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Poita

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Everything posted by Poita

  1. Yeah Kimmy ooooo and thank's for being a girl with a cute sounding name so all the cancelations, delays, game changing er . . changes are more palatable. Oh and Warcloud. Insulting someone direcly isn't banter. Thats just you being uncivilized. And hmmm, I don't seem to have a problem skipping over most of your posts. Try it, it gets easy with practice. Now, GR1 had gimping (substance) later GR had sliding which in now way that i was aware of affected the way I played (style). QE2
  2. Warcloud. Other peoples opinions not being to your taste does not give you justification for making personally demeaning comments. If you don't like a persons post just skip it. No one is 'forcing' you to read it. The fact is that GR has been on a shift towards style over substance since GR2 to the point that it is only GR in name now. I'd say that is grounds for complaint. Sorry if you don't like our point of view but we like to express ourselfs on the matter, especiall when it concerns the bastardisation of the best game we every played.
  3. It's good to see some of the old school GR1 players on here. Man that list says it all. I think the basic strategy is to always lowball the release date to try to drain as much interest as possible from competing games and that the real probable release date is always known. I miss the time when games as well as movies weren't hyped two years before release. They just seemed to pop up on cover disks on magazines etc. GR1 was like that. I was looking at ace screen shots for a month or so then bam, the demo was out, soon after that the game was out. Now you spend two years drooling, then get delayed six months (or cancelled) then you get a game that is so dumbed down it hurts to play it. Fortunately this latest slap to the face has no sting because I have zero expectation of the game so I just dont care any more. Sheeet, they might as well go the last step and get Cliff Bleszinski to design the next GR Good job UBI, you have unimpressed the casual gamer and alienated the dedicated gamer.
  4. I all can do is keep itterating the point about GR1. It had something. I dont want to use the word 'soul' but damn it had something. I miss online GR1 so much. It's ridiculous that after all these years nothing has come close to replacing it. The tension in clan matches and even open mp games was amazing. Periods of two, three or four mintues which felt like hours (in a good way) of silence (apart from the dangerously soothing nature sounds) and stillness followed by totally frantic gun battles. The deep contemplation of chess mixed with the frenectic CS/air hocky action was very satisfying. A real sense that team strategy and communication would make all the difference. Even after many years, getting shot would make me jump violently in my seat and curse. I don't know what it was that GR1 stumbled onto but it aint been replicated since. The GRAWS had some awesome stuff. The sound was the best in any shooter i've ever played for example, but the GRAW environments were just sterile. GR1 environs were beautiful despite the old graphics. It was the first game i saw swaying trees in. Along with the sound of the wind it created a lovely atmosphere. I could go on all night. GR1 is a classic in the same way that certain cars or songs or movies are classics. It was way, way, way more than the sum of its parts. That RSE (if they are the same people/culture) are doing GR4 PC is the only slither of hope there is.
  5. Kimi, with all dure respect. I don't think you care what we want. I think that this kind of post, which you have done ahead of past GR games, is for the purpose of generating discussin activity in advance of a release, and not to actually figure out what we want so as to craft the game accordingly. I think because you are a girl you get a pass. The fact is though, we have been bleating for over five years about what we crave in any GR game and for the most part it gets ignored. We ask for limping (substance) and instead we get every type of useless but cool looking animation 'but' limping (style). I will not answer what feature I want in the next GR because A:, like tens of thousands of GR1 players i gave up hope a long time ago. and B: I don't even believe that there is any real purpose to this question other than to generate/initiate buzz/anticipation for the next game. You shouldn't need us to tell you that we want substance over style, playing over posing and grit over graphics. Other games make it look as if you are 'there' GR 1 made us 'feel' as if we were there.
