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Judge_Recluse

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Everything posted by Judge_Recluse

  1. I cant begin to tell you how much I myself appreciate what your are doing Cangaroo. I know my name does not carry much weight around here, so it might not mean much, but Im sure Im not the only one to feel this way. Good luck with the finished product, and thank you for your efforts.
  2. This is a case where we get what we asked for. No map for any game is going to stop camping unless its flat with no obstacles on it, and the spawns are 50 ft apart. I like when people camp their spawn, cause then I know exactly where they are. Camping is just another part of any game you play whether it be Quake, CoD, ArmA, [GR], and GRAW. You cannot escape it, as some people enjoy it. I remember playing a game ( not sure which one ) that had a mod that revealed your location after camping for more than 10 seconds. And another version that killed you if you did the same. Well, if GRAW had the same measures it would kill the game for many, if not all. Sorry this portion is kinda random....... It is a slow paced game, and to be honest.... the best part of the game to me is the tension that builds up waiting for the first team to make a mistake, and get a guy killed. That is of course during matches, Pub play is a different story. I can feel for you though, as we all have pet peeves about games, but honestly 99.9% of the time its fixed by adaptation of the player, not the game itself. Hope it all works out for you in the end.
  3. From what Ive seen... that game will be more taxing on your system than GRAW2. Could be wrong... but something to watch for.
  4. I like the way they are now for MP, but for Coop I can see why they would want the choice.
  5. Im not sure where you are going with this, but w/e. What Im stating here is simply a suggestion. If they never put it in the game, I will still play it, as I enjoy it very much. But I do see what the OP is talking about when he says it sux to be shot by someone you are filling full of lead. As someone stated earlier, Im not looking for total realism ( ArmA comes close enough for me ), but I would like to see some issues cleaned up. As for whoever told me there were more important issues to be taken care of ( sorry to lazy to go look you up ).... I cant agree with you more, but this thread is not about the other issues. Its about reactions to being shot in game, and thats what Im posting on. Ok just looked... Brok21k... As far as adapting to a new game... I do it all the time, as does everyone else in here. Problem is, we would rather have to adapt to new and interesting things offered to us, instead of being asked to adapt to the lack of things offered. If you listen to the people in this forum, and other forums on this game, they are all pretty much saying the same thing. They want a game built on the game play of [Ghost Recon], not just on the name. You dont take the carbonation out of Coke and call it Coke 2 is all Im saying.
  6. I think Nutlink nailed it. We just need penalties for different wounds, and it can all be done without adding animations. Shot in the arm = Slower scoping, or no scoping at all Shot in the leg = Unable to sprint or reduced to crouched knee drag Shot in the head = instant death Chest area = small damage to all areas, takes 3 to kill. Im sure a mod could make this, but the problem is getting the mod approved for matching. So it would be much better for the community if GRIN could work it out for us.
  7. It was I who stated shooting someone behind the fence, but it was a chain link fence I was talking about. The OP if Im not mistaken, was saying his rounds were bouncing off the fence instead of going through. So sadly I have not had any bullets strike anyone behind a wooden fence, or even a metal one. But that is a nice find, maybe some tests would be in order to find out the truth of the matter.
  8. I agree with Roco as well. I love GRAW 2 so far, but MP is already predictable after first spawn. Snipers run to sniper positions and take out every single soul running through a tight spot, and the nades fly with perfect timing already into choke points. Put the 4 random spawns in, and this would be a thing of the past. And you would have so many happy TDM players. Not to mention, matching in ladders would gain so much more replay value. Please Grin...... help us out a little? kthx
  9. I remember the OICW, and the there are two differences in what we had in [GR] and what we have in GRAW 2. [GR]'s OICW was balanced by movement while shooting. If you were moving while using the GL, it could pretty much go anywhere, including at your feet which equaled death for user. So you had to stand still, line your shot/shots, and fire. So running in the open, and stopping on a dime to use one was out of the question. GRAW2 is balanced by number of shots, and reload time. You can only pop off one round at a time, and then it takes a bit to reload if you have any shells left. But you can be at a full speed sprint, stop on a dime, and accurately put a round where you want it at close range. I would rather have the launcher game play from [GR] as it slowed the game down abit, but I dont get upset at the ones we have in GRAW2, as most times if played right, you can take out a guy with a launcher pretty quick. Sniper rifles for me is a different story. My problem is not with the the way they are used..... but how many are used. Would nice if you could restrict the number of certain weapons used during a round. I know people would complain about not being able to use the weapon of their exact choice, but I see that option in other games, and after awhile, people get used to it.
  10. Yeah, I tried that, it was telling me that it could not write it to disk. So I had to manually do it.
  11. Thanks Pave Low.... I looked at the disc and there is a smudge that i cannot remove... so A friend was nice enough to send me the file I was having problems with, which was the Direct X file... thank you for the help, now If I can just figure out how to patch the game lol
  12. When installing the game I get an error towards the end of installation. Component: DetectionCommon File: D:\Support\Detection\detectionapi_rd.dll Error: Data Error (cyclic redundancy check) It usually pops up when it shows its installing the graw2.exe. It went through the entire installation once, and thought I was good to go, but then when I hit the desktop Icon to start the game, it had to look for it, and then told me it was not found. I would really appreciate any help... I dont know enough about PCs to even know where to start.
  13. I just dont see it. I know there are cheaters, I know they are in every game, I guess they just dont hang the same places I do. Ive seen them, Ive caught them, but just not in the droves you seem to think are out there.
