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Peace

GR.net Supporter
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Everything posted by Peace

  1. http://www.ghostrecon.net/forums/index.php?showtopic=47575 fixed link
  2. Maybe UBI has finally decided it is time to release another patch??? and the Grinners start to check what's the status on the forums pre-release... (just being hopeful)
  3. yep those things don't happen in GRAW...which is a shame really
  4. For T vs T MP... ...I DO want to see from the box: -Multiple insertion zones with a random 1st insertion option -Improved damage model with a punishment for being hit and injuries that matters -Less arcady feel (less strafe speed, worse accuracy when shooting while on the move) -Improved server handling and easiness of use, more options and flexibility (auto-timer to launch game, kit restictions, next map random etc) (LOOK AT [GR]!) -Ladder ready -All SP maps available for MP -Replays
  5. Imo the "total random insertions mod does not work out well (sry Lightspeed). I've tried, but I feel it is strange that you have to worry of your back all the time (due to players respawning everywhere). You can not work your way forward clearing out opponents in a "natural" way, I don't feel it promotes teamplay either, as friendlies spawn all over the place (just as enemies). The team gets spread out and it becomes more of a solo deathmatch race. To me the "blessing" may the [GR] first random insertion mod, with the following respawns (if now you want to play with a few of them) in the same zone as the initial one. It increases the variability of maps. I'm not bothered by respawn kills, my own teams fault if it happens to me. Besides a few sec invuln. time after spawn should take care of the most obvious spawn campers. Nothing to cry about. However, I agree that it is sad custom maps (even if from the SP campaign) do not get adopted, but that is always the case. (especially without the auto-download). Stock is always stock. Most players do not come to these forums.
  6. Rug, I may not have recalled every detail correctly. Not sure though if the aim was really dead on despite "semi-open" ret in [GR] when strafing or walking? Definitely not the second, third etc shot . Haven't played the game since very long, haven't even got it installed anymore. And yea, no respawns is great. Had good games on the BPR server (UK) yesterday
  7. Even if I don't care much about the whining about being spawn raped, Papa6 makes a critical point about accuracy in the GRAW series compared with [GR]. This feature shifts gameplay to the more fast "arcady" direction, which many players experience as regress... Let me try to explain (because there is a a lot of players these days that never played [GR]): In [GR] you had increasing accuracy and faster "reticule closure" times in roughly the following order, from worst to best (to the best of my recollection): Running (bullets went anywhere in your general direction, basically you couldn't hit anything ) Walking forwards and strafing sideways (hard to hit small distant targets) Sneaking slowly forwards (yes you could do that silently in [GR]!) Standing stationary Crouched stationary (imo most commonly used firing position in [GR] MP) Prone stationary (the best accuracy and the fastest reticule closure times) (Peaking did not affect the reticule and there was all sorts of intermediates, but this is more a general outline as I recall it) An [GR] player had to judge each situation quickly and decide what was the best, e.g. if caught in the open: Spend time to go crouched or prone to make your own body harder to hit, get faster reticule closure each round, and overall better accuracy or to stay upright with a larger surface to hit, slower reticule and worse accuracy, but being able to quickly squeeze of a reasonable accurate first round . In the GRAW series it is virtually always the best strafer and that wins "open duels" if the players have otherwise equal player skills and specs of their gaming rigs. It is usually pointless in trying to spend time to go crouched or prone and become a stationary target and easy prey. The accuracy seems totally unaffected by the movement & stance. This made the gameplay in [GR] unique and very much missed. Sure, GRAW 2 has its qualities, but there is a shift in the gameplay features, damage model, options, flexibility, and server functionality maps from [GR] that greatly deviated from what many expected, and maybe never will see in a game again? Please all devs do consider to reinsert some qualities of [GR] in the next tactical shooter. Pretty please with sugar on top
  8. ...Another SP scripted linear arcade game for "action" players...graphics was kind of nice though I don't have much hopes for the MP even if zero respawns ladders may be worth a look. Let's hope for a MP demo soon.
  9. Hey JJ, You mean the "collision" issue, right? when you try to shoot someone, aiming right beside a tree trunk or similar, when bullets seemingly vanishes not hitting the opponent. Well, I doubt GRIN will have the resources to sort all those various issues out on all maps, and even if they have, it is in the hands of the UBI directors to decide when (and if) we get another patch. Right now I am wondering what's going to happen. Very soon most players will be wandering off to play COD4, Crysis etc...
  10. Imo the 150 m visual cut-off for enemies makes binoculars somewhat pointless in GRAW 2. Perhaps would they be useful to spot players in MP hiding in bushes though? (i.e. a foot sticking out or so) But then again, just a couple of silenced rounds in the bush will tell...
  11. Maybe Cosmic Recon Space Invaders will be announced by Dec 2007? featuring: One map for MP only called "space corridor" (i.e., a long sterile brightly en lighted tunnel at a Mexican Rebel Space station) One MP Death-match gamemode only "C & C" (Chaos and Cosmos) One insertion zone only. You will always insert on top of the enemy (or vice versa in a totally predictive fashion)... One balanced plasma-blaster gun only No damage model at all, you can't simply die or be wounded due to the high tech full body protective suit, 2024 light diodes at bottom screen will show how many hits you've taken (but naturally will not affect your ability to move, aim and shoot accurately) No chat or stats at all You have to pull the plug to exit game. (sry just felt like being a bit sarcastic...) Keep going GRIN. Still play and enjoy GRAW2 Looking forward to the next patch
  12. Peace