  6. A GR game being delayed is hardly a 'shock'. I'd be shocked not only if it was on time but that it was released at all. I kind of hated GRAW at first but after playing GRAW2 and especially loving the sound design I felt that it was quite close to being great but it just lacked 'something' that GR1 had. Apart from good foliage (ok i know i'm obsessed with the way the foliage affected gameplay in GR1) the fact that GRAW thought 'cool' dust in yer face sliding on your belly was more important than having a gimp effect when shot in the leg and stuff like that just pushed it away from the PC/GR1 feel and more towards the Halo crowd. I'm curious about GR4 but to be honest have have very little hope. Arma2 is kind of weird so i'm hoping that OpFlash2 can get me closer to that GR1 experience.
  7. Lexis. In OpFlash and other games the folliage is just a floating, instubstantial mass. In reality you can't get in most bushes etc. In GR1 you had to find a couple of bushes and get in between them or lay in the dark side of one. There was long grass clumps or Bullrush type plants that you could melt into. In one MP game on StrongHold I was the only guy left on my team. I used the silent SR25 in the open plains by the two big boulders and I lay in a triangle of longish grass with the guille suit on and got 17 straight kills before the other team found me. By then I'd whittled them down so used the rest of my spawns to take the match. I think the folliage was great in GR1. I hate the way most games strip it away when you see it from the distance. I never want prettied up graphics at the expense of consistancy.
  8. I want support weapons (M249 etc) that are effective. The support weapons in GR1 were nonsense. Anything more than a single shot and they were totally off target. NO ONE 'EVER' took a support weapon in MP for a reason. Don't gimp them just because they can dominate. 'MAKE' the other players strategise to deal with them just as soldiers do in real life. Ok I'm cheating because I have two things I need. GR1 foliage was the best in any game, even til today. When I lay down in a triangle of grass i knew I would get concealment even if the other player was far off. Most games try to be pretty at the expense of consistency of environment. Man, there was even a sublte shadow on one bush in 'Village' that me and my friend used to memorise because when you stood close to it you blended in so well it was hard for the enemy to spot you. That kind of very very intimate detail in the environment where inching forward just a tad can make the different between being spotted and shot or concealed and getting the drop on an enemy was one of the things that made GR1 so great to me. It made GR MP like a chess game. In maps like Village, Stronghold, big river, Bridge etc we would set up positions then increment our way towards the enemy plotting the path from tuft of grass to shaddow to bush to tree. Even today, no other games allows that kind of intimate relationship with the environment. But . . when we pass a bush or walk or crawls the sound should be more abrassive and harsh and loud.
  9. Actually i wasnt so worried about the reboot crash but more that even after rebooting manually a few tiems i was still getting the 'suffered a serious error' messege. Now and again i get an inscrutible system file being corrupted and deleted and the process of sorting it out is so complicated that a format and re instal is what i end up doing. All my drivers are up to date. I'll just avoid the NY map. The others seem to run ok. I played through the CS Aztec map and it ran perfectly smoothly. The ai seems to be a little more natural than in vanilla GR. Man there seems to be a massive amount of total work that went into all the content in this mod. Thank's to everyone involved.
  10. I downloaded the mod and activated. When I launched a test mission it worked fine but when i tried the Ney York map it crashed. When i lowered my settings in case the mod overlay was taxing my system too much it ran for a minute or so but then crashed so bad that it actually rebooted my computer. For my next few computer starts i got the messege that 'windows has recovered from a serious error'. That's pretty alarming and i feel worried to launch the mod again. Any thoughts?
  11. Yeah the AI is weird in GRAW2. Sometimes it's good. I really like the way they use surpressing fire; at least the way they batter your location with fire while you are pinned down. At other times they just stand there and do nothing. At the end of the 'Long walk' mission i went up the building to get the Heli extraction. I thought the mission was over so i went up there and there were three guys standing right near the steps to the heli pad. I thought they were my guyso i didnt shoot. I approached them and they did nothing. One of them had his gun pointed at me but didnt fire. After A while i realised theywere the enemy so i point blank opened fire and mowed them down. Anyway my post is mostly about MP so the single player probs don't really matter. So do you think the mp GRAW2 would have taken off online if many of the none gameplay parts were different at launch?
