Gollum1
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Everything posted by Gollum1
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How can this be, people playing a game that doesn't support the latest shaders! We must get to the bottom of this strange cult of abnormal players! I hear they've discovered a buried treasure forgotten for years in favor of graphics... the Holy Gameplay !
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Same here, DoD has that larger-scale feel and requires coordination between different soldier classes, I also love the morale part of DoD, you know when your team is playing defensively you'll just have to set an example, scream 'Displace! GO GO GO!" and charge. You'll probably be killed, but then watch your team stand up and human wave the opposing team. Now if only there were Soviets in DoD... Another plus is the relatively realistically behaving weapons, could use iron sights though.
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Why continue the fight, make the player evade enemy patrols to get back to his base or a pickup point, much cooler than going Rambo against Vulcans.
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This is correct, at least reflections do NOT work on GF3.
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IMHO trying to portray the Warszaw uprising with the OFP engine would result in a travesty gameplay- and 'respect'-wise.
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Why would you choose VBS1 as a platform instead of OFP1?
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'Bodies of 51 Iraqi soldiers found' edit: Zarqawi's group claims responsibility.
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Spirits are high as Castro has fallen at last... No wait.
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Realism in a game = fun.
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Great work here, the soldiers look very real, especially their faces. Women would be nice.
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I took some pics of CSS today (does this mean I'm banned? ) : Some guy with a Benelli... These guys are pinned down Attack on a window OMG I M 1337 n00bs, my custom spray in the background
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Wow, looks like one of the best islands ever.
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Agree completely.
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Well the game would be very frustrating if people weren't 100% covered behind cover, you would lose men without being able to do anything about it, and you wouldn't have to flank enemies at all. You don't have more than 3 or 4 grenades because if you had the realistic amount the game would be extremely easy. In order to make FSW work like it does (very well, IMO) you have to make compromises like these, and I don't mind them at all if you look at the bigger picture. BTW only enemies with machineguns can pin your squad down, I wouldn't want to stick my head out in the shower of bullets that they put down. The ragdoll engine is a real joke, your AI fly off for miles or do a somersault from an AK round at least 25% of the time and act weirdly the rest of the time, and debris flies around at lightspeed. Enemy ragdoll is OK, but I usually kill enemies from afar anyway...it's like an untested alpha version of a physics engine.
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I didn't find a walkthrough either but I finished it after some cursing and throwing keyboard into the wall-type of tantrums at some places, playing at 'master sergeant' or medium difficulty. Overall I think FSW is a very cool game with nice graphics and feeling. It is actually more like a puzzle game in disguise, in the sense that bullets and what you see on the screen don't actually have any effect on the course of combat. It's like the combat in KOTOR and NWN that use D&D rules where arrows fly and swords are swung for show but the probabilities of a hit are still calculated behind the scenes, putting two fighter's statistics against each other. This is not a bad thing since I have never seen such a tactical, smart urban combat game as FSW. The only things that bug are for example how your AI are extremely poor shots for U.S soldiers especially at medium or hard difficulty levels. At several places my AI have slowly and carefully advanced using every precaution, bounding forward while the other fire team covers them with point fire, and then an enemy suddenly runs out from an alley, stops and stands in the middle of the road, gets shot at for a few seconds, then kills two of my guys = mission failed. Another is how certain places just require you to memorize the locations of enemies, basically dooming you to die of them once and then try again. You cannot cover every direction effectively at once, so there is absolutely nothing you can do when two enemies surprisingly appear on a walkway above and shoot one of your fire teams (with them rarely even returning fire, not that it would do much difference with their laughable aim.). It ruins the mood and frustrates you when you have to start over ten times during one level...an even better example is how the game spawns a few enemies to attack you from behind a few times, they are so rare that it would be ridiculous to have one team cover your back all the time, but still often enough that you cannot predict it and just have to try again with the knowledge of where they come from... Still, I would recommend the game to any military sim fans and I wouldn't mind an expansion in some other environment and more enemies moving around. No they don't, just press X to make them hold fire if you've given them a fire order. After a bounding move they seem to have a point fire order too, be wary of that...As for the enemies, well they're crazy, are trying to keep you down and never run out of ammo, besides, constant fire lends a sense of urgency to combat.
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Retaliation campaign now available in English
Gollum1 replied to theavonlady's topic in USER MISSIONS
Ah I forgot to complement you on this campaign, it is really the best campaign out there. -
Any mirrors for 4.12 full?
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VBS and FSW work completely differently, one doesn't replace the other... Motivation?
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Hyk modern u.s. infantry pack released
Gollum1 replied to hyakushiki's topic in ADDONS & MODS: COMPLETE
Hmm, that's actually a good way to put it. He should look a bit bulky with his face tucked in like in the pic you posted. Nice to hear of an update to these great units, anyway. -
Insurgents like to use headscarves (kuffiya?) too, I guess both sides will just have to be terrified of each other.
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The same can be said about OFP?
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What do the Xbox fanboys' opinions have to do with Halo 2 being made for the PC? Influence? What influence do Xbox fanboys have on Halo 2 being made for the PC?
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Ooh, I love you FDF