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Cell

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Everything posted by Cell

  1. I hear you Ring, there is +'s and -'s to both gametypes when out for a night of games, but there are plenty of servers running 0- limited spawns. You just have to look for em. Another problem since 1.0.4 is that you cant see the amount of respawns in the server info...along with not being able to see who is playing.
  2. Would that be Castle? I know some of the GR1 maps are being created already, I read the modding forum.....just trying to put it in other map creators heads as well.....I don't think you can have too many of those originals created for GRAW2.
  3. LOL!! Wow...that clears everything up now! New game mode commencing!
  4. If there were more MP maps, that are up to the standards of the original content maps, this game will be more than enoyable for many many months to come. The game itself has loads of potential. It is very playable as is. With fixes to the problems, minor additions that would improve the game, and more maps, there is no reason this game can last. It is when you play the same 5 or 6 maps over and over does the game get stale. Maps maps maps. Yet I have still found it enjoyable on a nightly basis. I know this has been brought up before, but how about some remakes of old GR1 maps? It is
  5. Roger that Roco, search function isn't working. But honestly, for such a lame ranking system, it really doesn't matter. Being a good player has nothing to do with your ranking. Quite pointless.
  6. How so more than it is now? If a server has unlimited respawns on it will always be this way....it is now. If spawns are off or limited, people tend to be more cautious.....and if they know they are being tracked stat wise, might be more cautious. And what I am suggesting is not only ranking based on Kills.... I am saying your ranking should be based on a number of things Kills K/D ratio Accuracy Points (objective based) I really don't see a downside. Don't be such a negative Nelly. Another stat I forgot....Objective based points (referring to a possible ranking system).
  7. What the hell is the point of the Gamespy ranking system anyway? It is the most non-sensical, pointless ranking system I have ever seen. Ex. You can go 50-0 and if the rest of your team stinks, and your team loses the round, you drop in rank because you lost the round. Where is the sense there? Another thing I have seen is guys that are at the top of the ladder that start to get their ass handed to them in a round and leave the server, or change teams half way through the round. How about a ranking system based on Kills, K/D ratio , accuracy & wins/losses? One more ques
  8. OK. I am a complete nOb when it comes to Modding. Treat me as if I am an infant taking my first step. I have started looking through the tutorial pdf's, but my head started spinning. When I know what it is I am specifically looking for it may be a bit easier. I don't think the coding part will make my head explode too bad. I understand and know HTML & Flash action script, so the XML shouldn't be too difficult to mess with. I want to make a custom MP game type. A variation of HH and closely based on HH. How do I begin? 1. Do I need to make a custom gametype XML for every map
  9. Cangaroo....if you need some players to help you test it out, msg me on xfire tonight. I would love to check it out.
  10. Here is one that sticks in my mind because it has cost me IDK how many kills in TDM. From the position at the red do down on the ground, you look up to the left towards the rock cliff/bridge. There are holes you can peer through up there, and pick people off. From the red dot I marked, there is a clear view to a few of these positions. It is almost impossible to hit because of the collision force field around the palm trees. These palm trees are in the area, but not in the direct line of sight. They should have no effect on the bullet collision, nevermind the fact that an M416 bullet s
  11. Read the below statement. If you still feel it should be reported as a bug, go for it. Yeah, I was kind of thinking that too.
  12. Looks really good. From what I have seen from ss's from the modders, we are in for some really good add-ons. Keep up the good work. P.S. If any of you guys need map testers/guinea pigs for these new maps, give me a shout on xfire. See my attached sig.
  13. This would happen to me regularly when I would take the Rx4 Storm kits that have the GL and the Frags. I have not used either of those kits in quite some time, and I don't get that bug anymore. I use the M416 regularly now...with gl's with hand frags and with a scope, and never happens with those kits.
