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__Yossarian0815[jby]

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Posts posted by __Yossarian0815[jby]

  1. Originally posted by poesel71:

    So, now, what is your favourite multiplayer map?

    I'll start with:

    Slug Fest, House To House and Hot Drop Zone

    very useful, Poesel, thx

    My favorites:

    despite the hardware issues:

    sea cliffs

    every game is different on this one. the defenders can channel the attackers to a certain extent, but there is always a weakness left to be exploited. also due to the rocks, the "new" turrets can be used properly and infantry also has a role to play.

    bloody iwo

    apollo 120mm heaven, also the bots can be used more efficiently because there are no obstacles that make them do strange things.

    treachery (sort of)

    i liked this one when the game was young, it would be interesting if it still is fun with the new units/deployables

    maps I don´t like:

    house to house

    much too open to be a real urban warfare map. what would be needed would be streets where a thor could barely squeeze through, places for roadblocks etc.

    volcanic deposits

    this map doesn´t really allow for any variation. the defenders have to hole up behind mines and hermes´. thats it. the map is too large for accurate supporting fire (either the attackers or the defenders) from the other volcanoes.

    [ January 16, 2007, 04:07 AM: Message edited by: __Yossarian0815[jby] ]

  2. sea cliffs was good yesterday. the classic famous last words: 3min before the end I thought: they can´t possibly turn this around...and left my post (defending the objective) and went tank hunting with infantry only to witness a well coordinated last ditch charge into the objective :mad:

    as for the lag: I think we should voluntarily keep it to a max of 6 players (at least until the next patch). everything above is unplayable (see the server crash while playing black canyon yeserday)

    I think we would have had enough players at 3pm EST to play on 2 severs with 6 people each.

  3. first of all, thank yog that delta pavonis is back!

    lag wasn´t bad but then we were only 5 players.

    @ sea cliffs

    there was one funny moment when i came down the road towards the base from the N in a 20mm paladin and somehow managed to get past poesel and jung without getting killed, i think i even got jung en passant. poesel switched to another vehicle though and got me as i entered the base.

    when we then managed to retake the base i hid on one of the hills with inf and depleted the enemy heavies with at grenades. infantry is really the way to go in this level because there are so many hiding places (on the two hills and in depressions on both sides of the eastern road )around the objective.

    @ swamp

    3 (IG, aitamm and me) vs 2 (jung & poesel), so not entirely fair, but we did manage our reinforcements well. there was always a new thor or apollo trundling up whenever i got killed.

    @ black canyon

    again 2 vs 1 (poesel, me vs jung)

    poesel handled the defense and i went about reducing the enemy base defences very methodically. O course i´ve played this one against jung several times and i know his tricksyness ;) (like taking the enemy base and then destroying his own with arty), so i waited un til the end of the game to make the final push.

  4. Originally posted by Imperial Grunt:

    Maybe its being upgraded or improved.

    I think it´s being moved to a cray in a secet cold war server- bunker in the middle of the atlantic, so we can all play at 1ms ping with no smoke lag and hyperintelligent bots. :cool:
  5. Originally posted by Junglist:

    Let's not forget about the later game (Dead Gulch I think), where Nexus and I managed to capture and/or destroy all of jby and Imperial Grunt's facilities. I kind of enjoyed that one.

    Yeah you surprised us by taking (or at least putting a hermes there) the NE base so fast that one bot had used up half of our cutters dropping to its doom, before we even started to react. and I gave those bot - orders :mad:
  6. Originally posted by poesel71:

    Same here. I have a 200ms ping to Landis and had several occasions where I couldn't steer any more.

    What hardware does Landis use? Maybe its a bit too slow?

    Really a shame Pavonis didn't work on a sunday.

    i hope that landis isn´t the new fancy west coast server.

    I think Battlefront/Clay should seriously look into the lag/server issue. The WW2 mod won´t save this game if the lag cripples the game.

    in version 118 we played 5 players on each side in on the most hardware intensive level (sea cliffs) without a hitch. I want that again.

    The other game went well for us. Took over enemy base. They fought back and took it over again. Phonan had to leave in midgame. We managed to clear it again but missed to take it back (although we could have) and were surprised by a last minute snatch of our base. Learned lesson: never be to sure about an advantage until the time is over. [/qb]

    I had to leave mid game and came back in the last few minutes, found a dire situation, so I thought: men, man the cutters, I landed W of the base and was mowed down twice, then I tried E and to my surprise it was unguarded, so i retook the base in the last minute smile.gif
  7. My suggestion:

    1 thor 120mm (to give the inf something fun to kill)

    1 mercury (for commanding the bots)

    2 paladin 76mm (troop transport, 76mm because it´s not so deadly against inf)

    all the inf, turrets, sensors

    I suggest the low vehicle numbers to force the infantry element.

    played on Objective (or CTF with several humans) preferably on a mountainous level i.e ice fortress or sea cliffs. if the computer plays the defender on objective , it´s even fun in standalone, although the AI totally sucks at infantry control.

    edit: I had FRAPS running while playing sea cliffs yesterday and it really is the mother of all hardware hogs. when you´re at the edge of the map looking inwards it forced my athlon64 4000/2gigs ram/7800 GTX 256mb @ 1240x1024 2xAA no foliage) to 16 FPS. turning off HDR had no effect, turning off anti aliasing helped a little, changing the viewing distance only helped if it was drastically reduced))

    I therefore suggest that everbody with equal or weaker hardware turns off AA (this can be done during the game)when playing sea cliffs when many players are present like on sunday. It might help with the lag problem on this map.

