodyblocking.

So how did this even get back in? It's a fun little mistake that I actually already explained above, but I don't think anyone in their right minds could have understood what I posted there. So here it is in plain english (I hope).
Obviously we wanted to revert the collision system changes that we introduced in 2.6.0. To do that, I basically told git (the tool that keeps track of all our work) to undo everything wareya has worked on when he was writing the collision system changes.
However, wareya started on those changes in Version 2.5, which still had the bodyblocking, and he removed the bodyblocking when writing the collision system. Meanwhile, we *independendly* removed bodyblocking for our next release. When we merged wareya's work into our main development branch, git saw that the same change had happened on both sides and everything was fine. However, when I told git to revert wareya's changes, it also added bodyblocking again, because wareya had removed that.
The correct thing to do was to tell git to revert the merge itself. That way, it can notice that bodyblocking wasn't actually removed by adding wareya's stuff, because it had already been removed before.

I hope that was mildly interesting to you. See you after the 2.6.3 release. :)
I hate how you completely ignored any support for bodyblocking remaining as a feature :cry:

Medo42 worst dictator :z3: :z3:
Dictator implies he is alone. He isn't.
All dictators have a small segment of the population who support them due to brainwashing and misguided trust.
Title: Re: Gang Garrison 2.6.2
Post by: Intel Guard on July 09, 2013, 04:39:05 pm
>small section of the population

>ajf
Title: Re: Gang Garrison 2.6.2
Post by: Trueblade on July 09, 2013, 04:42:40 pm
>support
>3 people who like dumb spy gimmicks
but dumb spy gimmicks are fun   
Title: Re: Gang Garrison 2.6.2
Post by: Intel Guard on July 09, 2013, 04:50:35 pm
did anyone stop to think it nerfs the cloaked spy's ability to shadow an opponent by passing in and out of the opponents sprite in order to disorient and pick off with the revolver

fuck that shit homie
Title: Re: Gang Garrison 2.6.2
Post by: Catman on July 09, 2013, 04:52:47 pm
I'd never get used to body blocking.
Title: Re: Gang Garrison 2.6.2
Post by: ajf on July 09, 2013, 04:53:41 pm
I'd never get used to body blocking.
People said they wouldn't get used to the rocketman being nerfed. (http://www.youtube.com/watch?v=u9dmU3xMfIM#)
Title: Re: Gang Garrison 2.6.2
Post by: Intel Guard on July 09, 2013, 04:55:23 pm
...were you even around for that period
Title: Re: Gang Garrison 2.6.2
Post by: Teekytots [PC][OG] on July 09, 2013, 05:01:44 pm
Body blocking encourages bad players to stab aimlessly as spy

so lower amount of skill/timing/luck to get a stab with body blocking
Title: Re: Gang Garrison 2.6.2
Post by: Catman on July 09, 2013, 05:04:28 pm
I'd never get used to body blocking.
People said they wouldn't get used to the rocketman being nerfed. (http://www.youtube.com/watch?v=u9dmU3xMfIM#)
I'd never get used to mine sync using more bandwidth.
Title: Re: Gang Garrison 2.6.2
Post by: ajf on July 09, 2013, 05:08:56 pm
Body blocking encourages bad players to stab aimlessly as spy

so lower amount of skill/timing/luck to get a stab with body blocking
So introduce balance fixes.

Actually, it would be nice if there was a stab cooldown, bodyblocking or no.
Title: Re: Gang Garrison 2.6.2
Post by: Catman on July 09, 2013, 05:20:31 pm
Quote
life without bodyblocking is meaningless
You must've had a very boring life. Is that why you suddenly changed gender?
Title: Re: Gang Garrison 2.6.2
Post by: ajf on July 09, 2013, 05:22:10 pm
Quote
life without bodyblocking is meaningless
You must've had a very boring life. Is that why you suddenly changed gender?
Oh come on, that's a low blow.
Title: Re: Gang Garrison 2.6.2
Post by: Intel Guard on July 09, 2013, 05:26:45 pm
AHAHAHAHA
Title: Re: Gang Garrison 2.6.2
Post by: MedO on July 09, 2013, 05:28:41 pm
Bodyblocking as a feature can be considered of course, but I don't think we'll iterate that idea in public releases. Plugins are probably the best place for it right now.

