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DisgruntledArchitect

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Everything posted by DisgruntledArchitect

  1. My few major desires for MP: First and foremost: related to the earlier comments about the gimp, I'd like to see the return of a tactile and substantial bullet impact effect; arguments about realism aside, it gave value to careful firing over high volume firing. Hopefully this might cut down on the number of simu-kills, although some of that is probably net issues. Also, it would theoretically remove the irritating phenomenon of a sniper killing you with a single shot while you're pumping them full of AR rounds. I wouldn't mind more damage/round, to bring things back to the one-shot, one-kill feel of GR1, but I'd settle for the above. More of a movement penalty for sniping + more of a static bonus for sniping and support weapons; whether this is a bipod function, I don't know or really care. But I'd like to see the sniper rifles require a little more effort to use and the support weapons have a little more presence in MP. A robust voice comm system in the game; 3rd party comms are great, but having an easily-accessible voice comm system might really engender more teamwork. I think of TF2 and L4D as examples, although they are admittedly different kinds of games. Also, a mute player function. Regardless, I'm excited. Time to start planning my next upgrade.
  2. Everyone, of course, has weapons or weapon options they'd like to see added into GRAW2 (cough, cough, M14 with red dot, COUGH,) but I'm curious as to which weapons people are actually using, especially in comparison to what they may have used in GRAW, or even GR. Hopefully, this can be helpful to everyone, as sometimes, weapons have a very specific good quality that's easily overlooked. For instance, I had long ago written off the RX4 in favor of the M416 (I didn't like the 'loose' feel of the RX4 at all when firing on full-auto) but recently discovered how ridiculously accurate it is on semi-auto and now use it almost anytime I opt for a rifleman kit. This would be a great poll, but I'm just a lowly member. Coming from GR, to GRAW, to GRAW2, my general tools of choice were: GR - 7.62mm carbine (or FN FAL or whatever it was) GRAW - SCAR-H with foregrip, scoped depending on map - coming from GR, I missed the '1 shot, 1 kill' feel and felt that that H had more stopping power, making it for feasible to use on semi. GRAW2 - RX4 (for reasons mentioned above,) or the M8 assault kit. The SCAR-H fell out of favor, as GRAW2 feels even more forgiving in terms of damage. I don't snipe very often, but when I do, it's the M14, all the way, as I like the sound it makes when I miss people.
  3. You, sir, are insane. I mean that as a compliment. Very cool. Scary, but cool.
  4. This was mentioned during GRAW1, but the patched effect was fairly negligable. I don't need limps/bad aim/bleeding effects or even knockdowns, and it's not simply about realism; as 'immersive' as it is for everyone to be going full auto, there should be a reward for taking careful aim and squeezing off accurate shots. Given that single bullets won't even cause someone to twitch enough to throw off their scope, much less kill them, is contrary to the concept of the genre. Snipers taking multiple hits from AR fire and then landing kill shots is just . . . silly, as is having full-auto face-offs, something that's increasingly common in the GR series games, as of late.
  5. I can understand people's displeasure with 'Fort' and 'Nowhere;' I've seen matches into one-sided nade and/or snipefests on both. Both maps are, to a certain extent, unforgiving, but I think whether that's a good or bad thing is a matter of opinion. I'll confess; I'm not all that good at sniping. Sometimes I'll pick one up just to deal with a camping sniper, and half the time I do that, he'll still tag me first. I used to loathe 'Nowhere' for the very reason that a competent group of snipers holding the lower area can effectively bottleneck the upper spawn area; I do think that this zone makes the map somewhat unbalanced, as I've seen the lower-spawning team win MUCH more often than the upper-spawning team. But the thing is, if a few people go assault, and use smoke effectively, and if the team collectively figures out the importance of holding that lower area, incredibly fun gameplay can be had, with a kind of organic HH situation occuring. Of course, that's all reliant upon your team actually realizing what's tactically important, and not just running to the nearest chokepoint to get gunned down. I'm debating whether map design in these type of games should take into account that kind of mindless gameplay, or aim to cultivate more organized play (as I think the more 'unforgiving' maps do.)
