Soldier of Fortune2 Update
by Steve Gibson, May 30, 2002 2:32pm PDTBryan Dube over at Raven Software has a .plan update with quite a few details on Soldier of Fortune2 stuff, specifics on multiplayer changes and bug fixes as well as announcing some new multiplayer additions:
[snip] Along with bug fixes we will also be adding some new content as well. This content will include the demolition (someone set us up the bomb) gametype which is a nice alternative to infiltration and allow servers to change it up a bit. Along with this gametype we will also be including a few new Raven made maps, at least one which will support the new demolition gametype. This is the first installment of new content for Sof2 multiplayer from Raven and im sure will be a welcome addition. As if that werent enough we are also working on integrated voice communications. This should make the process of using voice communication in sof2 a much easier process. More details will be released on this when its becomes available for use. [snip]Also, the Shacknews gameservers are being updated to the full version of SoF2. Most should be working today or tonight.
Daily Filter: Tiger Woods PGA Tour 13: The Masters, Sins of a Solar Empire: Rebellion
Dear Esther Mac port confirmed
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Comments
sonuvabitch!!! it's
"someone set up us the bomb !!"
Why does no one ever get that right?! >:-(
</anal catchphrase corrector>
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But it's still not perfect. I've been talking with some other players and everyone seems to agree that they need to adjust the Incendiary grenades. It's too easy to block off key areas with its long-lasting effects. There are three good solutions to the problem:
#1: Reduce the duration of the burn. Right now it shuts down an area for 8 seconds. Reducing it to 4-5 seconds might help.
#2: Remove the "sticky" effect that the flames possess. Right now you take significantly more damage than expected since you're slowed down as you take damage.
#3: Reduce the damage in some way. I'm in favor of a "burning-out" effect, where the flames deal less and less damage the longer the flames burn.
Any other complaints? I've heard the shotgun cited a lot, but personally I like how it is right now. The one-shot-kill at point-blank is a good thing imo, since it's unlikely that an enemy will get that close if you're in a firefight with them, and thus teams have to make sure they cover the flanks. The autoshotty is most definelty not a problem, since it's almost completely worthless at anything but close range.
All in all, I'm enjoying the hell out of SoF2. There aren't a ton of servers online right now, but all the ones I've been on have had very low lag, great players and admins who are on the ball.
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These comments about running around in grass and hiding rock,..... Umm I'm kind of liking that idea.
Surely it won't beat Q3 UT2 :( - not after all the good work they've done! :(
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set duck "+movedown; set crouchswitch vstr stand; echo ** Crouching...**"
set stand "-movedown; set crouchswitch vstr duck; echo ** Standing... **"
set crouchswitch "vstr duck"
set cmessagemode "messagemode; vstr duck"
set cmessagemode2 "messagemode2; vstr duck"
bind "t" "vstr crouchswitch"
bind "y" "vstr cmessagemode"
bind "\" "vstr cmessagemode2"
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Be a while before I can afford to upgrade too. Oh well, back to CS. :\
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Clan's will appreciate it as well.
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SP, on the other hand..........
Oh yeah, I'll be going to haiku's now
Also: Please fix inf on the raven map, it's far too easy to cap on. I had 4 rounds where I made more than 100 points this week. Once I capped 9 times in a row in less than 10 minutes.
What's the pw to haiku's excellent server?
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When I was playing CS back in beta 4 there was NO WHERE near the number of players there is today and im sure back at beta 1 there was even less. Also, CS was a free mod on an already very successful game which helped its move up in the world as well.
Not to mention a extremely well put together mod.
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i thought this was mainly a SP game? :<
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Eh, you probably will anyways.
-gren
flog yourselves that is
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