  12. It's interesting that most of the responses seemnot to focus on actual gameply but rather , server design, business model, net code etc. So are you saying that if everything else was fine then the gameplay would be [GR] enough to have created the same scene as [GR] did. Yeah Fletch, i'm almost through the GRAW2 campaign and it's been a real blast. It drives me crazy though how if i even go half a block the wrong way it threatens to abord the game. That's not nearly as open as [GR] was. Still pretty great action though.
  13. Oh yeah, thank's Rocky. I'm a bit colour blind so i sometimes don't notice link text. I was watching some 3 part inverview with Bo from GRIN last night about the history of GRIN. It was interesting when he talked about working with Capcom on Bionic Commando. He mentioned how they really give them creative freedom and, unlike western publishers, how that's something certain japanese publishers understand. Seeing as their previous project was GRAWS's with Ubi that's a clear indication that they hade little freedom in making GRAW's PC. So Ubi are more to blame than GRIN for sure. Krise, can you elaborate a bit on what you meant by the differences between a realitic 1st person shooter and a realistic tactical shooter? Surely if you use strateg and tactics in any realistic 1st person shooter the result will be the same won't it?
  14. Most of those things are certainly a factor but what about actual gameplay? Also, what mod was that? Is it in the download section? I'd be intrested in checking it out.
  15. I'm really enjoying my blast through the single player campaign of GRAW 2. Apart from anytying else, its the most rich 'game sounds' expeirence I've ever had. I swear that on Sierra when trying to cross over the bridge and being pinned down i could not only hear the amazing sound of rounds hitting the side of the van i was using for cover but that as each rapid, sucessive round distorted the panneling of the doors the next round had a progressivly warped twang as it hit; amazing to hear the gradually morphing sound. Sure GRAW 2 is no [GR] but I'd say for all its faults it is the closest thing there is. Aaaaanyway. I am curious as to what you guys think on this. [GR] had a really long and active MP life. I mean, when did it start to seriously tail off? 2005? So that's a healthy four year span. That's pretty amazing. So what would you list as some of the core reasons that GRAW2 didn't have the same rabid following, activity and longevity in it's capacity as an MP TDM/Clan match scene. I'm not just trying to provide a way of slagging GRAW2's weak points here, there's been enough of that since release. I'm just interested in what some other players see as the missing magic that prevented GRAW2 from achieving the seminal status that [GR] did in its very long day.
  16. Actually scrub that last post. I wen't old school (always check if you are out of gas first) doh and checked my key settings and the mp ones were just set to the number keys. Weird though cause i checked that loads of times and ended up posting about it in frustration. Anyway when i do an auto check to see what config the game chooses for me it gives me a pretty high setitng. Full post, dynamic lights, high shaddows, edge smoothing, 16 times anistrop etc with 1024 res. I played sierra day on that settings and had no probs at all. Not bad for an Athlon 2 gig, Nvidia 7600, 2 gig ram system. Speaking of that mission and complaining about GRAW2 alot, i finally got over the bridge (not easy) and veered left to clear the village area. I was an assult so i had that 50 round silenced weird magazine type gun. It was incredibly tense as i took out loads of rebels. I have to say i'm down on GRAW for many reasons but I sometimes have a good sp experrience, as good as any i've had in any other game. Better than [GR] actually.
