__Yossarian0815[jby]
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Posts posted by __Yossarian0815[jby]
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Yesterday´s battles had some intersting tactics.
Mining the flag in CTF.
I had toyed with this idea but thought it too impracticle because of the tendency of your own bots to trundle into your own mines. Water managed very well with this tactic though and won on points. I was blood in this case, at least I used the tempest the first time in my DT-life, a unit that I find rather useless otherwise.
Getting Ion Inf into buildings.
This tactic didn´t save Water from Blood´s superior defense, but it was a royal pain in the $%&/! Especially since they put the inf in our air defense tower... :mad:
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Yeah, that was great fun. I dunno if it was intended, but plowing up the ground around the flag with mortars is actually a very good strategy because the the flag carrier can´t simply race across, especially with the tricky new suspension.Originally posted by BigChiefWahoo:jby! I enjoyed the last two games very much. Heap big fun.
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how does one make a dropteam movie?
edit: I mean the actual recording.
[ November 10, 2006, 09:22 AM: Message edited by: __Yossarian0815[jby] ]
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What no fish ladders in the 24th century?!
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Ill start:
"The Waltz of Death" or "Gimme that flag will`ya!"
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You can´t, they disappear on contact.Originally posted by theIRONGIANT:... If you can do the same with sensor blockers it is going to be a whole new game.
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Thx for the effort Tarq, but I´m afraid that the I have a prohibitive ping (>300) to the libray server. Delta Pavonis is 150-200 usually. (Im in europe)
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I think it would be intersting to have a single precission missile strike as an alternative ALT F (haha) for the Mercury.
I have often encountered situations where your team is too close to the enemy to use the classic alt F.
To not make it an Uber-Weapon it would be either the missile strike or conventional arty in a given time poeriod. Also the missile should be vulnerable to the Hermes.
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Yeah t´was good. Lag was bad sometimes, bit it let up again as fast as it came. Very short AAR:Originally posted by Toby Haynes:Good battles again today folks. Apologies for breaking off after three rounds with no sign off but I had an important phone call to field.
Thanks to all who played - fun fun fun!
1) Archipelago CTF:
Both teams were strong defenders. Scores were even most of the game, with my team (blood AFAIR) slowly gaining an advantage. Unfortunately in the last of the third game I made a serious error. I saw Ithai coming and was in a Mercury. So I thought, oh well there is time enough, extracted, and tried to drop in a thor. Naturally my Dropship pilot was on stims again and crashed into a building of our base :mad: , enabling Ithai to take our flag. We caught him finally, but the chase was expensive in hardware and we lost on points.
2)(can never remember the name of this one, but "gentle monopods" is in the title )
I was on the defending team. I did some extensive mining around the base, though I didnt put any mines closer than say 100-200m. I hope the mines were annoying the right team . The battle see-sawed back and forth, with teams trying to drop behind each other. Water nearly took the base once, but were repulsed by a Paladin charge (the only hardware we had left) at the end of the game, leaving glorious blood victorious. This game was by far the laggiest btw. (always is actually)
3)the city level. this game was decided in the first minute by an expert massive drop of AA turrets. We had the same idea, but were too slow. At mid-game we ran out of cutters.
4) ice island
I was on the defending side. The attackers never even got close to winning this one. I hope one day I will be on the attacking team on this one, because I have devised a cunning plan . The attackers did destroy most of our turrets, but their infantry charges were stopped by 20mm shells in their battle armour.
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I have a related question that might be the answer to your question.
What does the bot AI slider for a server actually do?
And is the campaign difficulty slider simply the AI slider for the enemy bots?
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woah!
*envisions thor mortar with 4 90mm turrets for close defense*
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Added this to the wish list: pls support this wish!
and I wrote a lil paragraph on turrets:A chat window under the score board at the end of a battle. For backslapping, trading of insults, taunts etc. It would be open for a max of 2min or until everybody has pushed the continue button.
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I wonder if these problems aren´t server side (either software or "traffic jam on the internet"). When I first played 121 I had no problems. Last sunday I had to quit after a hour or so, because it was totally unplayable. Yesterday I played in some games with 4 players and it was smooth. Then for no obvious reason it started to get choppy (there were actually fewer players online.
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What, no videos?!!Originally posted by poesel71:(warning: lengthy post)
The posting ends here. I'm mortally offended if I don't get adequate responses!
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Can´t say how much I agree! :mad:
Lets go back to the way it was at least for the Paladin. Pretty Please.
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ctrl dOriginally posted by Junglist:When using the command vehicle, how does one drop numerous turrets at once? I've never actually tried it, but I've noticed it done by some of the more devious players. Is there a specific command I should be aware of? I guess I could just check the command options, or someone could just tell me.
just keep hitting it, don´t have to wait for the pod to deploy. I dunno if this was originally in the game, but I also only learnt it the other day when Big Chief Wahoo dropped a million turrets on me
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I didn´t experience any problems with 121, but then I didn´t do any of the things poesel mentioned.
(and while I´m at it, thx to Jung and Vorlon for that incredibly intense (at least for me as the defender) ice level game we played.)
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same problem here. I just emailed the crash.dmp.Originally posted by poesel71:Umm, there is an 1.1.9 available through update but it crashed twice on me when I was trying to drop something.
Looks like my first pre-release crash report...
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I should be able to make it on sundays usually. Though I am paranoid , black sabbath will be more difficult, but "always in motion the future is"Originally posted by Junglist:Who's in?
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sweet, nearly as cool as the "infantry lasers" in CMBO
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Originally posted by __Yossarian0815[jby]:
[QB]
1) (dead gulch) Memorable for clay being flown around by iceman. So you think you could impress us upstarts with fancy tricks, huh? The battle from my POV was: at first I sat around guarding our base, but the devs were too cowardly to attack, so i went of in a cutter following Jalinth ( I think), on the way I disposed of battlenoodles in an apollo I think, when I got to the top grappler killed me. not to be deterred I tried from the north, here grappler and clay got me, so I thought okay... then the next base and snuck toward the easternmost base. Jung appeared at my side in a hermes and Nexus gave some arty support and we decided the game!2) (archipelago) a somewhat confused affair,the setup phase was cool, we dug trenches and deployed turrets, looked real professional, at first the devs tried to bully their way in but were repulsed . one funny moment: clay was attacking in a thot right next to our reinforcement zone, and I appeared (so to speak) out of thin air next to him, but my aim was mangled by the exhilaration of having pulled off such a cool trick and by the time I got my second shot off, the big turret swivelled around and vaped me.during the rest of the game I tried to protect the flag carrier with a bacchus with mixed results. Should have stayed in the base to keep clay from sneaking in repeatedly.
3) (forgot the name)IMO the upstarts best game. we, well actually nexus had a plan, we attacked from the SW and NE. nexus placed sensor jammers, the last third of the game I was in the NE attack and picked off an incredible amount of enemy vehicles trying to reinforce the objective. 22 kills
4)(city) confused. I was especially confused because it was a new map for me.
5) (ice mountain island thingie)Alesia? there is no Alesia
This map is difficult for the attackers in any case, especially because the terrain causes multiple bot deaths. me and Jalinth tried to nibble away at the defences, but it took too long clear mines and turrets in the face of a strong defending team. wont let the bots drop next time.
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[ October 23, 2006, 04:39 AM: Message edited by: __Yossarian0815[jby] ]
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I´ll be there on sunday, if a slot is free.
cyall also on Saturday evening (US afternoon) i hope for some training.
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I added the speedometer to the wishlist.
pls support by adding your name!