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Author Topic: Surf iT / SuSurf iT Update - Medic is ENABLED  (Read 1327 times)
Offline  Klanana
Rocketman
*

iT! Servers Owner
Posts: 671
Team Spec Extraordinaire
Medic is enabled again on Surf iT and SuSurf iT due to an overwhelming number of complaints that it was disabled. So stop bitching that you cant surf as medic... NOW YOU CAN.

Before you hardcore surfers begin bitching... THE FOLLOWING WEAPONS ARE DISABLED:

tf_weapon_syringegun_medic
tf_weapon_medigun
tf_weapon_shovel

DONT KNOW WHAT THOSE INCLUDE?

HERE: http://wiki.alliedmods.net/Team_Fortress_2_Item_Definition_Indexes

Please let me know if there are any issues or if any of those weapons somehow are equip-able. Hopefully this will satisfy the majority of you... if not fuck off.


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Jump iT - 64.74.97.15:27015 | JuJump iT - 74.91.113.66:27015 | Surf iT - 216.52.143.76:27015
Bball iT - 74.91.113.9:27015 | MGE iT - 74.91.122.39:27015
   
Offline  Cryo
Maggot
*

Posts: 20
What?
*insert complaint about how medics get more speed from boosters*


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Offline  Klanana
Rocketman
*

iT! Servers Owner
Posts: 671
Team Spec Extraordinaire
per hbc - dat aint true


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Jump iT - 64.74.97.15:27015 | JuJump iT - 74.91.113.66:27015 | Surf iT - 216.52.143.76:27015
Bball iT - 74.91.113.9:27015 | MGE iT - 74.91.122.39:27015
   
Offline  Kelao
Maggot
*

Posts: 26
The reason I disabled medic in the first place was because of his walkspeed of 112% (http://wiki.teamfortress.com/wiki/Classes#Speed).
I don't really care if you don't think it's enough of a reason anymore, seeing as TF2 has too many exploits that ruin speedrunning, just wanted to throw it out there.
   
Maggot
*

Posts: 34
Entre sueno y sueno...
The reason I disabled medic in the first place was because of his walkspeed of 112% (http://wiki.teamfortress.com/wiki/Classes#Speed).
I don't really care if you don't think it's enough of a reason anymore, seeing as TF2 has too many exploits that ruin speedrunning, just wanted to throw it out there.


I honestly wouldn't think the walkspeed would ever effect the overall speed on a ramp.


I could be wrong though.


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Ashes to ashes, dust to dust...dead bodies to the kitchen.
~Grog, Mutant League Football
   
Offline  tordana
Rocketeer
****

Posts: 253
The reason I disabled medic in the first place was because of his walkspeed of 112% (http://wiki.teamfortress.com/wiki/Classes#Speed).
I don't really care if you don't think it's enough of a reason anymore, seeing as TF2 has too many exploits that ruin speedrunning, just wanted to throw it out there.


I honestly wouldn't think the walkspeed would ever effect the overall speed on a ramp.


I could be wrong though.


It doesn't, but it gives you slightly faster stage transition times.


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Maggot
*

Posts: 34
Entre sueno y sueno...
The reason I disabled medic in the first place was because of his walkspeed of 112% (http://wiki.teamfortress.com/wiki/Classes#Speed).
I don't really care if you don't think it's enough of a reason anymore, seeing as TF2 has too many exploits that ruin speedrunning, just wanted to throw it out there.


I honestly wouldn't think the walkspeed would ever effect the overall speed on a ramp.


I could be wrong though.


It doesn't, but it gives you slightly faster stage transition times.



I guess that makes sense.


---------------------------
Ashes to ashes, dust to dust...dead bodies to the kitchen.
~Grog, Mutant League Football
   
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