    [ December 14, 2006, 12:52 AM: Message edited by: __Yossarian0815[jby] ]

  8. Originally posted by poesel71:

    Unzip the file into the Mod directory (location depends on OS - see Clays post for that), choose the Mod in DT, restart, connect.

    smile.gif

    If anyone wants a different setup then just tell me, BUT: exact numbers please. How many, which type, ...

    Imperial Grunt, also after starting the game and choosing the mod give the game a little time to realise what´s going on. At first I couldn´t enter Poesel´s server and then I tried entering Landis and was playing Landis playing the Poesel mod...really strange...anyhow after 5minutes or so everything worked without me doing anything smile.gif

    Poesel, very good server (60ms ping... great :D ), too many cutters though, but once i´ve figured out how to edit xml files I´ll do some experimenting myself and make some definite suggestions.

  9. Originally posted by Junglist:

    I think this would work best if we could set a specific time and date other than Sunday, so as not to interfere with the regular Sunday random team games. Any thoughts?

    Wellcome back Jung! I agree with the above. The Sunday match is working so well that we shouldn´t meddle with it.
  10. Originally posted by Imperial Grunt:

    An all infantry game would be alot of fun too...on the right map. I wonder if there is a way to set that up.

    Yeah, that would be :cool: .

    CTF with only Mercuries (or some other slow moving unit) and inf allowed. That would be ambush galore smile.gif

    Maybe one could mod the game so inf could occupy objectives. then a pure inf match would be possible.

  11. Originally posted by Imperial Grunt:

    How did today's Sunday battles go? Unfortunately I could not make it.

    We had two four-people teams. We played:

    raid objective / low dunes CTF / sea cliffs objetcive

    I was playing water and we lost all matches redface.gif , but the two objective maps would have gone to us if we had had 2 more minutes in either (or an additional Grunt) :D . Talking of missing people: where is/was Jung? Hopefully no tornados in Canada... I hear they even have them in London these days :eek:

    see the screenshots thread for a pic from the sea cliff game.

  12. Originally posted by ClaytoniousRex:

    You can only give extract/scuttle orders when one of the selected units is an automated item such as a turret. So, for example, if you have window selected a large group, and a turret is one of the items in the group, then you would see most of the commands on the command menu grayed out (because the turret can't accept most of them).

    So if you want to commands like move, for example, make sure you are selecting only objects that can move when making your selection.

    ok, thx that explains it. this unfortunately also applies to sensor jammers, but i can see the logic.

    just figured out that one can ctrl + click select several units works so that will be my "work around". just requires some scrolling/zooming dexterity smile.gif

  13. My "problem" happens irrespective of whether I´m on a server or not.

    While we´re talkin strange things (in standalone): If I promote myself to commander and quit, I can´t promote myself in the next standalone game. I have to restart the game.

    Also if i use a mod in standalone, I can´t enter a game on delta pavonis despite changing mod back to base in the console. I have to restart.

  14. Has anyone noticed this?:

    When you select several bots in the tac screen you sometimes can give all orders (attack, move etc. ) and sometimes you can only give extract/scuttle orders?

    What am I missing?

  15. Originally posted by poesel71:

    </font><blockquote>quote:</font><hr />

    2) Conquerable anti tank towers

    Wouldn't/shouldn't the anti tank tower blast the cutter while taking over? Or maybe taking over disbles the tower? If Inf could take over deployables - that would be some fun. Hey really - imagine that you could turn those things on the enemy instead of just blasting them!

    </font>

  16. Two new (xmas) wishes:

    1) Neutral bases: The objective is held by the original colonists. Air defense would fire at all dropships until captured.

    2) Conquerable anti tank towers

    Im thinking of dead gulch/territory here. Isn´t it silly that you can simply fly your space viking cutter into a neutral base? I think there should be token resistance at least, maybe even with neutral AT turrets.

    Your thoughts?!

  17. Some good games yesterday. Especially the CTF games were superb. Unfortunatley I forgot to start gamecam before the game so no pics :( , the wreckage around our flag on the desert level was a site to behold. I wasn´t able to play this week and one could see that the old "mine the flag" trick has found its antidote. All the games were fairly close except our (water) attack on raid. It was a good plan, but we were second guessed and our bots (and more importantly our dropships) ran into a trap, essentially deciding the game in the first 5 minutes.

    the lag was bad a few times...I have decided for myself to play more "passively" in the lag prone maps ...mortaring and mercury duty

  18. Originally posted by poesel71:

    As I've said before, I would be willing to run a server (in europe). I refrained from doing so so far because I've never seen the one server being full. And wheres the point in spreading the small numbers of players over several servers?

    Do it anyway please, people can choose and one could try running servers with different settings, like more time at the beginning of each map and generally longer scenario times.
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