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	<title>ETF2L &#8211; Latest activity in &#8220;4 years later its fixed&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-26666/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
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    	    <title>Reply by Setsul</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-9/?recent=461756#post=461756</link>
    	    <description><![CDATA[<i>Quoted from Godof</i>
		<blockquote>[...]
Still, a rocket from far away (or with shit splash) deals only 28 damage at worst. If you're under 50 ,that's crucial if that rocket would deal 38 or 28.</blockquote>
Instead of 53% damage falloff and splash damage modifier up to 50% on the maximum distance you get +35% (mini crits), no damage falloff and only the splash modifier.
Instead of 24 to 48 damage for maximum distance spam rockets you get 60 to 121 damage.
MIGHT MAKE A DIFFERENCE EH?

Only the evil killing spawn doors are bad.
Solid badlands window is has up- and downsides.
The spawn camp fix (this is essentially the point of blocking explosive damage) is ok, it's not like spawncamping was that important (although it was fun).]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 14:04:11 +0200</pubDate>
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    	    <title>Reply by Setlet</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461755</link>
    	    <description><![CDATA[Too bad escape plan is still useful in rollouts.]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 14:02:42 +0200</pubDate>
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    	    <title>Reply by soxaz</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461754</link>
    	    <description><![CDATA[<i>Quoted from ondkaja</i>
		<blockquote>[...]

don't get into situations where you will die if you take out the escape plan then. it's not a "bullshit death" if it's caused by your own incompetence.</blockquote>

so much this]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 13:32:03 +0200</pubDate>
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    	    <title>Reply by Animal</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461752</link>
    	    <description><![CDATA[i dont have an issue with it at all, just that i felt something was off about it and now i know what... 

get used to it..]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 13:18:35 +0200</pubDate>
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    	    <title>Reply by Russian Guyovich</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461747</link>
    	    <description><![CDATA[<i>Quoted from AnimaL</i>
		<blockquote>[...]haha so thats whats going on... i was wondering if im really getting more and more bat shit every day :D</blockquote>

Although the reload animation is supposed to take the same time as it did before this patch, it seems like it takes longer to reload if you've shot an arrow, switched weapons and revert back to crossbow. Before the update, there would be a small delay when switching to crossbow and the reload animation kicking in, however because it was faster you would reload quicker than you do now. 

When you switch to an unloaded crossbow after this update, it feels like you have the same delay, and then the slower reload animation happens so it takes even longer to load than it does trying to shoot one arrow after the other. This is a nightmare when you're trying to defend yourself and haven't had a chance to reload since you shot an arrow earlier on.

I might be completely wrong here, but it does feel different. I don't see why Valve had to fuck around with the Crossbow. It was a perfect sidegrade to syringes, and the trail animation looks good but there was nothing wrong with shooting an arrow instead of a needle. It was originally supposed to be a Medieval weapon afterall. Why all of a sudden do they give a shit about weapons/hats fitting the art style?]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 12:35:41 +0200</pubDate>
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    	    <title>Reply by Animal</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461739</link>
    	    <description><![CDATA[<i>Quoted from Ace</i>
		<blockquote>I can't believe that nobody has mentioned this yet, but isn't the crossbow reload time fucked up? Checked it roughly, and it seems to be up to about 2 seconds now. I kept on switching to medigun before the arrow was reloaded in all the games today, and I couldn't understand why.</blockquote>haha so thats whats going on... i was wondering if im really getting more and more bat shit every day :D]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 07:29:30 +0200</pubDate>
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    	    <title>Reply by Ond kaja</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461738</link>
    	    <description><![CDATA[<i>Quoted from Schmuse</i>
		<blockquote>[...]
I mean it still decreases your travel time to health packs, but there's gonna be some bullshit deaths because of it~</blockquote>

don't get into situations where you will die if you take out the escape plan then. it's not a "bullshit death" if it's caused by your own incompetence.]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 06:53:35 +0200</pubDate>
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    	    <title>Reply by Koeitje</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461736</link>
    	    <description><![CDATA[<i>Quoted from kaidus</i>
		<blockquote>Marked for death removes falloff so all these calculations are fairly wrong.</blockquote>