  17. Hi. thank's for the advice. I got used to the environmental slider so didn't notice it any more. I'll try it right down at zero. See how much extra umph that gives me. I looked at the bindings xml. I did'nt see any conflict except that it seems to list it differently from sp and mp (i assume that's what "mul" means. I want the same keys for sp and mp. Sorry it's bit long but i pasted the whole thing here. <?xml version="1.0" encoding="UTF-8" ?> - <buttons> <button id="action" binding="enter" device="keyboard" /> <button id="auto_level" binding="h" device="keyboard" /> <button id="chat_all" binding="t" device="keyboard" /> <button id="chat_input_abort" binding="esc" device="keyboard" /> <button id="chat_input_done" binding="" device="" /> <button id="chat_scroll_down" binding="" device="" /> <button id="chat_scroll_end" binding="" device="" /> <button id="chat_scroll_home" binding="" device="" /> <button id="chat_scroll_up" binding="page up" device="keyboard" /> <button id="chat_team" binding="y" device="keyboard" /> <button id="chat_toggle" binding="u" device="keyboard" /> <button id="detag" binding="2" device="mouse" /> <button id="execute" binding="f5" device="keyboard" /> <button id="execute_all" binding="f6" device="keyboard" /> <button id="fire" binding="0" device="mouse" /> <button id="goto_prone" binding="page down" device="keyboard" /> <button id="hud_down" binding="" device="" /> <button id="hud_select" binding="2" device="mouse" /> <button id="hud_up" binding="num ." device="keyboard" /> <button id="lean" binding="end" device="keyboard" /> <button id="lean_down" binding="mouse wheel down" device="mouse" /> <button id="lean_left" binding="right ctrl" device="keyboard" /> <button id="lean_right" binding="num 0" device="keyboard" /> <button id="lean_up" binding="mouse wheel up" device="mouse" /> <button id="menu" binding="esc" device="keyboard" /> <button id="mul_select_backpack" binding="4" device="keyboard" /> <button id="mul_select_fraggrenade" binding="6" device="keyboard" /> <button id="mul_select_grenadelauncher" binding="5" device="keyboard" /> <button id="mul_select_primary" binding="1" device="keyboard" /> <button id="mul_select_secondary" binding="2" device="keyboard" /> <button id="mul_select_sidearm" binding="3" device="keyboard" /> <button id="mul_select_smokegrenade" binding="7" device="keyboard" /> <button id="multi_map" binding="m" device="keyboard" /> <button id="multi_map_zoom" binding="j" device="keyboard" /> <button id="open_console" binding="o" device="keyboard" /> <button id="quick_load" binding="f1" device="keyboard" /> <button id="quick_save" binding="f4" device="keyboard" /> <button id="reload" binding="delete" device="keyboard" /> <button id="sel_order_1" binding="f1" device="keyboard" /> <button id="sel_order_2" binding="f2" device="keyboard" /> <button id="sel_order_3" binding="f3" device="keyboard" /> <button id="sel_order_4" binding="f4" device="keyboard" /> <button id="sel_unit_1" binding="f12" device="keyboard" /> <button id="sel_unit_2" binding="f11" device="keyboard" /> <button id="sel_unit_3" binding="f10" device="keyboard" /> <button id="sel_unit_4" binding="f9" device="keyboard" /> <button id="sel_unit_5" binding="f8" device="keyboard" /> <button id="sel_unit_6" binding="f7" device="keyboard" /> <button id="sel_unit_7" binding="f6" device="keyboard" /> <button id="sel_unit_8" binding="f5" device="keyboard" /> <button id="select_backpack" binding="num 9" device="keyboard" /> <button id="select_fraggrenade" binding="num 7" device="keyboard" /> <button id="select_grenadelauncher" binding="num 3" device="keyboard" /> <button id="select_primary" binding="num 1" device="keyboard" /> <button id="select_secondary" binding="num 2" device="keyboard" /> <button id="select_sidearm" binding="" device="" /> <button id="select_smokegrenade" binding="num 8" device="keyboard" /> <button id="show_statistics" binding="backspace" device="keyboard" /> <button id="show_weapon_list" binding="f" device="keyboard" /> <button id="sprint" binding="right shift" device="keyboard" /> <button id="strafe_left" binding="left" device="keyboard" /> <button id="strafe_right" binding="right" device="keyboard" /> <button id="switch_firemode" binding="num 4" device="keyboard" /> <button id="tacmap_move_down" binding="s" device="keyboard" /> <button id="tacmap_move_left" binding="a" device="keyboard" /> <button id="tacmap_move_right" binding="d" device="keyboard" /> <button id="tacmap_move_up" binding="w" device="keyboard" /> <button id="tacmap_zoom_in" binding="e" device="keyboard" /> <button id="tacmap_zoom_out" binding="q" device="keyboard" /> <button id="take_screenshot" binding="sys rq" device="keyboard" /> <button id="toggle_nightvision" binding="insert" device="keyboard" /> <button id="toggle_xcom_fs" binding="" device="" /> <button id="vote_no" binding="" device="" /> <button id="vote_yes" binding="" device="" /> <button id="walk_backward" binding="down" device="keyboard" /> <button id="walk_forward" binding="up" device="keyboard" /> <button id="zoom" binding="1" device="mouse" /> </buttons>
