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Jack Carr

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Everything posted by Jack Carr

  1. I'm anxious to see if my system will be able to handle this game. The only sticky wicket as I see it is my processor which is an AMD Athlon XP 3200+. The raw clock speed is 2.2GHZ but it's supposed to be comparable to a P4 3.2GHZ processor. This should be a good test. The hard drive, RAM and video card in my PC exceed the recommended spec listed in this thread. Now I'll really find out if AMD is full of it or not.
  2. Nice work! The more alien and weird a landscape and skyscape looks, the more i can appreciate the futuristic setting. Good work, Hub!
  3. I thought I saw a Panther tank in some of the earlier screenshots.
  4. I think enemy bases should require some type of infantry squad to be taken over. The introduction of some type of engineer infantry squad that could take over bases and remove mines would be interesting. Leave the Cutter to dig ditches/fortifications.
  5. Thanks for this update. I played last night and the defender's score does change if they reclaim the objective with little or no resistance in the vicinity. I think that this will make the objective game's more enjoyable to play. Thanks again.
  6. I'm actually glad to see so many of you chiming in on certain game peculiarities. For a second I thought I was the only one who found the game to have gotten a bit out of hand. I too have experienced some problems since the DT battlefield's latest growth spurt. The good thing though is that the developer seems willing to attempt to address these issues. Even though I listed several things that I saw as problems since 1.1.3 in another DT thread, I am still playing the game and am confident that the developer is trying to get it right.
  7. Jack Carr

    76mm HE

    For what it's worth, I have pumped all of my 76 HE into buildings and destroyed them.
  8. I think the server disconnect should be OK now, but are you also getting client-side crashes (crash to desktop with error dialog)? If so, please send a crash dump to me (if the Send button on the error dialog isn't working). If you don't know what I mean then say so here and I'll post instructions. Thanks! </font>
  9. I agree. I wanted to add a few more thoughts. I'll start with the one that's been bothering me the most. What's the scoop with objective games? The defending team starts out with 1000 points and the attacking team 0. Five minutes into the game, the scores reverse and it seems that nothing the defenders do can change it. I have played these games as the defender and seen the objective area, usually some type of base, change hands several times, but every time the original defending team occupies the area with multiple units and no attackers are in site or even near the objective, the defender's score never seems to increase. Or if it does, it changes so slowly that it makes little difference. I really don't understand what it takes to win this type of a game as the defender. It's gotten to the point where every time I log on and find that the game being played is an objective, I switch sides to play as an attacker so I don't get inevitably whooped. This may sound petty, but it keeps me sane. I play this game to win and when I storm into a base, take out two or three paladins and clear the area and then have three friendly vehicles show up with no enemy in sight and the score still doesn't move in my teams direction, I give up! What's left to do? Also, at this point the game has become so complex with all of the additions that reading the original manual that came with it is near pointless. One more thing. Due to the deadlier environment, cobra missiles that prevent any dropping, etc., I think the average survivability time has been reduced to less than two minutes and that's if you can even make it onto the battlefield. The game is lending itself more and more to CTF rather than objective/territory. I miss CTF games.
  10. You won't find that type of support with any other companies software. Truly amazing!
  11. Thanks, Schrullenhaft. Good advice. I'll try that for a while and see if the problem goes away.
  12. This is not game related, but I am experiencing an intermittent problem when I shut down my machine. I select shut down and rather than turn off, the machine reboots as if I had selected reboot from the shutdown menu/box. I have entertained the possibility that this might be a problem with my hyper-sensitive mouse. I have a Razer Viper gaming mouse. It seems to overreact to the slightest touch on occassion. Has anyone else experienced this problem with shutdown? Thanks!
  13. Also, while we're on the subject of dropships, it seems to me that the vehicle is always dropped with it's rear facing danger. In other words, if there are enemy units nearby and visible, I almost always seem to get dropped with my a** facing them. I think the dropship pilot doesn't like me. Is there a way for me to let the dropship know what direction to face the vehicle when it's finally unloaded or is this completely random?
  14. This newest release is a hoot! The battlefield seems to have gotten more dangerous. Those Cobra missile things are tough. Wasn't there a mod that warned the player when they were about to drop into an area that was certain death? If so, what was that mod? How does it work? I have never been warned, just shot down.
  15. There never seem to be any CTF games going on. What happened?
  16. Wow! This sounds great. When will 1.1.3 be ready?
  17. Sorry I didn't post to this sooner. This would be a great feature, but I might find myself watching games as much as playing them. Good idea though.
  18. I often select the 76mm armed Paladin in CTF games for its speed. I find that it's one of the best vehicles for dashing in, grabbing the flag, and dashing out before getting hit by the defender's Thors and bot guns. But anyone who has tried this type of a "mad dash" early in the game knows how hard it is. Almost without fail, this tactic results in a few dead Paladins. Early on, I am often hit by those slow moving pink plasma balls shot from the ground turrets because I am too preoccupied trying to avoid the 120mm AP rounds from the Thors. You would think that shots that move that slow would be easy to avoid, but when you add everything else into the mix, suddenly it's not so easy. I think it's neat the way those guns lead a fast moving target. It forces the "mad dasher" to swerve and potentially lose control of their fast-moving vehicle. Everyone knows that holding a fast turn for too long with the odd gravity results in a flipped and damaged vehicle. And when your surrounded by Thors in an enemy flag zone, a flipped and damaged vehicle soon becomes a dead vehicle.
  19. If you keep in mind the game's time element, then the relative ease with which these bot guns can be destroyed makes sense. The opposing team will lose vehicles to these guns during the early going, but over time, the nuisance guns will be targeted and destroyed, taking up valuable time and firepower resources to do so. This process usually eats up the first five minutes of the game clock, and in this game, time is precious, so the guns minor impact is not that minor after all, considering that most of the scenarios on the server run for about 23-25 minutes after the deployment phase has ended. In my opinion, what these scenarios would benefit from would be a longer deployment phase. This way players would have more time to figure out where to place the guns for maximum effect. Well placed bot guns and minefields can eat up so much of an opposing teams time, that they end up being the difference between whether a team wins or loses the game. I think I'm stating the obvious here.
  20. Thanks for your response, Claytonious. After reading your suggested strategy, I realize that I have much to learn and master when it comes to DropTeam's flexibility/playability. I think I'm going to read the manual. LOL! Thanks again.
  21. I'm sure all of you have played the scenario entitled, "Cratered", the one that takes place on the desolate moon of some planet. Well, the other day, I fired up DT and selected the only 1.1.2 server available which just happened to be playing this scenario. It was an objective game type, not CTF. It seemed that no matter where I tried to drop a vehicle to get myself in the game, my dropship was immediately shot down by an AA bot. After the first five attempts resulted in a flaming dropship and its wrecked cargo, I was laughing, but after the next 15 resulted in the same fate, I stopped laughing. Trust me when I say I tried just about every spot on the map to no avail. I think I stopped trying after 40 attempts. The score was badly one-sided so I'm guessing that the rest of my team, bot and human alike, were faring similarly. Did I just have a bad game? Well, to be fair to me, I really didn't get into the game at all, except to give points to the other team as my dropships were shot out of the sky. I think there was an AA gun bot strategically placed in every area of the map so that no matter where you tried to land, you were toast. I suppose also to be fair to the opposing teams players, a medal should be pinned on the player responsible for placing those bots. Is the layout of this particular map to blame for this dilemma or was I up against a strategic genius? What would you have done to get your vehicle into the fight? Looking forward to reading your replies.
  22. I don't think that you will regret purchasing CMBB. I own both and still play CMBB a bit more than CMAK.
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