if dont tell them whats wrong then they wont know what to fix :)

2008/7/10 JDoc0512 <[EMAIL PROTECTED]>:

> 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
> > >>>>>>>
> > >>>>>>>
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