Petition: Revert 2.25 to 2.12 minus impulse101

Discussion in 'General' started by Chupacabra, Jan 6, 2010.

  1. Chupacabra

    Chupacabra Member

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    and major comm exploits.

    'nuff said
     
  2. Empty

    Empty Member

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    Maybe lower rail damage by 20%

    Otherwise, /signed
     
  3. flasche

    flasche Member Staff Member Moderator

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    with empties concerns /signed
     
  4. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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  5. Evan

    Evan League Commissioner

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    You guys could just play 2.12. Change your servers to 2.12 and install the 2.12 client. It's all online still
     
  6. flasche

    flasche Member Staff Member Moderator

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    and still has impulse 101, that comm exploits where you could do all that funky stuff from commode including dualcommanding and uberrails (tho they actually could be counterd - a slight nerf wont hurt tho)
     
  7. Empty

    Empty Member

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    I reckon you could do sourcemod stuff to insta kick people who use impulse 101, but the comm exploit fucks up the entire game permanently, until map change.
     
  8. Deiform

    Deiform Member

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    Or you could just make 2.12 scripts if you really wanted.... 2.25 allows you to do that...
     
  9. Empty

    Empty Member

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    They reverted to the old weapon code?
    I doubt that.
     
  10. Deiform

    Deiform Member

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    No I mean Trickster has 2.12 scripts, as do loads of people. Just revert them in 2.25 with the script manifest.

    And bring back e building in comm view.
     
  11. @@@@Marcin@@@@

    @@@@Marcin@@@@ Developer

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    No , I was able to sap enemy main from the sky.

    I regret every telling con or the devs about this, it got leaked badly :(, no one would ever have done the crazy stuff I did to find this out :3.
     
  12. PreDominance

    PreDominance Member

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    Do I get my 6-shooter back?
     
  13. blizzerd

    blizzerd Member

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    tbh, 2.25 has more variables as 2.12

    someone should make "2.12" scripts, it should be possible to near them tot he extent that its impossible to see the difference without looking in the script files
     
  14. FN198

    FN198 Member

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    tri-mg, 6shooters, default apd, behr's....

    i can't wait. just take out the comm exploits, aircraft factories and impulse fuckup
     
  15. Sandbag

    Sandbag Member

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    omg 2.12 this was before they added a limit on the number of single slot weapons you could put in a big slot.

    why the FUCK did they implement that? that's the dumbest most fun sucking idea i've ever heard of.
     
  16. RoboTek

    RoboTek Member

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    they added that because otherwise 2-slot weapons had to be at least twice as good as the 1-slot version in order to be viable or even useful, likewise the 3-slots would need to be tree times as good.

    This leads to power growth that is very difficult to manage, making heavy tanks close to god-like, with power that is uncompilable to the lighter vehicles.
     
  17. Sandbag

    Sandbag Member

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    yeah those 6 shooters were unbeatable. or those dual std cannon med tanks... :\

    actually wait there was never a problem?

    seriously how hard is it to adjust a weapon's heat so that having multiple versions of the same thing gives diseconomies of scale?
     
  18. Trickster

    Trickster Retired Developer

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    Remember NF shotgun heavys? <3
    Dual small arty?

    Also, 2.24 and 2.12 scripts with INFANTRY don't differ much, apart from falloff. Easily importable. Research and weapons are the same. Tank handling isn't though.
     
  19. Metal Smith

    Metal Smith Member

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    You can change how many MG's, ML's, Cannons, etc you can equip onto a tank. It's in the chassis scripts.
     
  20. LordDz

    LordDz Capitan Rainbow Flowers

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    You never faced 3 standard mgs? It was like a sniper.
     

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