  6. I'm less than thrilled about the return of kits, but I appreciate a stab at balance. Still, I think some thought about various restrictions like what BMage mentioned would cover all the bases. Other suggestions: 1. Lose the 'secondary' weapon slot - have a rifle and a sidearm. If you're going to use something with a scope, then settle for a G18 if you need to aim in CQB. Am I the only one who finds the whole "rifle and an SMG" loadout a bit silly? I have no RL experience in this, maybe some of the RL soldiers can chip in, but this seems like a lot of weight to carry. 2. Allow for user-made kits to be saved as premade options - some of us might have eccentric kit combinations -it would be nice if we could save a few of these to quickly access in any MP game. 3. Attenuate the differences when certain mods are added on - I think there should be a real advantage to running w/o an underbarrel GL. Maybe this isn't realistic, but balance-wise it could be a legitimate mechanism. Maybe your time to bring up your iron sights is faster or something. With GRAW1, it seemed like some of the differences from mods were negligable. In comparison, in RVS, almost every mod have a tangible effect on a weapon's performance, for better and for worse, and there was a much higher degree of heterogenity in what people were using. Still, inevitably its a matter of opinion, although I think as a balancing mechanism, predetermined kits are the easiest, and 'coarsest' way to go.
  7. Just wanted to throw in my 2 cents of positivity towards GRIN for a great job on GRAW2; they've managed to actually accomodate some of the demands of a fairly discriminating community while saddled with a dev who seems hellbent on demolishing the product at every turn. I'm thoroughly impressed. (Hand clapping sound.) Being a professional critic, I feel compelled to toss in my mini-review . . . THE GOOD: Graphics and sound seem improved over GRAW (I upgraded machines in anticipation of GRAW2 and it's paid off) RoE is back - huzzah for stealth More guns - who doesn't like choice? MP maps are great, so far (except 'Nowhere' . . . god****ed snipers) RVA - Great gamemode An attempt to balance the weapons in MP (see below) THE NOT-SO-GOOD (putting in these critiques in anticipation of GRAW3, which I'm assuming will be just about perfect) Everyone still seems able to take several hits without batting an eyelash, much less staggering and having their aim thrown off. It's body armor, not a mech; even a 9mm is going to knock a sniper's scope off-target . . . bring back the bullet impact effect! An attempt to balance the weapons in MP with kits . . . .noooo; bring back the custom kits! Better yet, let players save their kits for easy access. I can appreciate the idea of balance, but I think it could be accomplished by restricting certain combinations rather than dictating kits as a whole. Still, I've seen less tubers running around, so I think things are kind of on the right track. As it stands, some of the kits are just odd . . . an unscoped M14 and a scoped smg? I just want an M14 with a red dot or ACOG . . . is that so wrong? Basically, though, I'm loving this game and have a feeling that it's going to suck up all my free time. Good thing my girl's out of the country for another few weeks. Once again, wtg GRIN.
  8. I just don't get Ubi; nonetheless, I will be buying GRAW2 ASAP, (a) in support of GRIN, and (b) because the demo picqued my interest. I almost listed the inclusion of the M14 as ©, but GRIN, you guys need to allow a red dot or ACOG on the non-sniper version in MP; come on, now. Still, many thanks for the email addresses at Ubi corporate; there are plenty of articulate, passionate GR fans who frequent these boards, and not to be pessimistic about the future, but everyone should hang onto these just in case Ubi does something else senseless in the future. Not that I think that would ever happen.
  9. Yeah, I'm a dolt . . . NoQuarter hit the nail on the head, thank you, guys.
  10. I'd just like to find this else from someone else who has the Gold Edition installed; I fired it up after installing, and I have no option to select either of the expansion pack campaigns, although I found the subdirectories for DS and IT in the GR install directory. Do I need to complete the original campaign to unlock both of the expansion packs?