  14. What happened? Is this competition dead already?
  15. Cell, I believe you have identified the simple fact that a "pin pull" is not actually simulated as s different event from a nade throw. but it should be. I would like ot see this factually placed in the Bug reporting section. I'm not sure if it is actually a bug so much as a simoplfied feature that desreves to be more designed and implemented out. But I think this is important enough to report there if you like. I would title it "Nade pin pull not actually simulated in GRAW" Another thing, haven't read any other posts, so forgive me if I bring up an already mentioned point..
  16. Here's what I found. I had 2 - BFG GeForce 7950 GT OC 512 cards in SLI. Sold them on ebay and upgraded to 1 EVGA 8800 Ultra 768 card. The single 8800 blows away the 2 7950's. My case is less densely populated now(I have the Thermaltake Armor Full Tower that Roco suggested to you) so it runs a bit cooler without 2 video cards running full bore. That being said the 7950's took more room top to bottom, constricting a bit of airflow, but the 8800 Ultra, and probably all the 8800's, not 100% sure, are freaking huge!!! I was surprised how long this card was. This being my fist build, I am gl
  17. You pull the pin on your frag/or smoke, your about to toss, you get shot. How come that "live" nade doesn't go off? Is this something that can be fixed easily in an upcoming patch? It's not that huge of a deal, yet it is just one of those "attention to detail" thingys that help with the playability.
  18. 1. You can hear the sound of the Grenade Launcher when fired when its your own GL. You can't here the same sound when someone else fires it. Gives the Grenade Launcher an unrealistic stealth advantage (besides the smoke trail). GRAW1 never had this either. 2. Bushes, Trees, Leaves, Branches - no longer make any sounds when you run through them. Bushes no longer rustle, or sway from running through them. GRAW 1 had this working. 3. The Metal "sewer" grates on Fort (the only one I am sure of) does not make a "metal grate" sound when you walk or run over it. GRAW1 had this working.
  19. Just my opinion. Referring to the MP demo, never played SP. The main problem with the GRAW2 Demo is IMO the least appealing map was included, and that's it. The demo should have include 1 or two of maybe Lagoon, Crashsite, Fort, Nowhere or Timber. You get a better feel for the game, stlye and play. PLus you get to se the advancement in a less rushy run & gun style of map that many of the GRAW1 maps became. Calavera would consistently turn into a spawn camp fest especially in the demo days. You also don't get to see some of the vegetation and different environments from GRAW1. People th
  20. Maybe the solution is not to eliminate the bushes, but to make them more realistic. In GRAW 1 when you ran through a bush, or brushed the branches and leaves of a bush or tree, it rustled!!!! What a concept! The leaves made noise and moved!!! There where actually leaves that would get brushed off. This would settle most of this problem. These above mentioned issues will solve many of the "camping in bushes" issues...... mmmmmm bush. There are a few other sound issues, like on Fort, when you run over a metal grate, it doesn't make the "metal" noise like in GRAW1. When someone wou
  21. I'm down to try some HH. It could be a step in the right direction. I do like TDM, but I also see how it is non-objective based (besides having more kills than the opposing team), and an objective would just add to the experience. The only problem with RvsA I see with matching, is the respawns. I don't like that you can kill someone in a match, and they come back looking for you in 30 seconds. I also understand the balance, that each side will have the re-spawns, but I still am on the fence. Rugg has a point about the tagging as well. Not sure what I think about that either. Did enjoy our g
  22. Here's a few, I'll probably make a few more.
  23. I hear you Nut, lately I have become very fond of the M416 Scoped kit....Silenced w/glock and Unsilenced w/mp5. I think they are Rifleman 7/8? Great accuracy.....and as suspected...silenced a bit more accurate and stealthy, unsilenced, a bit less accurate and more noticible with its sound and muzzle flash, more punch. I hear what you are saying, about it starting to get a bit played.... More Game modes & MAPS MAPS MAPS...before it gets stale. The few servers that run random gametypes are fun to be in , and get surprised when a new map/gametype loads.
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