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__Yossarian0815[jby]

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Posts posted by __Yossarian0815[jby]

  1. I don´t think there would need to be a strict completion time table. Other than maybe by the end of 2007 or so. :D

    Course it would be cool if Clay could rig Delta Pavonis to only play a single map on certain days... might simplify matters. When is the Labor Day weekend exactly?

    It usually takes me 2 months to organize a dinner party for 5 of my ex colleagues from university (and they don´t have kids!!!), so I for one am patient smile.gif

    So Chilibird, are you game? There must be a place where you can play on high bandwidth for an hour in the next two months ;)

  2. Originally posted by Phonan:... but I think that we might want to do more people and have a group consensus on a map that all people play on.

    8 players is not set in stone of course. But the next step would be 16 players IF we have the tournament in the KO manner as I suggested.

    I´m all for map consensus. To start the discussion:

    Quarter Finals: Dead Gulch Objective

    Semi Finals: House to House

    Battle for 3rd place: Black Canyon

    Final: Raid Objective

    Current Roster: jby, Phonan, Claytonius Rex

  3. Since the server(s) aren´t exactly overpopulated ;) , how about a 1on1 tournament? I suggest 8 players, so we would start with randomly assigned quarter finals.

    The players decide when and which map they want to play. I would suggest mandatory short AARs by every player.

    I would suggest 2 games per round on the same map played from water/blood, if both win one game, the decision is by points.

    whadaya think?

    and most importantly, who wants to play?

  4. Do units surrender?

    Asked myself the exact same question but have concluded that it either insn't in the game or not a significant factor.

    No surrender!

    I had a uncon play possum in the first scenario smile.gif

    I surprised 4 enemy inf in a courtyard, my whole squad emptied their clips into the courtyard...theortetically every enemy was hit 20 times or so. After clearing the town, boarding the strykers and leavin I heard this plink plink sound. One of the enemy had got up again and was firing at my departing strykers smile.gif

  5. Originally posted by Imperial Grunt:

    Anyone know what improvements 1.2.9 brings?

    GPU particles appears to work now. I played a scenario in the campaign without a hitch. That used to crash with 1.2.8.

    Poesel CZ scenario wish: boiling point CTF and the ice mountain map (objective), not sure what it´s called.

  6. While we're wishing:

    Currently, when you enter the game and you are on the defense, you remain on the defense for the duration of being logged in. It would be nice to have some switching between attack/defense in the next map(without having to actively switch teams)

    [ July 02, 2007, 02:07 AM: Message edited by: __Yossarian0815[jby] ]

  7. Originally posted by Imperial Grunt:

    I have been having a problem with CZ6. Everytime a game ends, DT crashes. The error reports that I have looked at says the problem is this:

    1) Code: 0xc0000005

    Address: 0x0000000095d1d4f

    2) Code: 0x0000005

    Address: 0x00000000049067d0

    I don't know if those values are of any use or not. I am playtesting for CMSF and they need those for crashes.

    I don't have this problem with the base 1.2.6 version.

    same here

    pls fix till I´m back from crete in 2 weeks smile.gif

  8. Originally posted by Redcon-5:

    I think a close range autogun for defence would not unbalance things at all. Trying my own experiments it only icreases surrivablity by a minute or so.

    Out of curiosity, would the autocannon make the Cobra immune to cobra-missiles? If not maybe an Autocannon should be put on every dropship, just to reduce the stupid deaths by HEAT rounds from 9000m away.
  9. Originally posted by Imperial Grunt:

    OK, I can buy that. But wouldn't you first see the flash and then hear the noise later? Like lightening and thunder?

    you would have to be away far enough to make the speed difference between light and sound noticable (a few miles)

    of course since this is a gaussian ion laser you shouldn´t be able to see the beam at all unless its a foggy or dusty day.

    actually this could be the solution to our "problem":

    a much weaker continous ion beam, but inaudible (except a small thunderclap when you stop shooting) only visible when there is dust in the air. What would be visible would be a bright spot where the beam hits the armor.

  10. Originally posted by poesel71:

    rom the link - yes, but nothing else. Should I have?

    I'm sorry, there will be no CZ update today. Works fine on the Mac but keeps crashing under Linux and I don't know why.

    Did you turn off GPU partices? That crashed my windows and linux DT.
  11. Originally posted by poesel71:

    I think 0 is a good number for ions. :mad:

    Well, had not much fun yesterday and what makes it even worse is, that its all my fault. smile.gif

    I have several issues with ions (and other things):

    1) numbers: has been said and will be changed (no, not zero - don't be afraid nexus ;) )

    I would suggest 4 ion thors (and no other ion units. difficult to destroy but 4 ions wouldn´t totally rule the battlespace.

    OR

    7 (or max bot number)Ion apollos (and no other ion units). This would allow the "Nexus ion trick", but the apollos would be vulnerable to infanty/artillery etc.

    2) range: I propose that ions should work like AP in respect to loosing power over range. Thers an XML tag that describes the beams thickness (currently 3), ablation is currently 6. For example: <1km: thickness 3, ablation 6, <2km t.2 a. 4, <3km, t.1 a.2. Maximum range would thus be 3km and we also have an indication of the strength of the beam

    Yep, 3km max sounds sensible.

    3) vision I: the bots see VERY far and even through trees, smoke and water. That makes looking for cover a bit pointless.

    hums "vision thing". the trouble is that we got what we wanted in a way, better bots smile.gif

    4) vision II: infantry should be invisible to humans and bots when they are prone and not shooting. It would also help if there would be a marker that shows when the jumpjets go 'hot'. It would also be nice if we could order the group not to use the jetpack at all.

    100% agreement here.

    5) accuracy: even at great distances the bots stay on target even if you move. If they are so good why don't we all have bots as gunners? Bots are currently mobile AA platforms which they IMHO shouldn't be.

    I think this can only be changed by introducing maximium ranges.

    maybe one could intoduce a maximum elevation for all guns, so that the bots (and humans) couldn´t fire up

    6) underwater: ion should simply not work from or into water. Ion is good for vacuum and maybe in gas but ion through a fluid doesn't make sense at all.

    if they realoly are ion beams, you are correct. my favorite sci fi gun was the tachyon cannon in Privateer smile.gif

    Ok, rant over. smile.gif

    I expected worse after yesterday smile.gif
  12. Originally posted by Whiteowl:

    What is the difference between the 76 and the 90mm turrets other than tube diameter? Does the 76 shoot faster to compensate for less wham? Otherwise, why use it?

    The only difference is the stronger punch of the 90mm, it will kill at greater distances. (i´m not entirely sure about the firing rate)

    I put 76mm turrets in concealed positions, i.e behind rocks, so that the prospective prey will wander into the line of fire at less than a 100m.

    I like to put 90mm turrets on buildings, they will start firing at ranges that you wouldn´t expect.

    speaking of 76mm AP, the 76mm paladin is quite useful for clearing out "turret farms", because you can fire from far away with high precision at a high rate.

  13. HEAT is the way to go in this case. against an apollo (or paladin), aim at the hull,preferably in the middle of the side ,you should get lucky within 3 shots. i think you just had bad luck with your 5 shots in this case.

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