  11. I don't think Forrester's objection is as much about city versus country as it is about realism versus expedient map design. Those fences have no basis in reality; they're pretty clearly there to serve as cover, and not much else. Is it a nitpick? Yeah, probably. Does this community tend to let anything slide with regards to realism? Given the high percentage of forum posts that are arguments over the relative effectiveness of different bullet sizes, I think it's fair to answer "no, not really." Those fences are to GRAW what random gigantic wooden crates are to almost every CS map; an easy, generic way to break up open spaces. It's just about keeping the level designers at GRIN honest--if I wasn't a total MAWG I'd say it was about keeping it real, but that'd just sound silly.
  12. It's an old sceenshot that has been photoshoped. Or where you sarcastic? i honnestly don't know (dutch state of mind i guess) just that the GREEN does look strange and who got paid to do that photoshop work anyway ?? if there is a change in uniform i would like to know more, and if it is just a fool with time on his hands *DON'T CONFUSE ME. STOP CONFUSING ME WITH THOSE PHOTOSHOP SKILLS !!!!!* sorry i had to vent The camo has changed, regardless, apparently; I heard a mention of it in one of the dev. diaries posted on gamespy. I got the feeling that most of what was being shown was console material; still . . . anyhow, here's a link: http://media.pc.gamespy.com/media/862/862426/vids_1.html I believe it's the one on the left, "soldier of the future." I, for one, am glad to see the color palette of the game expand a bit beyond the yellow spectrum.
  13. A big "Hear, Hear!" to Peace's suggestions, and one of my own. A max/min player population parameter that could be applied to any map within a server's rotation. Any given map would only load if the server was populated by an amount of players between the maximum and minimum number dictated by the server admin. For instance, a server populated with 20 or more players could be made to avoid rotating through some of the smaller maps, such as Hollow or The Cape, and vice-versa, a server could be made to only rotate through smaller maps until more than 19 players joined. By applying a max/min setting to each map in the rotation, you could potentially avoid having mindless nadefests when 32 players go at it on Hollow or having the server empty out when 8 players are suddenly dropped into Downtown. Granted, there are situations where one likes overcrowded, chaotic games as well as slow-paced stalking games, but I've seen plenty of servers lose steam and players when the map rotated to one mismatched to the number of players on.
  14. The problem isn't that I can't get onto a server, but that I consistently can't stay on one past one map. This morning I had the exact same thing occur on BDA and TAW's servers.
  15. I've been getting this message quite a bit, lately; not sure if it's after the latest patch, but it's fairly consistent, now. It occurs at almost the same time, every time. I join a server, either play or don't play through a map (i.e. I may sit it out on deathcam,) then, when the next map is joined, I'll get D/C'd and get this message a few seconds after starting the map. I usually make it halfway across the map, then I'm out. SPECS: P4E 3.0GHz 865PE chipset ATI X800XT All-In-Wonder 256MB 1 GB DDR 400 XP Pro SP2
  16. Please tell me there's a sarcasm emote in there, somewhere. Splash damage from grenade launchers alone is quickly murdering my enjoyment of the game; I feel like GRAW MP (at least HH) has become little more than a graphically superior version of that old game where you have two cannons and you have to adjust your firing angle before the other guy does. no, i wasn't being sarcastic. your reaction is understandable though. infinite respawns + small map = frustration. notice that on the Com Station map, people rarely ever use the GL, because it's not as simple controlling the shot at longer ranges. that's when snipers/campers become a problem. those towers provide excellent cover for a spawn camper and overlook the entire spawn area. you could try to get a nade in there, but you have to either get close or waste a couple of respawns on getting the aim just right. a rocket launcher would come in very handy in those situations, don't you agree? also, unlimited respawn HH games are only popular among the fresh players. if that's your game, i feel sorry for you. it could be fun for a few hours, a couple of days even, but eventually people do switch to _normal_ games, as in those with limited deaths. that's when your firepower becomes less important, and it comes down to teamwork and strategy. you should try it, though there hasn't been a lot of server choices for that type of play lately. everyone's waiting for the final patch, i guess... on a side note, try to remember what [GR] infinite spawn games on Day Docks were like, and tell me why GRAW should be any different. we just need better maps, better servers and... i need my M136! I don't think unlimited respawns is necessarily such a large part of the equation; in a limited respawn situation, you simply get naded a few times (instead of an indeterminate amount), then watch for 5 minutes as the last few players duke it out. Not as 'frustrating', but monotonous, nonetheless. For the record, I avoided Day Docks like the plague, because it played the way it did. I could see where the rocket launcher could come in handy, I guess I'm just lamenting the fact that in unorganized play, GRAW seems to be much less about, well, anything other than explosions.
