why do you all bitch about small stuff like this? they just fixed serious stuff. give them a break.
--- On Thu, 7/10/08, Jake Skenna <[EMAIL PROTECTED]> wrote: From: Jake Skenna <[EMAIL PROTECTED]> Subject: Re: [hlds] when will these be fixed? To: "Half-Life dedicated Win32 server mailing list" <[email protected]> Date: Thursday, July 10, 2008, 1:19 AM And being able to cap last point from behind on badlands On Thu, Jul 10, 2008 at 2:36 AM, Ronny Schedel <[EMAIL PROTECTED]> wrote: > Sentries tracking through walls should not be fixed. The engineer is > already > the worst character right now, the sentries are too weak to fight back > against Pyros, Heavys and Demomans. Also with the upcoming Heavy patch, it > will go worse for the Engineer. He even cannot fight back in a close combat > against a Medic with Blutsauger. > > > ----- Original Message ----- > From: "SakeFox" <[EMAIL PROTECTED]> > To: "Half-Life dedicated Win32 server mailing list" > <[email protected]> > Sent: Thursday, July 10, 2008 8:23 AM > Subject: Re: [hlds] when will these be fixed? > > > so we have: > > 1) badlands vis blocker on the red spawn (since map release) > 2) goldrush burning through the wall, stage 1 near cap 2 top building > across the red spawn building (since map release) > 3) sentries tracking through walls > 4) shooting through gates > 5) pyro taunt doesn't work when lost > 6) crits actually being crits > 7) pyro crit flame getting stuck on when not firing > 8) badlands last progressive spawn should not have buildable areas by > crouching > > anymore? > > to be honest i can't belive i forgot the pyro crit flame bug. its been > there so long its kinda like part of the game. would have thought that > would have been fixed a long time ago. > > Blood Letter wrote: > > I'd actually like to see all classes get a killing taunt. > > > > It's your last line of defense if your team loses and you're being chased > > down in the "bonus round". > > Plus, it's hilarious. > > > > Also, the pyro taunt isn't instant kill - a heavy with a medic on him > will > > survive it quite easily. > > I think it (and all kill taunts) should truly be instant kill. > > > > > >> Date: Wed, 9 Jul 2008 13:58:57 -0400 > >> From: [EMAIL PROTECTED] > >> To: [email protected] > >> Subject: Re: [hlds] when will these be fixed? > >> > >> i have noticed this too. it seems that with the last fix for this that > >> its actually gotten worse and happens more and with almost every class. > >> > >> another thing that could be fixed is the pyro taunt killing people after > >> they lose and the taunts working while you fall off a edge, leaving you > >> able to walk around and kill while taunting > >> > >> George "Devgru Seal" wrote: > >> > >>> I too would like to see all of those fixed. > >>> > >>> I'd like to bring up something that me and a few friends have noticed, > >>> not > >>> sure if any one else has. > >>> > >>> Pretend you're a sniper, firing SMG rounds down range on a scout > running > >>> directly towards you (No transversal direction), when your stream turns > >>> critical. The tracers appear to be hitting the scout directly, but no > >>> "Critical Hit" or "schpank" noises come from them. I've noticed it for > >>> almost every non-explosive, non-shotgun crit. (Pistols, SMG, etc) > >>> > >>> Perhaps someone else has noticed this more lately? > >>> > >>> On Wed, Jul 9, 2008 at 10:33 AM, SakeFox <[EMAIL PROTECTED]> > >>> wrote: > >>> > >>> > >>> > >>>> oh yes, i forgot about them. them ones are annoying epically the > >>>> capping > >>>> one > >>>> > >>>> Jake Skenna wrote: > >>>> > >>>> > >>>>> I'd also like to see them fix being able to build in the farthest > >>>>> forward > >>>>> spawn by crouching, the one that is on the bridge, and being able to > >>>>> cap > >>>>> > >>>>> > >>>> the > >>>> > >>>> > >>>>> last point from behind in badlands > >>>>> > >>>>> On Wed, Jul 9, 2008 at 3:31 AM, AnAkIn . <[EMAIL PROTECTED]> > wrote: > >>>>> > >>>>> > >>>>> > >>>>> > >>>>>> 2. You can burn through any tiny wall/roof, etc > >>>>>> 4. is not an issue with gates. Rockets/Grenades can go through any > >>>>>> tiny > >>>>>> "block" (wall/gates) in any map. > >>>>>> > >>>>>> Yea, would be nice to see them fixed. > >>>>>> > >>>>>> 2008/7/9 SakeFox <[EMAIL PROTECTED]>: > >>>>>> > >>>>>> > >>>>>> > >>>>>> > >>>>>>> I really have to question when these will be fixed. They been a > >>>>>>> issue > >>>>>>> for months. The sentry tracking i could understand being a problem > >>>>>>> but > >>>>>>> the rest, no. The map ones i think valve is just being lazy. The > >>>>>>> been > >>>>>>> there for months and have known about it but seem to refuse to fix > >>>>>>> > >>>>>>> > >>>> them. > >>>> > >>>> > >>>>>>> The shooting through the gate one they tried to fix with adding the > >>>>>>> metal around the gates, but then when they release goldrush forgot > >>>>>>> all > >>>>>>> about it and went back to the old way. I left off the one with > demos > >>>>>>> > >>>>>>> > >>>> and > >>>> > >>>> > >>>>>>> others shooting when they get close to the gate because thats kind > >>>>>>> of a > >>>>>>> clipping issue and that along with the sentries i can understand > >>>>>>> being > >>>>>>> difficult to fix. > >>>>>>> > >>>>>>> I hate to bash valve, but its starting to seem that support for > some > >>>>>>> issues is dropping off, kinda like QA for server releases. > >>>>>>> > >>>>>>> 1) badlands vis blocker on the red spawn (since map release) > >>>>>>> 2) goldrush burning through the wall, stage 1 near cap 2 top > >>>>>>> building > >>>>>>> across the red spawn building (since map release) > >>>>>>> 3) sentries tracking through walls > >>>>>>> 4) shooting through gates > >>>>>>> > >>>>>>> _______________________________________________ > >>>>>>> To unsubscribe, edit your list preferences, or view the list > >>>>>>> archives, > >>>>>>> please visit: > >>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds > >>>>>>> > >>>>>>> > >>>>>>> > >>>>>>> > >>>>>> _______________________________________________ > >>>>>> To unsubscribe, edit your list preferences, or view the list > >>>>>> archives, > >>>>>> please visit: > >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds > >>>>>> > >>>>>> > >>>>>> > >>>>>> > >>>>> _______________________________________________ > >>>>> To unsubscribe, edit your list preferences, or view the list > archives, > >>>>> > >>>>> > >>>> please visit: > >>>> > >>>> > >>>>> http://list.valvesoftware.com/mailman/listinfo/hlds > >>>>> > >>>>> > >>>>> > >>>>> > >>>>> > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list archives, > >>>> please visit: > >>>> http://list.valvesoftware.com/mailman/listinfo/hlds > >>>> > >>>> > >>>> > >>> > >>> > >>> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlds > >> > > > > _________________________________________________________________ > > It's a talkathon – but it's not just talk. > > http://www.imtalkathon.com/?source=EML_WLH_Talkathon_JustTalk > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

