I'd love to see that.

-Matt

On Thu, Jun 25, 2009 at 8:32 PM, Michael Krasnow <mnk...@gmail.com> wrote:

> hmm that would be good
>
> On Thu, Jun 25, 2009 at 6:43 PM, Donnie Newlove <donnie.newl...@gmail.com
> >wrote:
>
> > That would 1. look really awkward, what, is he going to pull out a new
> > one out of his pocket and more importantly 2. it would suck bad for
> > spies that are just about to attack when the thing respawns.
> >
> > But instead don't break it at all and just do a cooldown and no
> > respawning, but because the battery needs to recharge, not because it
> > magically breaks and then magically pops up again. There would also
> > have to be some indication for the spy, maybe a small kritzkrieg like
> > effect on the battery while it's charging the capacitors.
> >
> > On Fri, Jun 26, 2009 at 12:31 AM, Michael Krasnow<mnk...@gmail.com>
> wrote:
> > > it should have a cooldown like Jarate and then it comes back
> > >
> > > On Thu, Jun 25, 2009 at 5:44 PM, Donnie Newlove <
> > donnie.newl...@gmail.com>wrote:
> > >
> > >> No, it was a good change. Razorback was very, and may still be
> > >> slightly underpowered compared to both jarate and smg.
> > >>
> > >> Personally I think they should remove the breaking as well because
> > >> once it's broken you got nothing, no smg, no jarate. If you sacrifice
> > >> your secondary weapon as sniper to become stab-proof, at least let the
> > >> sniper be stab-proof until he dies, but maybe that would be too good.
> > >> Still, snipers and heavies are very easy and cheap targets for
> > >> backstabbing.
> > >>
> > >> On Thu, Jun 25, 2009 at 11:27 PM, Michael Krasnow<mnk...@gmail.com>
> > wrote:
> > >> > i think you should have left the speed reduction on the razorback so
> > spys
> > >> > can catch snipers easier
> > >> > bunt nice with the FAN and airblast
> > >> >
> > >> > On Thu, Jun 25, 2009 at 5:08 PM, Jason Ruymen <
> > jas...@valvesoftware.com
> > >> >wrote:
> > >> >
> > >> >> A required update for Team Fortress 2 is now available.  Please use
> > >> >> hldsupdatetool to receive it.  The specific changes include:
> > >> >>
> > >> >> Linux Dedicated Server:
> > >> >> - Improved connection logic to help servers that aren’t
> > automatically
> > >> >> reconnecting to Steam, and added extra logging to track it
> > >> >> - Added extra data gathering to help us understand and improve
> Linux
> > >> >> performance
> > >> >>
> > >> >> Team Fortress 2:
> > >> >> - Changed cl_flipviewmodels so it can no longer be set while
> > connected
> > >> to a
> > >> >> server
> > >> >> - Fixed problem with Loadout Menu "Back" button not preserving the
> > >> >> currently equipped weapon
> > >> >> - Fixed a case where an observer could set the observed player's
> view
> > >> >> models
> > >> >> - Fixed the Heavy's punches not matching mouse button presses when
> > the
> > >> view
> > >> >> models are flipped
> > >> >> - Fixed Bonk! ammo count exploit after using a regeneration locker
> > >> >> - Fixed Dead Ringer damage reduction exploit involving Spy taunting
> > >> >> - Reverted Force-A-Nature and airblast knockback on disguised
> Spies,
> > so
> > >> >> that they can once again be knocked back
> > >> >>
> > >> >> Missed notes from previous update:
> > >> >> - The Ambassador no longer penetrates buildings
> > >> >> - Removed the movement speed penalty on The Razorback
> > >> >>
> > >> >> Jason
> > >> >>
> > >> >> _______________________________________________
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> > >> >> please visit:
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> > >> >>
> > >> > _______________________________________________
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> > >> >
> > >>
> > >> _______________________________________________
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> > >> please visit:
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> > >>
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> > >
> >
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> >
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