  18. Sorry that my posting style is a bit 'vent'ish'. Well, the stance thing could be my computer. Maybe i exaggerated a bit but the blue image of the guy takes a good two seconds to complete his anim when i change stance. Another thing i forgot to mention is the 'changing stance on the fly' problem. I use the mouose wheel to change stance, same as i did in [GR]. Sometimes i'm walking or running and i want to stop and go into a crouch but if i rotate the mouse wheel back a click 'as i'm stopping' then nothinghappens. I have to take time to made quite sure i've stopped then do it again. I want the game to 'cue up' my instructions so that if i'm running and I rotate the mouse wheel a click then stop the game remembers that i did that half a second before i let go of the forward arrow key and automatically go into the crouch. I don't think that's too much to ask. Hey Rocky. I just noticed, after all these years, that you are Scotish (or at least live in Scotland). I always assumed you were American. I'm originally from Yorkshire (lived in Korea for the last 6 years) but a lot of my best friends are from Edinburgh so i used to go up there alot. It's good to know that a Brit scunner is responsible for the great site we've had here for all these years.
  19. I'm playing GRAW 2 these days. Never really got into it when it first game out. My system is still old (it was tip top and super expensive when Far Cry came out. Now i feel like a beggar I compensated for having an old system by blowing $1300 on a 30 inch monitor. It's amazing how games look on that thang. Yeahi could have updated my hardware but i use my montor forTV, movies, applications etc so it was a priority. Anyway, even on 1440 resolution, medium textures, trilinear, low post not dynam lights/ shadows etc the game still has some great scenes. I find some of the buldings to be a bit ugly and the uniform mexico brown is annoying but the detail in the game is impressive, as are some of the more subtle use of physics. Overall it's a pretty good game. Here's what I'd like changed in [GR 4] though and also how to make it more [GR] sublime. * In no particular order. 1. I don't want the stance indicator to change 'when it feels like getting around to it'. Sure it's not vital but as soon as my pc registers the change stance keypress i want the stance icon to change 'like yesterday'. I'll sacrifice the anim and go for a flip if it's necessary but i hate the face that I have to rest my eyes on it to confrim it's changing. Sure i can see my view change but if you are gonna argue that then why have a stance icon at all. Form follows function. No lag in [GR 4] stance indicator please. 2. Speaking of the HUD. I want a totally customisable HUD. That means 'I' want to decide where the icons go. I want to be able to click on them on a sampler screen and drag them to the exact point I want them, or remove them. I don't want stupid meaningless lines or frames on the screen either. I also don't want some badly animated generals face on the screen. If i was in a hot combaz zone i dont think i'd 'need' to see my commanders face as he sits in his 'newsroom' style office as he directs and berates me. Basically, give 'ME', the guy paying for the game, all the control i want over what icons i see on screen. FULL control. Don't force me to have to look at what you decide is cool for a player to see. That way i won't have to download mods to partially fix it. 3. Not to harp back to [GR] too much but I want more stealth built into the environment. I want to know and feel and believe that tufts of grass and bushes etc actually mean something other than making the map look pretty. Even in Operation Flashpoint 1, 8 years ago, there was a difference when you were in a bush as to if an enemy could see you or not. It was so subtle that you could stick the barel of your gun out the bush and if the 'end' of your scope was out then you could actually get a view when you went to scope view but could not see out the bush when you had normal view. This centemeter by centemeter real world impact of the minutiae graphics had a huge effect on gameplay. Stealth means that sometimes you can situate yourself in a place where you can see enemies but they can't see you. Dont sacrifice function for form. Have foliage etc be consistant. The tufts of grass in [GR] are rough looking yeah but they are great. I was once in an MP TDM game in [GR] in Stronghold. I took up a prone position in a triangle tuft of grass by the two gian boulders. I was the only guy left against quite a few on the other team and i had a silenced SR25. I got 17 kills before the time limit was up. This was only possible because the foliage was consistant in the map and because it meant something to game play. Once again 'from FOLLOWS function. Golden rule of all design. 