It's fun watching the replies he gets.
Hey Catops ;D
Hey Catops ;D
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Show posts MenuQuote from: Papa Skull on August 05, 2007, 04:12:01 AM
I think that the maps that should return with new textures/ graphics/ designs are:
Warehouse - Of course this is a map that everyone played all the time, but it got repetitive for me for a few reasons ( boxes all look the same, too many boxes ) I think with new lighting, better textures, and a bigger variety of objects this map would be a lot better.
Aquarius - This is the map that I loved to go completely unnoticed in. It had multiple pathways, and a lot of cool rooms and features.
Club House - With a darker atmosphere I think it would be a great map.
Deftech Belew - This map had great potential, however with repeating boxes and containers, it got boring to look at. The way this map flows is great. I love how you can easily go from inside to outside while staying hidden.
Quote from: Gawain on July 24, 2007, 08:58:31 PM
one thing we shouldn't forget is the demands for menu music: the melody must begin quite fast ,and it shoudln't be too repetitive.
Quote from: coldbloodedkill3r on July 07, 2007, 01:23:26 AM
Could someone actually give me an opinion please.
Quote from: Spekkio on June 21, 2007, 09:41:07 PMQuoteI'd love if they could add 50 ms lag compensation like Q3A has, though (or does it have 100 ms lag compensation?).
Uh I think it was programmable with the command "cl_timenudge" and the number of ms you would like to compensate for(with a minus infront - like this: /cl_timenudge -150).
Quote from: Spekkio on June 07, 2007, 02:48:57 AMQuote from: Tidenburg on June 06, 2007, 10:43:20 PMSo fix the glitches. Removing jumping entirely is like cutting off your leg because your toe hurts.
Well then, spies should be able to grab even while a merc is in the air. Im just saying that jumping added alot of unwanted glitches. I'd be all for a quick turn button though though (CTRL + Beserk) that makes you turn through 180 degrees
Quote from: InvisibleMan999 on June 02, 2007, 10:04:22 PM
Do you think that MT is required to stop stealth spies?
Quote from: InvisibleMan999 on June 01, 2007, 01:04:39 AMQuote from: Spekkio on May 31, 2007, 11:58:26 PM
Speak for yourself. Good stealth spies can get around MT, and good mercs don't MT whore.
As it's been said 5,000 times in this thread, there are ways around MT in its current state. What you're basically saying is that you don't like it so you want the game to be catered to you.
The only way around MT that I've heard is shooting the merc in the head, and then making a run for it.
Quote from: InvisibleMan999 on June 01, 2007, 01:04:39 AM
Seems to me you want the only counter to MT to be run and gun on the merc. What if I want to sneak past him?
Quote from: InvisibleMan999 on May 29, 2007, 11:40:25 PM
I mean, is it really that bad to ask that the merc at least face the right direction to pick up a spy on MT at medium ranges? Lets have it require some degree of skill.
Quote from: Kok4f4n on May 26, 2007, 11:42:16 PM
Hope not - i could do the "lag-feel" thingy too, until i changed my connection to better
(had a 56k modem - now 512k cable) ^^ so if you can feel the lags with a ping of 20, you're my mast3r ;]
Quote from: InvisibleMan999 on May 29, 2007, 08:48:48 PMQuote from: Valserp on May 29, 2007, 01:28:05 AM
Every merc feels bored after 3 minutes of non-action.
Like what about those spies that wait for you to move away from a door for the whole round? GMO CAMPER!
There should always be a little bit of conflict - that's what multiplayer games are about.
Well, since spies dictate the action, you can't eliminate this. IF the spies want to be slow and deliberate, then there's really nothing you can do besides just let the timer beat them. A good spy team is going to always be watching that clock.
Aside from that, there's no counter to camping.
Let me also say that it's this thinking that led to DA and the PD/drones. Mercs got sick of sitting around against stealth spies and wanted to go kill them in vents and such. We know how that turned out.
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