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[HOT]Keyser

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Posts posted by [HOT]Keyser

  1. Keyster

    Nah the best is the non admined server... the one that says no GL and has vote kick on with only like 2 votes needed to remove someone. I got kicked for having to many kills... lol dang guys vote kicked me. Then i got accused by a non member of this squad for GL'ing when i hand naded. Vote kicked again i was.

    Rabbi

    Yeah for one of our members to ban he MUST get a screenshot or FRAPS of the event. Which means he needs to sit the round and watch the guy.

    It then MUST be posted in our forums with attached proof. We will however kick for very high pings after telling the person why. And language gets you a warning, then a kick then a ban (with screenshots taken)

    @Keyster: you're right, there ARE some less-than-desireable admin's out there, but I do't think many of them are represented among the regulars of these forums. I used AFZ as an example for having seen their process in action firsthand. I can tell you I've always had good experiences with them, RS, SCE, WDA, BDA, 30+ (my homies) and some others you commonly see here. The guys/gals who've been at it a while and made their names did so honestly.

    @ROCO: I remember all of the above for m9whore, and in the end it took him misrepresenting himself intentionally to get the AFZ boot. He had more than enough opportunities to avoid it and exploit the benefit of the doubt to stay in your server. I thought that experience was a GREAT example of how the system should work, lacking a working anticheat as we are.

    Yeah the m9whore one was a good one... although we usually don't do a public vote to get rid of a hack. It was done because i knew his buddy that was seen doing the same things on another server would vote for him. This gave us his buddies IP. We didn't ban the buddy but kept it as reference in case we saw him doing the same on our server. That doesn't get you banned from our website though. They are free to argue in there ban thread all they want... but when you put on AFZ tags and go around tking peeps. That was the last straw... total site ban.

    BDA is usually good although there shooting into the spawn rule can be confusiong as sometimes peeps camp in the spawn and shoot out.

    RS, SCE and 30+ are all old GR1 clans and always have been fair. WDA we really don't see much....

    Amen to that BDA ######, hence why 90% of my clan is banned permanently, or at least why thats they say we're banned (Me thinks they're tired of getting killed). If you want to say no GLs or whatever thats fine, i gladly abide by such rules, but to arbitrarily ban permanently on matters of opinion such as what is and isn't the spawn and allow it to become a camp haven is ridiculously bad adminning. BDA isn't the only culprit either, hell i got banned of some UK server a few weeks ago after 9 kills with absolutely no warning. Admins in this game on the whole suck.

  2. Stalker' date='Sep 5 2007, 05:36 PM' post='493699']

    ... one post in these forums gets you banned on all 12 active servers?

    I'd hope that's an exaggeration. I KNOW, for instance, that the good folks over at AFZ have a very fair process to undergo before banning a player, and don't typically do so just off the word of any one forum post...

    I really wish all teams were so equal hehe. I won't name names but some of the admins on these so called "good" servers are a damn joke.

  3. I have to say i'm not sold on the fact there are many hackers in this game at all. Maybe they're just bad or something but there is really only one guy i've run into in the past 3 weeks whom i thought was moderately fishy, even that was more likely my frustration at a bad moment. I think 99% of hax calls in this game are actually people who just have a good set of 5.1 headphones, and crack shots. Who needs wall hacks in this game when people make as much noise as they do?

  4. Im with Tinker - this game is no GRAW - is in fact much closer to [GR] then many ppl seem to realize.

    Yes it still needs a bit of work...but with more maps, more missions, and a bit of tweaking it is a worthy successor to [GR].

    I would like to see some bigger changes in GRAW3 - definitely moving away from the desert and exploiting forest and jungle type or what Id really like is another Eastern European Campaign like [GR]. The few vegetative environments in GRAW2 look really nice and the island map is stunning.

    Id like to see friendly AI do exactly what theyre told - no free roaming or path choices.

    The SP Campaign is not as exciting as some of the [GR] but new missions can change that.

    The MP gets repetitive but personally ive always found running around on the same map 1000 times f'n boring anyway. This MP should be geared towards some good league matching and Im sure they are at present.

    Funny thing is, most of the ppl bitching and moaning about GRAW2 are the same ppl who arent playing [GR] anymore. Theyre just bitching and moaning.

    yes

  5. 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. :o

    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 shoots while leaning next to the bushes the bullets went through. This needs to be addressed. I know a bunch of them were fixed in the patch, but we need to tell GRIN about the rest of the bushes and trees that still have collision issues.

    If a palm tree has branches (Lagoon), and you fire a gl between the branches (Empty Space) it should pass through toward the designated target and not explode like there is a force field around the tree.

    OMFG! 6 Pages and we finally have a Winner! I endorse this message in its entirety. :D

    So half this awareness is solved in my mind.... now about that RvsA...

    How did it take 6 pages for all you graw vets to come out with that info.

