Did that macro work LB? On Thu, Oct 17, 2013 at 1:51 PM, Wynand-Ben Viljoen <paashaasggx@xxxxxxxxxxx > wrote: > I have no idea. > > Not even 100% sure what that other guys was trying to do last time, cause > it clearly didnt work even when we ran with him or stayed behind > > ------------------------------ > From: alasdair.donaldson@xxxxxxxxxx > To: cpt-fgc@xxxxxxxxxxxxx > Subject: [CPT-FGC] Re: [CPT-RPG] Re: Stuff off > Date: Thu, 17 Oct 2013 11:28:48 +0000 > > > I dunno, Paas? > > I think you died before you got them across the line anyway. > > > > *From:* cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] > *On Behalf Of *lindsey kiviets > *Sent:* 17 October 2013 1:28 PM > *To:* cpt-fgc@xxxxxxxxxxxxx > *Subject:* [CPT-FGC] Re: [CPT-RPG] Re: Stuff off > > > > last night when i tried to pull the creeps to one side in av , they just > went back to their original positions. how do you pull them and then they > stay there? > ------------------------------ > > From: alasdair.donaldson@xxxxxxxxxx > To: cpt-fgc@xxxxxxxxxxxxx > Subject: [CPT-FGC] Re: [CPT-RPG] Re: Stuff off > Date: Thu, 17 Oct 2013 11:00:57 +0000 > > Anyways, enough of this stupid gaming stuff. Time for some real news: > > > > What? > > Snoop Lion is evolving! > > Congratulations! Your Snoop Lion has evolved into Snoopzilla > > > > > http://www.theguardian.com/music/2013/oct/16/snoop-dogg-lion-snoopzilla-damfunk > > > > > > *From:* cpt-fgc-bounce@xxxxxxxxxxxxx > [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx<cpt-fgc-bounce@xxxxxxxxxxxxx>] > *On Behalf Of *Nicholas Robertson-Muir > *Sent:* 17 October 2013 12:46 PM > *To:* cpt-fgc@xxxxxxxxxxxxx > *Subject:* [CPT-FGC] Re: [CPT-RPG] Re: Stuff off > > > > Sure, if they know it's going to kill... > > ...but what if it's really close. I think it would add a lot to the game. > > 1. People would actually have an incentive to use super moves. > > 2. The shitty "death" animation wouldn't look so bad after a massive super > has just landed on them 'cause it'd be swapped out for a "super finish" > animation. > > 3. It'd just be more bad-ass. > > > > On Thu, Oct 17, 2013 at 12:38 PM, Donaldson, Alasdair < > alasdair.donaldson@xxxxxxxxxx> wrote: > > Yeah, but would eventually go the way of finishing moves in MK. If the > opponent has a certain amount of life left and you’ve got a special > animation for the death, along with the current long aimless animation of > the win poses, then wouldn’t people just land up exiting the match and > starting a new one? > > > > > > *From:* cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] > *On Behalf Of *Wynand-Ben Viljoen > *Sent:* 17 October 2013 12:30 PM > *To:* cpt-fgc@xxxxxxxxxxxxx > > > *Subject:* [CPT-FGC] Re: [CPT-RPG] Re: Stuff off > > > > Sounds cool. > > Would be trickier to judge the damage needed/done if used in a combo with > scaling involved etc. > > But would definitely look nice > > ------------------------------ > > Date: Thu, 17 Oct 2013 12:26:58 +0200 > Subject: [CPT-FGC] Re: [CPT-RPG] Re: Stuff off > From: nicmuir@xxxxxxxxx > To: cpt-fgc@xxxxxxxxxxxxx > > I havn't been concentrating on the interactibles so much. > It definitly gives Ares a massive benefit. > In a kind io "I'll just teleport over to your interactibles" kind of way. > > So what do you think of the "finisher" idea? > > > > On Thu, Oct 17, 2013 at 12:24 PM, Wynand-Ben Viljoen < > paashaasggx@xxxxxxxxxxx> wrote: > > I just feel interactables give Power and/or Zoning characters the greater > benefit. There are exceptions for a few stages ofcourse. > > Same with clashes. No matter who initiates the clash or who wins it you > are always back to fullscreen away from each other almost. > > ------------------------------ > > Date: Thu, 17 Oct 2013 12:20:19 +0200 > > > Subject: [CPT-FGC] Re: [CPT-RPG] Re: Stuff off > > From: nicmuir@xxxxxxxxx > To: cpt-fgc@xxxxxxxxxxxxx > > > > If I could change anything in Injustice, It would be the supers... > > I would've added "super finish" animations on final blows. Like a stomp > from Ares, to go with his "buddha palm" > > ...or a drag away with Batman's car. > > ...or a swamp drowning after Grundy's headstone. > > ...or an opponent just left on Mars for Martian Man Hunter. > > > > Also, maybe like a 10% damage incentive if you kill with a super. > > Like say your 40% super combo is normal damage, but if you nail an > opponent who has 50% life remaining with the super, it should kill him. If > he had 51% life the super should still only do 40%. > > > > > > > > > > > > > > The information in this e-mail is confidential and may be legally privileged. > It is intended solely for the addressee. Access to this e-mail by anyone else > is unauthorized. If you have received this communication in error, please > address with the subject heading "Received in error," send to the > > sender, then delete the e-mail and destroy any copies of it. If you are not > the intended recipient, any disclosure, copying, distribution or any action > taken or omitted to be taken in reliance on it, is prohibited and may be > unlawful. Any opinions or advice contained in this e-mail are subject to the > > terms and conditions expressed in the governing KPMG client engagement > letter. 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If you are not > the intended recipient, any disclosure, copying, distribution or any action > taken or omitted to be taken in reliance on it, is prohibited and may be > unlawful. Any opinions or advice contained in this e-mail are subject to the > terms and conditions expressed in the governing KPMG client engagement > letter. 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KPMG International > Cooperative (“KPMG International”) > provides no services to clients. > Each member firm of KPMG International Cooperative (“KPMG International”) is > a legally distinct and separate entity and each describes itself as such. > Information about the structure and jurisdiction of your local KPMG member > firm can be obtained from your KPMG representative. > > This footnote also confirms that this e-mail message has been swept by > AntiVirus software. > >