4 Tracers, they are a big issue with me in games. If i'm a special forces soldier then i want to be able to fien tune my kit right down to the exact number of tracers i use. I don't want set kits and i dont want to be forced to have tracers. I want to be able to choose them if i want them or not; and what colour even. I mgiht want to have the last few rounds be tracers to remind me to get ready to reload as some real soliders do. I might want to have a tracer every 3rd, 4th, 5rth round etc. In my case i would almost never take tracers. If i wanna be sneaky, use a supressor and a good scope on a gun then i wanna be able to frustrate my enemy be it in sp or mp. I dont want my tracers giving away my location just so A: the game can look more flashy lighty and B: it can keep the 'flow' of battle at a constant frenetic pace. I want full control of my kit please in [its GR4] 5. In [GR 4] i want to be able to do what i would really do if i suddenly came under fire. I would drop to the ground as quickly as gravity would take me there; quicker if i was holding onto something that i could use to pull myself down. What i DON'T want is for me to press the prone key and for the game to 'get around to it' when it has a free processor cycle that it has no particular urgent use for. Once I come under fire and especiall when i can't pinpoint the source, i want my ass glued to the ground like the day before yersterday. I basically want a more fluid movement. I feel the same in the GRAWS when i am walking or running. The transitions are robotic and delayed. I don't want the game to decide that i can't pull the trigger because i'm running. I'd rather it work and i shoot myself in the leg. Many times i have stopped running and pulled the trigger only to find that the coputer hasn't quite registered that i have stopped running and so is just holding off letting me have fire activation. It feels very clumbsy. Also, i want gimpage. I wan't it more than fancy front and rear sliding. Again 'Function first, form second.' 6. I may be mistaken but i dont think there is any balistics in GRAW2. I snipe people form very far off and there seems to be no bullet drop off at all. er . balistics please. 7. I want a more comprehensive and controlable hand grenade throwing mechanism. The one in GRAW's is terrible. The view shakes around as you release so the nade isn't an accurate through. The pale blue line indicator often is not visible against the blue skyor other colours. The little bracket bars are just design porn and have no effective function at all. I want to be able to throw hand nades with great control and precision. I want to be able to roll them, lob them near or far and even throw them around left and right corners with only my hand being exposed as my wrist does the flipping as all millitary personel do (a mouse/keyboard control and icon system can easily be designed to make this possible rather than an afterthought). er. i also want smokers that last longer. er, and flash nades too. 8. Finally, i want les patronisation, at least in the opening cinematics. The Mitchel man up fest in GRAW2 is basically the devs telling us we are retarded. The way the four of them hobble around all bunched up, the way he keeps touching his earpiece 'just to let us know that he's high tech, (jeez, in the pic of them diving out he back of a plane he's even touching his earpiece 'as' he dives, i don't care how many high or low altitude dives a special forces guy has, he's still gonna pay attention and not be 'checking in' with centcom). Also the way the four of them fire in that opening sequence is rediculous, one of them is shooting in the air. it's the Military version of a presidential canditate 'pointing' from the stage after a debate because it makes them look good in photos. Leave the patronising crap out of the next GRAW please. Anyway these are afew of my gripes/hopes. I doubt anyone on the dev side will pay attention. Be interesting to see what the next installment yeilds though.