  6. About the camping and bush issue. I personally don't liked being killed by someone in a bush, but hats off to the person for being more patient than me and waiting, and luckily I have other team members who axel in such areas..

    I think its all about tactics, and that even comes down to map selection. So talking about your un-favored maps and weak points in a public forum isn’t the best way forward.

    I remember strong point in GRAW1 was our worst map, until we drilled and came up with some good tactics.

    But the reason I dislike RVA is because of the weapons upgrades force you to use un-favored kits, which I hate.

    It’s a good idea as a game type, but I feel it seems to wear thin after a few hours of game play.

    No offence to HOT but would you be promoting RVA if you were top of the NA TWL power ladder.

    Keep this in mind. I don't have any doubt we'll get to the top of the power ladder if we put enough effort in. But thats just it. I don't find this ###### fun to play TDM half the time. Arroyo and Fort is still fun. The Cut and Crashsite? Not so much.

  7. OK, Here goes, i want to pose a question to the board here. Roco or someone earlier was saying that if we can't beat bush campers on a regular basis, our strategy needs to be reworked. So i'm asking here. What is the viable alternative to bush campers. Heres what i've come up with and why it doesn't work.

    Prefiring bushes : Gives away positions. When far enough away to work without sound making it a problem it is mostly impractical because of the angles of the map.

    Waiting for them to get impatient: This isn't a reliable strategy. As Easton said, if they have to make a definite mistake for you to win so obvious as impatience, the game mode is broken.

    Rocos send the weakest link out. : Most teams use suppressors almost exclusively, Meaning no muzzle flash. Furthermore sacrificing a life when its already at such a premium that 1 kill is a HUGE HUGE advantage seems dumb.

    So im asking.... as i did in my original post. How do you make TDM not suck. And why isn't everyone playing RVSA?

  8. Maybe i'm drunk but i can't possibly see how no respawn HH would work. I mean what is the advantage of pushing the spawn first. Its still going to end up being TDM. The reason being lets say a map like lagoon for example. Everyone is going to just sit on the ridge and the edges and wait for that smoke to turn red. As soon as it does... FRAG OUT. Once you have the paramount advantage you push one guy up into the hill and everyone else holds the other team off the hill. Its going to be the same simple strategy every time. Meanwhile RVSA with 3 objectives keeps the game dynamically changing. If you find yourself running around too much you aren't thinking enough. I know that there is very little scurrying when we play RVSA and defend. You just have to plan your spacing and your gaps better.

  9. Ok but none of you are addressing the post that states quite clearly as seconded by several people, RvsA fixes GRAW2 comp. I'm not saying TDM should be fixed because it can't be. It is what it is. I'm just telling people why RvsA is better. Listen up. And as for rugbutt. I'm sorry you're so mature that you can arbitarily call anyone who likes a gametype other than the ones you prefer kiddie games. My bad.

  10. Well you can`t spawn rape if they don`t spawn. People cry for realism but want to automagically come back to life when they are dead? 1 Team against the other, you die, your team has a gap to cover fast. That`s more like it for ME.

    :P

    But tinker, understand this, if the team who gets the kill isn't retarded their win probability after going up even 1 kill is astronomical. Why? Because the nature of movement in this game is such that agressive play is entirely futile. So covering this gap fast, is only going to get you killed. I mean no respawn in pubs works fine and all, but in matches? No way. Keep in mind im not advocating for TDM with respawns because it would be even worse but the extremely focused combat of RVSA which nicely scales respawn times due to the # of ADATs left is great. If you are down to your last ADAT it takes 45 seconds to respawn! That is an eternity. Realism shouldn't come at the expense of fun and playability (is that a word?). Gun mechanics and movement being close to life is fun, then again we aren't advocating to sitting in buildings for days looking out at empty plains waiting for the enemy to come over the horizon. Why? Because even in real life that can make you go insane (See: Jarhead). Objective based assault gameplay centered around objects other than frags are the only competitions that have thrived in realism type games. Games like Quake4 where you can run and gun at warp speed and twitch reactions are the requirements thrive on DM. Games like BF2? Games like GRAW2? The nature of the gameplay restricts the fun being had. RvsA is the way to go.

    P.S Thats not even considering that the ONLY good TDM maps are Arroyo and Fort. Anything else is far too large/ covered in bushes.

  11. Well, boys and girls, its time for your Team HOT awareness thread this time started by a different author. This time we're discussing the dreaded SPAWN CAMPING.

