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Posted: 2006-01-09 03:12
by Ugly Duck
Ew...

Posted: 2006-01-09 03:20
by goodgameral
lol. but what about a driveable cargo plane? like that would start at the carrier it would almost work like the support kit, except armorified, and then its just making somebox attached to it that would hold APCs and stuff. That would be alot less scripting. It would also just be plain sweet. Because then you would get a real sweet feel for army planes and stuff w/gunners and things.

Posted: 2006-01-09 04:27
by DangChang
goodgameral wrote:lol. but what about a driveable cargo plane? like that would start at the carrier it would almost work like the support kit, except armorified, and then its just making somebox attached to it that would hold APCs and stuff. That would be alot less scripting. It would also just be plain sweet. Because then you would get a real sweet feel for army planes and stuff w/gunners and things.
They did that in Desert Combat and it just raped...everything. This was because it was so damned armored that fighters couldn't take it down, and that was because people would open the back door of the AC130 and launch away with their stingers. So it was nerfed and left to gather dust.

Posted: 2006-01-09 04:57
by Harven
I think the extra long dead time is good... it prevents the game from being too death matchy... it also means Medics are an even bigger deal, and the team that uses them the best will be in full force more...

I admit it does suck to wait a long time while one of your medics doesn't want to revive you because he's waiting to get a buggy or something.. or shooting at barrels... then you spawn and get killed by the guy the medic let walk by because he blew himself up with a grenade...ahah... A challenge is always welcomed.. isn't that what a realsim mod is all about?

Posted: 2006-01-09 05:37
by Squibb
i heart this thread

Posted: 2006-01-09 07:56
by [BiM]Black7
played karkand on gloryhoundz yesterday and it was not so fun with out light armor as when coming to train accident it just went full stop and fighting continued there for about 25mins was *** boring..

and as the US weapons have better accuracy over Mec its was a stand still more or less when the US defended

Posted: 2006-01-09 08:04
by Harven
Sometimes the USMC get a little cocky.. if you are pushed back as MEC to your last flag.. I find it easy to defend because the USMC thinks it can just come running in... team work is needed.. call out what the enemy is doing.. 2 just went in the water? Say something... with good team work you could just kill all their tickets while you defend.. I find it exciting seeing them try to run for cover.. go prone to shoot at us with the SAW... but they get blasted by our whole team.. they seem to always go one at a time..

It seems when a team think it's going to win.. the whole team structure falls apart and everyone tries to Rambo the last bit so they can say "I won it for us" or something... that's the point where the other team.. if it is still using any team work.. can force the Rambo's back easily.

Posted: 2006-01-09 15:12
by ir0nside
Harven wrote:with good team work you could just kill all their tickets while you defend..
Impossible. If the US has MEC all the way to their bridge-point, the MEC are rapidly losing tickets. Far quicker than you're going to physically kill the US's tickets.

As for my "I wish Gloryhoundz".. I wish Gloryhoundz had the Hereford Training map in it's rotation. NOW!

Posted: 2006-01-09 15:32
by maccis
It would really be nice if some of the new Mappacks could be loaded on Gloryhoundz. The new Strike at Kirkland 2 is really cool looking map, however i have not been to play it on populated server.
I think new maps for PR would bring more players and servers.

Posted: 2006-01-09 15:58
by TheRealFritz
Both Hereford and Strike at Karkand 2 are being worked on as part of a map pack with AAS support. Stay tuned.

Even as of right now you can play Strike at Karkand 2 in AAS mode on the GloryHoundz TEST server.

Posted: 2006-01-09 19:50
by Eden
The Map Pack should be great, once all the maps are AAS compatable, tested and the installer is tested it will be ready to be released.

Posted: 2006-01-09 19:52
by JavaMoose
'[R-PUB wrote:Eden']The Map Pack should be great, once all the maps are AAS compatable, tested and the installer is tested it will be ready to be released.
Yeah, I'm looking forward to that. I fired up PRMM the other day (first timer!) and found the GH server - but it CTD on me.

Played single-player for a while, but was getting some nasty artifacts/errors...

Posted: 2006-01-09 19:58
by Eden
make sure you have the patch installed. http://totalbf2.filecloud.com/files/fil ... e_id=84673

Posted: 2006-01-09 20:11
by JavaMoose
'[R-PUB wrote:Eden']make sure you have the patch installed. http://totalbf2.filecloud.com/files/fil ... e_id=84673
Ah, no I don't - so that would be the problem then! ;)

Posted: 2006-01-10 11:24
by Caesar
I wish GH would fix map votes. When everyone votes to play a specific map, it reloads a RANDOM one every time.

Posted: 2006-01-10 14:09
by TheRealFritz
Actually, not random. That's a side effect of the auto map sizing script which I will fix hopefully tonight :) The auto map sizing for the next map happens at the end of the round and picks the next map in rotation. Unfortunately it overrides any map votes by doing that, but won't be a difficult fix.

Sorry for the inconvenience, but in the meantime you get to enjoy 32 player maps when 20+ people are on ;)

Posted: 2006-01-10 19:11
by Caesar
One more thing, on 32 player mashtuur city, US is given a tank but MEC is not, is that intentional? Or is it even part of the server or the mod itself?

Posted: 2006-01-10 20:34
by JS.Fortnight.A
The start of this thread was pretty much spam, and didn't really belong in General Discussion. TheRealFritz has made clear GH's intentions before this closure so let stick to that shall we. ;)