  17. Please tell me there's a sarcasm emote in there, somewhere. Splash damage from grenade launchers alone is quickly murdering my enjoyment of the game; I feel like GRAW MP (at least HH) has become little more than a graphically superior version of that old game where you have two cannons and you have to adjust your firing angle before the other guy does.
  18. It appears you're suggesting that the game could be won only by holding more sectors when the clock stops, rather than by holding more territory for more time. This seems problematic, IMHO. If a team is completely dominated for the entire round, and they manage to bounce back for a bit, right at the end, then they win?
  19. I agree with the OP for the most part, although I think the 'undecided' components would mostly fall into the negative category for me. (-) The bullet hit reaction issue has major implications in PvP play, much more so than in Co-op or SP, and as someone else mentioned, to tout body awareness and then neglect any kind of mechanics for non-lethal damage is inconsistent. (-) I find the AI much less useful, but not necessarily because of the AI itself, but because of the context it's within; the AI does not navigate corners very well, and because there is no ROE and the Ghosts cannot rely on stealth (nearly as much as in [GR]), the AI is often engaging enemies from uncovered positions. This exacerbates the issue of no "soul-switching" greatly. I can't rely on the AI to preserve itself, and I can't take over to use certain weapon systems for their intended purpose without directing the "less than I" AI into places it will likely get mowed down. (+) I'd take GRAW's weapon system over [GR]'s any day of the week, and I also enjoy the iron sights and first-person weapon immensely. I do miss [GR]'s variety, however. (?) I liked [GR]'s damage model, but I understand how GRAW's contributes to its gameplay. However, see the first item; shooting someone while running and having them kill you . . . thumbs down. And a twitch in your scope view doesn't rectify anything. (+) Maps - I liked the variety of [GR], and I'd love to see some remade, but the enviroments in GRAW are truly impressive. Different game, different environment, which I'm OK with. Still, I will probably tire of Mexico city and yellow fairly quickly. I have faith in the modders on this one, however. Whether or not the modding community will be able to match the spatical complexity of the included maps remains to be seen, and it may not be necessary for other gamemodes. (-) Story . . . God, please no. The webcams, the gruff commander, people calling Mitchell "son" and asking him to do "one last thing," the villain twirling his moustache and taunting you. Make it all go away. Please. [GR] had it right--a plausible scenario, replaceable characters, no fluff. The overarching storyline in GRAW is fluff; the game would not suffer one iota if you removed all the video feeds, conversations, and made it just about a squad of elite American soldiers defusing a crisis in Mexico city. The door of the Stryker opens, you get a quick brief on where you're going, what you're doing, the fireworks begin. The end of "fierce resistance" made me cringe, and not for the reasons probably intended. (+) corners/sliding/movement bob - all sound improvements and well-implemented. Some people may not like them, but I did feel like [GR] moved smooth, perhaps a bit too much so. While it vexes me ingame, I like that a crouched walk is not perfectly level, etc. (?) MP - Jury is out until the end of the summer, but I'll say this: If the United States can only provide its soldiers 9mm pistols, I think it's time to start trimming some Federal programs. Sorry Senators, we're going to have to sell some of the Nautilus machines in the Capitol building health club, Johnny needs a real gun.