    Now, lets be quite clear. I am not talking about the tendency of one team to close in on another in a pub game and basically destroy them mercilessly at their spawn. That is just a natural occurence in first person shooters which people must learn to deal with as i have said before. That being said, there is a real problem with spawn camping and the boring nature thereof. This occurs in No Respawn TDM, scrims and matches; AKA the preferred gametype of this community. The problem is that people simply have figured out that camping in ones own spawn on many maps is the best strategy. On the last several TDM scrims i've played the following has happened. One team holds back with absolute patience, the other team does their best to follow suit but eventually in order to kill the overwhelming sense of boredom creeping up their spine someone peeks a corner and gets picked off. Then everyone retreats yet further on the team that is ahead and the slow sneak game begins. In other words it makes for a whole lot of sitting around and on maps with bushes (God i hate Crashsite and The Cut), people just sit in bushes which is even worse because you have virtually no chance to see them first unless you're prefiring bushes and therefore giving away your position. This slow plodding gametype lends it self to no strategy what so ever other than to stay back, stay back, stay back, and let the other team make the first move while you sit in a concealed position.

    Simply put, such a boredom fest doesn't deserve to the be primary gametype of such a promising game (Despite the bugs yet to be addressed) when a gametype like RvsA is sitting just around the corner. RvsA for those of you who haven't spent much time playing it is basically Counter-Strike on crack. In RvsA one can employ many baiting strategies which will actually force shifts in the defense to bolster the defense of one ADAT or another offering a very dynamic gameplay experience. Strategy and moving as a unit effectively and with good timing is paramount in this game mode, while in TDM teamwork doesn't really matter other than to basically spread out and sit in a cozy lil corner. RvsA keeps everyone in motion at all times and can produce a rather suspenseful gameplay when combined with the unknown factor of having yet 3 places that one can be attacked.

    Now given all this you might be asking, why aren't more teams playing RvsA in competition? Well from what i've heard from a few teams, people aren't familiar with the gametype and haven't taken the time to learn it. Well here we go, heres a list of the Do's and Don'ts of RvsA. First of all, one must keep in mind how these matches are scored. You get a point for either keeping an ADAT alive at the end of a round when defending, or alternatively destroying an ADAT. Every map has 3 ADATs on it therefore your objective should be to keep at least 2 ADATs alive or destroy 2 ADATs alternatively, if you successfully do that you can tell yourself that round was a success. This is not to say however that you have won a round rather you have won a certain # of points. If each team destroys 2 ADATS in the first 2 rounds then the score is 3-3, NOT 1-1, keep that in mind. Now that being said there are a few tricks that one can employ, the first of which is the delayed bomb. Often times teams will just get to an ADAT after clearing the area, plant the bomb and blow it immediately. What this is, is a waste of lives. What i mean is that if you have 4/6 people still living after taking out ADAT 1, send 3 of them to go after ADAT 2, and have the planter hide somewhere. If they succeed taking ADAT2, then you can blow one of them and instantly be at full strength for ADAT 3, alternatively, if those 3 people fail, you can blow the ADAT you've been holding and be back to full strength for ADAT2, basically the game allows you a mulligan in that sense. Other tricks to keep in mind are the paramount importance of scouts and scramblers. Personally i would almost never bother with an assault kit in this mode unless on defense and you had sufficient points to afford a GL. The advantage of being able to tag and detag is paramount in this game-mode and is what makes attacking a secured position possible and feasible unlike in TDM. Lastly, i will say that one can always employ the usual baits and misdirections present in almost all shooters to lure people to ADAT1 with one person making a lot of noise while 4 people head to ADAT2.

    The end result is that RvsA keeps the game moving at a much faster pace, is more engaging and generally a hell of a lot more fun than TDM. Furthermore some of the little kill bugs that have been occuring since 1.03 like the 2nd kill of a kill swap not counting in TDM. I implore all of you, stop subjecting yourself to the spawn camping antics of TDM, play some RvsA, and hit us up for some scrims. Xfire: Keysersoze99

  12. Keyser' date='Aug 15 2007, 01:03 PM' post='488171']Ok, the problem with this feature as i understand it is this. Were this to be turned on. I would never leave my spawn area. Why do it? I would just sit in my spawn and win every round 100-0 as the other team tried to rack up kills on me that don't count meanwhile i'm picking them off and scoring as usual. The invulnerability is 10x more spawn protection than most games get. Don't get greedy.
    Nice in theory, but it would never happen.

    Ever hear the expression "squeaky wheel gets the grease"? Many people posting here were in the beta, and people were screaming like stuck pigs about spawn raping & sniping into the spawns. While it may not be a problem for you, it was definitely a problem for the general public. Some people said during the beta, and are still saying, that people that spawn kill should die, not the person spawning. Between this & tagging when in the enemy spawn, I think Grin addressed the issue in a reasonable way.

    I'm pretty sure that i was in beta when there were like oh 200 of us. I've been playing this game since beta 1 so don't think you have some sort of experience factor here. I think a lot of people here are saying that know what? Spawn raping isn't a problem in this game. Play any other game with respawns, hell play CS TDM for like 30 seconds and know what the true pain of spawn rape is. People needs to stop whining about non existent gameplay issues and start whining about things the devs should be working on. (Disclaimer: I'm not saying that GRIN doesn't do anything, just that we don't need to misdirect their attention.)

    Bottom Line: Push out of your spawn. It isn't hard.

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