I hate how you completely ignored any support for bodyblocking remaining as a feature :cry:

Wat
Title: Re: Gang Garrison 2.6.2
Post by: ajf on July 09, 2013, 05:30:00 pm
Bodyblocking as a feature can be considered of course, but I don't think we'll iterate that idea in public releases. Plugins are probably the best place for it right now.

I hate how you completely ignored any support for bodyblocking remaining as a feature :cry:

Wat
OK, OK, I was possibly exaggerating a little?

AHAHAHAHA
My private medical history is not a laughing matter.

So fuck you too.

(Not literally. Sex between nerds on an internet forum... yuck)
Title: Re: Gang Garrison 2.6.2
Post by: Intel Guard on July 09, 2013, 05:30:44 pm
speak for yourself dude, that shit is hilarious
Title: Re: Gang Garrison 2.6.2
Post by: ajf on July 09, 2013, 05:36:39 pm
speak for yourself dude, that shit is hilarious
Hilarious or not, I at least respect your privacy. Welp.
Title: Re: Gang Garrison 2.6.2
Post by: Intel Guard on July 09, 2013, 05:38:05 pm
That's prolly because I'm not dumb enough to broadcast personal shit to the world like you are.
Title: Re: Gang Garrison 2.6.2
Post by: Teekytots [PC][OG] on July 09, 2013, 05:48:52 pm
Body blocking encourages bad players to stab aimlessly as spy

so lower amount of skill/timing/luck to get a stab with body blocking
So introduce balance fixes.

Actually, it would be nice if there was a stab cooldown, bodyblocking or no.
balance fixes? you're willing to create more problems instead of fixing the one thing

do not put body blocking on stabs and when cloaked, simple as that. body blocking is fine.
Title: Re: Gang Garrison 2.6.2
Post by: ajf on July 09, 2013, 06:00:58 pm
That's prolly because I'm not dumb enough to broadcast personal shit to the world like you are.
I didn't broadcast this to the world, I silently changed it with little fanfare.

You, on the other hand, do like broadcasting MY personal shit to the world.

Unlike with other people on the forum, apparently, because you have some bizzare grudge against me.
Title: Re: Gang Garrison 2.6.2
Post by: trog on July 09, 2013, 06:31:13 pm
how do your parents feel about you being a girl now
Title: Re: Gang Garrison 2.6.2
Post by: trog on July 09, 2013, 06:31:44 pm
17/F/Scotland

cute
Title: Re: Gang Garrison 2.6.2
Post by: Intel Guard on July 09, 2013, 06:35:26 pm
I silently changed it with little fanfare.

okay andrea faulds

also stop copping uberdeaths posts and think for yourself :talk:
Title: Re: Gang Garrison 2.6.2
Post by: ajf on July 09, 2013, 06:36:21 pm
I silently changed it with little fanfare.

okay andrea faulds
yes that's my name lol
Title: Re: Gang Garrison 2.6.2
Post by: Trueblade on July 10, 2013, 12:19:38 am
take it to pms or someting for fuck sake
Title: Re: Gang Garrison 2.6.2
Post by: Starky on July 10, 2013, 01:08:14 am
If ajf wants to identify as a female, then I don't think we should give her shit over it.

There plenty of valid things to criticize ajf over, but I don't think we should roll this into this gender thing with the other shit.
Title: Re: Gang Garrison 2.6.2
Post by: Saniblues on July 10, 2013, 01:09:29 am
Hey wow whoa

Do you guys see that

It's the other thread about the current patch