  20. Kevlar may stop a bullet from going through someone, but I'm guessing they will be acutely aware of the contact, to the point where nobody's going to be able to pivot and bring their weapon up to bear immediately after taking a hit. As it stands, that's almost exactly how things often play out now. Kevlar or not, when someone shoots a burst into your back and you can turn around and shoot them back . . . meh. At range, if you take a non-lethal shot, you shouldn't be able to return fire immediately after; however, you can duck behind cover, recover, etc. At close range, the suggestions in this post mean you'd be a sitting duck to be finished off . . . which makes perfect sense, to me. Having these head-to-head, "who can get more bullets into the other guy first" confrontations just doesn't cut it, for me. Ok, so GRIN should keep the current 'effect' when taking shoots from a far distance but add more punishment when taking shoots from a closer distance? That's what I would like anyway No, I'm not making any kind of specific prescription, but I don't think range should factor into it that much, at all, to be honest. You get hit by a bullet, you jerk. A lot. Regardless of how far it came from. Regardless of whether you're scoped or not. GR1's damage model was pretty unforgiving, and while I'm all for GRAW being different, I just think that a single bullet, no matter the range or the caliber, should matter. It should matter to the point that if you get hit by one, you're not going to be able to return fire right away, and yes, it's very likely the beginning of the end for you. The fact that you can take as much punishment as you can is pretty generous; I think being concerned that you can't properly defend yourself immediately after a bullet hits you (and you still survive it) is somewhat ludricrous.
  21. I'm glad someone got to the bottom of this. Although this is technically the right place for this post to reside, it might be worth kicking it to the general forums so that more people will see it . . .
  22. Kevlar may stop a bullet from going through someone, but I'm guessing they will be acutely aware of the contact, to the point where nobody's going to be able to pivot and bring their weapon up to bear immediately after taking a hit. As it stands, that's almost exactly how things often play out now. Kevlar or not, when someone shoots a burst into your back and you can turn around and shoot them back . . . meh. At range, if you take a non-lethal shot, you shouldn't be able to return fire immediately after; however, you can duck behind cover, recover, etc. At close range, the suggestions in this post mean you'd be a sitting duck to be finished off . . . which makes perfect sense, to me. Having these head-to-head, "who can get more bullets into the other guy first" confrontations just doesn't cut it, for me.
  23. I'm very glad to hear this is a possibility. What made me think otherwise was that when the full-auto "stream" came out of his sniper rifle, it was accompanied by an appropriate sound effect. The fact of the matter is, the player's score wasn't good enough that round to suggest a cheat was working on his behalf, and I have not witnessed anything similar since, on the server.
  24. Just a few moments ago, while playing on a clan server, I witnessed one of the clan members do something that was either very buggy, or very much a cheat; he knelt, raised his sniper rifle to take out a rooftop sniper, and fired what appeared to be a continuous stream of bullets out of this sniper rifle. When he stopped firing, it was terminated with a puff of smoke and the boom one normally associates with a bolt-action sniper rifle. I really enjoy playing on this unnamed server and would never make accusations about its owners without feeling absolutely sure there was something fishy going on. The play has always been smart, sportsmanlike, and I personally have never been killed in a way that struck me as at all suspicious. I did notice quite a bit of lagginess/glitchiness occuring, i.e. people running in place, getting stuck on objects and treadmilling, etc., which I've never seen in excessive amounts prior on this server. I also assume that this player was a legitimate clan member, as there were numerous members on and he was not being accused of smurfing. So, is this something anyone's been able to attribute to a bug, maybe something to do with the laginess? I also found myself kicked repeatedly, either for an invalid CD-Key or for "files not matching the server." I have not modded my install in any way, not opened the .xml files, etc. The only thing I've done is to uninstall Physx, entirely. I'm assuming these problems are due to the patch, as I haven't had them before. There is no question about what I saw; I'm hoping it's a bug of some kind, and not the (more likely and much more disappointing) possibility that what I thought was a good clan is a haven for cheaters.
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