  14. I dont even know what to say. Im not new to gaming, but that is the first time I have ever seen advertising for hacks. And I have to say, its pretty sad. The biggest problem is the fact of all the accusations that fly, and with those you get people who feel they are being hacked, so why not do it back. From all my years of gaming, nothing stops hacks faster than a good community. Of course you still need the help of a an A/C, but with a strong community, they seem to go away faster.
  15. If you remember we are getting the best of the Xbox 360 version of GRAW, and all of the GRAW 2 maps for Xbox 360, plus the PC maps. So who is to say what we will see. But I did notice the pic on the outro, but never really thought about all the foliage present. I will cross my fingers as well.
  16. Almost every game is hacked before it comes out if it had a demo.
  17. Agreed. It shud be easy enought to make 4 spawn zones like in [GR] , and as addon ther shud be possibility to add 4 teams so we can have TvTvTvT matches .. ahh wet dreams You know thats funny, I forgot all about the TvTvTvT. Although we never matched that way, we would have some great inter clan tourneys, using that mode. Good point
  18. Your right its there. But the problem you run into, is 9 times out of 10 gaming leagues will not let mods be used in matching. They make exceptions, and there are mods that are used, but you rarely see it. So it would be nice to see something official. And if you play in TWL, even then they have to test new official content to see if its ok to match with. As it looks, GRIN did listen to us about multiple insertion points, they just did not listen to the details, and added it to the wrong game types.
  19. JR? lol.. ok I know what your talking about. But as with the demo, the good players are already are figuring out the cutoff, and choke points. Thats why you see people dying within the first 5-10 seconds of the game. Once they figure out the map, and the amount of time it takes to get from point A to point B, it will be just like every other shooter. Spawn,run to cutoff/choke point, camp, see bad guy come around the same corner like they always do, kill them. The only way to turn the tide in the game right now, is beat the other person to the choke point and kill them first. At least with the 4 random spawns, the choke points change. With [GR] there was no possible way to know exactly where the enemy spawned unless you were some kinda math guru. Yeah you knew the 3 other places they could have spawned at, but not the exact one till you ran into them. We had the custom command maps as well, so I know what your talking about, but at the start of a match it did not tell us where they spawned. Also... from what i can tell your saying.. you played with respawns. We did not. So spawn killing was not an option. For pub play, random spawns really does not make much of a difference, it changes things up a bit, but matching is where it shines. Im not here arguing for the public play, thats just chaos on a large scale, where loners reign supreme, and the only way to have any tactics is to clan stack, or force people to join teamspeak or vent. In which case you end up dealing with the occasional loud mouth. Im not downing pub play, thats where Im at when not matching, but its not why I started this thread. Im here on the behalf of the people that like to match and compete. Maybe Im in the wrong forums?
  20. How did you know? I mean... you kinda had a clue, but not like it is now, where you are spawning in the same exact spot every time. If you spawned Red in [GR], that left Blue, Green and Yellow for the other team... And if you ran out of your spawn and the other team happen to spawn close to you, grab your ankles.
  21. Multiple Spawn Points in MP I just copied this from another post I replied in, but figured it seemed enough people are interested to warrant its own post. I know there is probably no way it will be implemented before the release date, but if GRIN takes notice, maybe a patch would not be out of the question..... If you are a gamer who play MP, and would like to see this put in at a later date, please say something..... Anyway.. on to the subject. Not sure if you played [Ghost Recon], but ... when you played Team Death Match, there were 4 possible places to spawn when the game started. For example, a North, South, East, West spawn on the map. And your team could spawn at any one of those locations. So in example, in round one your team spawns in the north spawn, and the team your playing against spawns South, and in round 2 your team spawns east, and the other team spawns north. Its all random so both teams have no clue where the other team is as soon as the round starts. As it is right now, both teams know exactly where the other team is spawning, and after a few rounds, you know exactly how far the enemy can run to certain choke point, and it becomes a game of timing instead of skill. Like the demo right now, I can pretty much figure how far to sprint across the map, and about when I should be seeing the bad guy so I can slow down. Now if the spawn points were random, I cant just go sprinting across the map trying to get to a certain choke point, because I have no clue where the enemy spawned, I now have to immediately start looking. It takes the predictable measures out of the game, and takes the replay value up about 50 notches as far as MP goes. [Merged into one of the existing threads about this]
  22. I believe that Rickard Johanssen in the new developer video says that there are random spawn points for tango's. Thats SP, and Coop. What Im looking for is for them to bring back the random insertions in MP games like Team Death Match. Not sure if you played [Ghost Recon], but ... when you played Team Death Match, there were 4 possible places to spawn when the game started. For example, a North, South, East, West spawn on the map. And your team could spawn at any one of those locations. So in example, in round one your team spawns in the north spawn, and the team your playing against spawns South, and in round 2 your team spawns east, and the other team spawns north. Its all random so both teams have no clue where the other team is as soon as the round starts. As it is right now, both teams know exactly where the other team is spawning, and after a few rounds, you know exactly how far the enemy can run to certain choke point, and it becomes a game of timing instead of skill. Like the demo right now, I can pretty much figure how far to sprint across the map, and about when I should be seeing the bad guy so I can slow down. Now if the spawn points were random, I cant just go sprinting across the map trying to get to a certain choke point, because I have no clue where the enemy spawned, I now have to immediately start looking. It takes the predictable measures out of the game, and takes the replay value up about 50 notches as far as MP goes.
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