    Funny Cat Pictures

    Hahhahhahaa too funny
  13. For [GR], that is a long and complicated story. Let's just say its a combination of keystrokes triggering a certain movement "neckstretch" to gain advantage over opponents. There were certain "illegal" such at most ladders which made the tiptoeing player able to shoot opponents over e.g. walls but could not get hit himself.
  14. LOL a good one durka-durka , I always get the Swedish letter "ä" in front when type in the chat box because I remapped the chat to that key on my Swedish keyboard. Very annoying indeed. Definitely qualifies as a bug to hopefully be fixed.
  15. I forgot one thing There is a movement exploit still possible. Details should have been posted via Wolfsong on GRiN internal forums, if any dev is in doubt what I talk about but is interested to do something about it please pm me.
  16. Very well done Biro. Congrats!!! A pleasure to play the classic map Cheers Peace
  17. Hit the "restart" button in the bottom right when it says "connecting to server" to dump to the lobby. Saves you a few seconds but you still basically load the map. When the "after-action" screen is displayed there should naturally be a) an exit to lobby button (and an active ESC key) b) chat window I know these are not bugs, but lack of fundamental "after round" features that ought to be easily fixed. Otherwise i don't have much as to be classified as bugs in MP but that you occasionally get stuck with full auto and a few minor collision issues I think we can live with. More important is to introduce server-side options of kit restrictions to make MP and admins players less frustrated. As it is now it is a mess with servers with various unwritten rules and complaining about GL and M99.
  18. Yes indeed, just remember is not just all about [GR] maps, don't forget the critical server options [GR] had which pleased most player preferences of gameplay, and gave the game flexibility, examples: - kit restrictions - next map random - 4 insertion zones -random insertion etc etc Also the gameplay [GR] vs. GRAW is somewhat different so I'm not sure if all [GR] maps will workout well in GRAW 2 (I'm mainly thinking of no need to wait (GR reticule to close) to get an accurate shot off with GL or sniper guns, high accuracy while strafing and shooting in GRAW series vs [GR] etc) Anyway, I'd love to see the [GR] AND GRAW 1 maps in GRAW 2 it would surely beef up the odds of a growing community.
  19. I largely agree with Nutlink and BOTA:X... However, the devs have participated in these forums more than most devs and I thank them for their efforts. Unfortunately we have not communicated well enough as their priority seems to have been on the SP part of the game. Also, the game was likely intentionally designed not to last, thus the lack of variety, options and flexibility. (I'm only talking about MP, I don't know anything about the SP part as I haven't felt any urge to try it, sry) Some of the fundamental design flaws and annoying lack of features as: no punishment when hit, no damage model, no stock multiple and optional random insertion zones, no after action chat, no detailed after-action-stats, no replays, messy server interface lacking vital features and so on....I will probably never understand the reason for Still, I'm having fun while playing the game when on a well-admined server and limited respawns. ...and no resp. matching would rock if only there was some flexibility and enough active teams . The sound is awesome , the existing maps are fine (but the collision issue with leaves in trees and non collision in bushes). The netcode is vastly improved above [GR] and GRAW 1 and the remake of Castle Day/night and other efforts of making quality maps increases the probability of survival of this game a tiny little bit. Keep going map makers and modders Imo a promptly released carefully designed official map expansion is what this game needs, an expansion which also corrects some of the major MP gameplay complaints that keep popping up on the forums. I'd pay for it However, the lack of any announcement bothers me. Remember [GR] had 2 great expansions (DS and IT) released within a very short period of time (and all maps available for MP). What happened to that philosophy?
  20. Optimally, server side setting means there should be be a server side (admin) option controling what kits are available, if it is possible to make it? Thus, Server side settings if possible. Please Then there will likely be a variety of servers pleasing most players and styles, precisely as it was in GR. Trying to steer all servers/players to a certain setting is imo doomed to fail. Options please. Options, flexibility and variety is the key.
  21. Yes indeed, especially when it comes to T vs T and competitive play, stock maps makes it so much easier because they are almost exclusively immediately adopted by ladder admins and the players . Paradoxically: - a ladder with custom maps normally have a hard time to recruit teams - a ladder with only a handful of official maps (with only two insertion zones) lacks the necessary variety in gameplay for a live and vivid gaming community Therefore, for official competitive gaming a substantial amount of stock maps eg. as it was in GR, DS and IT (with 4 insertion zones and RIZ) would be a very welcomed part of an GRAW 2 expansion pack to aid a struggling T vs T community. It totally beats me why 4 insertion zones and RIZ was removed from the series in the first place That was a vital part of what made GR so great. Well, personally, I love to see more quality custom maps etc as well, as they often offer some of the best experiences for MP coop and fungames T vs T, so keep 'em coming
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