Yep. I love 22 dmg (or something) pistol shots.]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 06:31:59 +0200</pubDate>
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    	    <title>Reply by Medic-kun</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461729</link>
    	    <description><![CDATA[<i>Quoted from Schmuse</i>
		<blockquote>[...]
base splash 45
1.33*45=59.85

So the damage is actually around DOUBLE what you would normally take at long range. That's because mini crits remove the 50% damage falloff on top of adding 33% extra.
It's a crippling nerf and the lingering effect, which they just copy pasted from GRU, just adds layers of bullshit. It kinda makes sense on GRU at least, because they wanted to stop heavies from running into people's faces with it, but it doesn't make any sense at all on the Escape Plan.

I mean it still decreases your travel time to health packs, but there's gonna be some bullshit deaths because of it~</blockquote>

mark of death doesn't affect self splash damage, you can grab a medkit then rocket jump away]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 05:24:33 +0200</pubDate>
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    	    <title>Reply by Schmuse</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461724</link>
    	    <description><![CDATA[<i>Quoted from Godof</i>
		<blockquote>[...]
Still, a rocket from far away (or with shit splash) deals only 28 damage at worst. If you're under 50 ,that's crucial if that rocket would deal 38 or 28.</blockquote>
base splash 45
1.33*45=59.85

So the damage is actually around DOUBLE what you would normally take at long range. That's because mini crits remove the 50% damage falloff on top of adding 33% extra.
It's a crippling nerf and the lingering effect, which they just copy pasted from GRU, just adds layers of bullshit. It kinda makes sense on GRU at least, because they wanted to stop heavies from running into people's faces with it, but it doesn't make any sense at all on the Escape Plan.

I mean it still decreases your travel time to health packs, but there's gonna be some bullshit deaths because of it~]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 04:27:14 +0200</pubDate>
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    	    <title>Reply by Smyther</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461723</link>
    	    <description><![CDATA[DPS is unchanged if you hold M1, but the time it takes to complete a reload before you can switch back to medigun has definitely gone up. Sucks because it's only useful if you can reload in a spare 2 seconds and have a needle ready.

Also gullywash doors definitely hurt you now if you don't walk out of them fast or straight enough.]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 04:23:41 +0200</pubDate>
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    	    <title>Reply by mumu</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461722</link>
    	    <description><![CDATA[<i>Quoted from Ace</i>
		<blockquote>I can't believe that nobody has mentioned this yet, but isn't the crossbow reload time fucked up? Checked it roughly, and it seems to be up to about 2 seconds now. I kept on switching to medigun before the arrow was reloaded in all the games today, and I couldn't understand why.</blockquote>

Crusaders Crossbow
 * Smoothed out reload animation (DPS unchanged)]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 04:20:11 +0200</pubDate>
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    	    <title>Reply by kaidus</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461721</link>
    	    <description><![CDATA[Marked for death removes falloff so all these calculations are fairly wrong.]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 04:07:26 +0200</pubDate>
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    	    <title>Reply by Askjell</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461719</link>
    	    <description><![CDATA[I can't believe that nobody has mentioned this yet, but isn't the crossbow reload time fucked up? Checked it roughly, and it seems to be up to about 2 seconds now. I kept on switching to medigun before the arrow was reloaded in all the games today, and I couldn't understand why.]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 04:05:03 +0200</pubDate>
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    	    <title>Reply by Smyther</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-26666/page-8/?recent=461756#post=461712</link>
    	    <description><![CDATA[<i>Quoted from Godof</i>
		<blockquote>[...]
Still, a rocket from far away (or with shit splash) deals only 28 damage at worst. If you're under 50 ,that's crucial if that rocket would deal 38 or 28.</blockquote>
A direct rocket always does a minimum 48 damage. A blind medium range spam rocket easily has potential to do 70.]]></description>
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    	    <pubDate>Fri, 12 Jul 2013 03:18:44 +0200</pubDate>
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