  20. I'm running a pretty low end system but i play GRAW2 (and 1) on low settins so it usualy runs find. Here are a few questions I have. 1. The sounds in GRAW2 are about the best I've ever heard in a game. It's obvious that some serious love went into this games sound. There are inconsitant sounds when i fire the guns. Sometimes I get the loud gunfire sound and other times i don't. Yet other times the fire sound is muted or sounds like it come from far away. I have a pretty old Creative soundblaster live 5.1 with 5.1 speakers and i have the latest driver and the speakers are setup right because i did the ('front speaker, front left, front right, rear left, rear right) test and everyting is working fine. 2. When I play coop missions in a lan server that i create the weapons keys are assigned to my number pad keys but they dont work and i have to use the regular number keys. When i play in campaign mode the number keys work ok. 3. I'm running an old pc. Athlon 2 gig. 2 gig ram. Nvidia 7600 (30 inch monitor hehe). anywya, as you can guess i keep the settings low. I have two questions here. One is that if i set them on medium the game seems to run faster sometime than on low. I used to have this with many games in the past too. I remember running Operation Flashpoint on high back in the day and it running faster than on lower settings. Does anyone else feel this with some games? Also, is there any way to turn physics totally off? For example, even on the lowest settings i see tumble weeds blowing about and MM1 shel casing rolling down and incline. That looks beautiful but I don't want to burn cpu time on such things when i'm struggling to keep a good frame rate. also, post processing is either high or low, isn't there a 'none' option? 4. Last question. I usualy have Norton 2007 running in my task bar. While i'm playing single player GRAW2 do you think it would help to turn it off and unplug my internet cable. I heard Norton slows down the pc. Thank's for any advice anyone gieves.
  21. I'm a noob at Xfire. Just installed it. How do i find GR servers on it?
  22. I used to hang out on gamespy as it was an easy place to get into online games. Is ASE and ubi.com still functioning? What's the best place to find a quick, populated server?
  23. I drop into the Blackfoot/groundbranch site every few months Colin but information is sparse. A few old screen shots and some chat but no real substance as yet. I'm optimistic for it though. Any sniff of a rumour concerning release date . . or even quarter or even year?
  24. I can't tell you how much i really miss the heyday of [GR]. I really miss playing clan matches, pickup games with my mates, seeing all the old names on the GR.net forums etc. It was a golden age for online tac shooters. The best community i've been involved with. No matter how flashy the new shooters look they all lack a certain spirit. People just play 'through' them then move onto the next thing for another couple of months. GR1 had an amazing shelf life. I would have been happy with a constant flow of map packs, like two per year. Alas you can't play on the same maps forever though and eventually we all drifted away but with no real new home to settle on. It's been almost half a decade now since the real decline of the [GR] community, starting with the betrayal over GR2 and then the pale imitation that is the GRAW serries. And still many of us are waiting for a true sucessor to GR1. I hope it comes.
  25. OE1 was an admirable effort for sure. I felt that it suffered from too many maps. I think it's better for players to have time to get used to and to master maps so fewer are better at launch. Also, i personlaly hate tropical jungle scenes and wish crisis was in a temperate or desert region. OE had too many jungle, as you said Far Cry like, maps. I hope OE2 doesn't have hardly any jungle maps. I'm sick of the jungle. The 'Angler fish' like light that glared from the scope of a gun got on my and my OE player friends nerves. I don't like it when devs try to neutralise a weapon in the name of balance. I had the same prob in CS. I hardly used the sniper but i loved going up against snipers with a smoke and flash nade and a well executed charge. I think tactics should be the foil for a weapons power and not a devs tweaking. If you tweak everything into perfect balance then there is not real challenge, sometimes it's fun to be outguned or out numbered. Having said all that, i did enjoy a few good games in OE, especially on Tank. I loved the G36 with the red dot scope on single fire. I look forward to news about OE2. How about an update. We are waiting patiently but it would be nice to get some info on the progress. The summer update gave the impression that the mod is a very long way off. Good luck with it guys.
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