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Post by Dog » Fri Dec 28, 2007 11:26 am

Stats were reset and server was updated....
:D
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Post by Buzzy Beetle » Fri Dec 28, 2007 11:30 am

Woo! FRIIDUM! Go frollic off in the the sunset, yon TF2 player!
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Re: Stats

Post by stress » Fri Dec 28, 2007 11:43 am

dog, u r teh poo. =]

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Re: Stats

Post by TheCarpe » Fri Dec 28, 2007 12:02 pm

Ahh...I might have beaten my record, but for the last week or so, my axes would dwindle every day. So I don't have an accurate count/..

Oh well. Try for 600 again this month.

Although I've been a bitchin' Demoman these last couple nights. Might be time to hang up the axe temporarily and lob me some nades for a while.
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Post by l3eeron » Fri Dec 28, 2007 12:26 pm

Thanks Dog!

... Demo has become my main class! I love charging up the sticky gun and killing snipers who think they're at a safe distance :lol:

And nothing is more rewarding (besides a good uber) than stickying a whole mini base :twisted:

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Post by YevGenie » Fri Dec 28, 2007 12:57 pm

*kisses dog* Hooray!
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Post by Dog » Fri Dec 28, 2007 2:08 pm

Just in case some of you spaz out, I'm trying a couple of different things, that we may or may not keep:

1. Melee weapons are now 2x instead of 3x. Reasoning: original point system was designed for CSS/DODS which don't have crits. Crits are common for melee weapons and thus easier to make a kill.

2. Capping flags is now worth 5pts instead of 1pt. Reasoning: makes a team work together to cap

3. Blocked caps are now worth 5pts instead of 1pt.

4. Capped intel is now worth 10pts. Picked up intel is worth 5pts and dropped intel is -10pts...so don't drop it.

5. Domination is worth 4pts, but revenge is now 10pts.

Like I said, we're trying these out to see if gameplay improves, especially on maps like 2fort which is basically a campfest.
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Post by Stevo » Fri Dec 28, 2007 2:21 pm

[quote="StrontiumDog";p="60513"]4. Capped intel is now worth 10pts. Picked up intel is worth 5pts and dropped intel is -10pts...so don't drop it.[/quote]
I don't think that's a very good idea. Dropping the flag can be part of the strategy. For example, a soldier handing it off to a scout shouldn't have to lose 5 points. Everything else sounds good though. :)

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Post by Tarrock » Fri Dec 28, 2007 2:24 pm

Just a quick suggestion

If your trying to get people to work together as a team by increasing the pts of captures, I might suggest making it worth like 20-50 pts.

When you get on the higher end of the pt system, if you're trying to cap a point, u may have a bunch of guys running around that just got their 150 kills and u'd be losing around 15-20 pts each time they kill you which is kinda discouraging, sure you can go cap the point for 5 pts and maybe lose 100 in the process, or you can stand back and let the lower pt guys do the work.
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Post by l3eeron » Fri Dec 28, 2007 2:30 pm

[quote="StrontiumDog";p="60513"]3. Blocked caps are now worth 5pts instead of 1pt.[/quote]

:D My stats are going to go up up up!!!

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Re: Stats

Post by LJ » Fri Dec 28, 2007 2:34 pm

awesome changes. As someone that plays a spy a lot I like the change to the melee modifier. Everyone switches to melee to kill a spy :evil:

Agree with stevo though on losing 10 pts for dropping flag. Quite often people call for players to just touch the flag so we can inch it in. It'll mean people are less likely to do that. Especially when you can just have a demo pipe it and hide around corner.

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Post by Dog » Fri Dec 28, 2007 2:48 pm

True...I'll change it to 10 pts for picking up a flag....
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Post by YevGenie » Fri Dec 28, 2007 3:16 pm

Dog, i may also caution the 10pts for revenge, do you think that will encourage people to go spy just to get the pts/kill?
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Post by Dog » Fri Dec 28, 2007 3:18 pm

:lol:
Then we can tell the team players from the selfish points lovers!

Spy is hard to play so it might not be too bad!
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Post by YevGenie » Fri Dec 28, 2007 4:37 pm

Just thinkin outside the box ;-)
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