Tostitos
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Soldner has a crappy engine and destructible buildings, they could just do a similar system like in that.
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I'll give you ten bucks, the price of registering a new domain.
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Again I see no problem with fixed crosshair as long as accurate fire at distance requires using the sights. I can hold a rifle without looking through the sights and hit steel plates out to 10 yards 100% of the time, but it would never work for long range. Fixed crosshair just compensates for a lack of instinctual 'my gun is pointed that way' in the game.
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I wish I could start a publishing house and offer DRM extinct games that I would buy the licenses to online for download for like 2-3 dollars each.
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http://www.codemasters.com/insane/eng/html/game_html/game_down_6.html Try the demo.. it's a shame the game has been discontinued and cannot be found anywhere, I have the full version and it's only 60mb
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A LOT of people have no concept of how client-server dynamics work and will insist that a high pinger will "lag" the server.
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Damage AND suspension AND engine + drivetrain modeling from 1nsane would be perfect and could possibly be ported in. If you have played 1nsane, the entire system of vehicle driving / interior view could replace that in OFP and be seamless and an improvement.
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Graphics help with immersion. Proper graphics + sound = sensory immersion. Proper gameplay added on to that = total mental immersion aka digital crack. I also think that people should be able to lay / crouch on a moving vehicle to be transported. I have seen this in BF2 now and then with people laying on a T90 and being transported good distances (just demo, didn't want the full game) but mostly it forces a tk on the driver.
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It would be cool if AA or Game2 can have something like in Trespasser: Real Time Foley. Basically it would have the basic gunshot and would modify it to sound differently at range, indoors, outdoors, etc. People would hear what they would realistically hear, different people hearing different things from the same shot. Same with modelling the supersonic crack of the bullet and the gunshot as seperate parts.
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Honestly, the jumping about bit and the thing with being spawncamped with artillery / bombers / attack heli once you only have one base left was the only thing that ruined BF2 for me. Everything else was pretty cool. I could have gone for a more realistic damage model (2-5 rounds killing someone) but a few headshots puts someone down fast anyway. The iron sights also kinda bothered me, they were only useful mostly on the g36c. Just 'cause some tards can leap about m203ing people in BF2 doesn't mean that everyone should be treating it like CS or Soldner or some other lame arcade game.
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I will put up a collection of gunshot sounds I have ripped from various sources, some people might like some of them. Including the best ak-47 sound ever.
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oh no, a crosshair. it's the end of the world. If I have a 180 degree FOV in a game along with up+down peripheral vision of my body and where the weapon is, I don't need a crosshair. See, when I have a gun, I don't need to use the sights out until 15 yards. It's called point shooting, and is a simple technique to master, a three day course can take you there. In the game, the crosshair compensates for the lack of additional information that would tell me where my weapon is pointing at all times for quick reactive fire. Besides, it will be optional. No sweat. I don't care about fixed aim yes/no that much. It'll just help me be that much more accurate and effective if I can point my weapon at a chokepoint but look around using my head, when the enemy pops into view in the target area I'm already aiming at them, but I can also spot others out of my otherwise restricted field of view.
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I just hope the sounds aren't like in Soldner.. pathetic. What's worse is that when I explored the pak files, I found a series of AK-47 sounds that were the closest thing I've heard on a computer next to my own experiences at the range. They never implimented it.. Ghost Recon 1, Battlefield 2, and America's Army all have enough perfect sounds that we can pillage for a soundmod if it isn't good enough normally. I especially like the m203 sounds of GR1, nothing like being in a stone building / tower and hearing a grenade burst off the side..
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I just want crosshairs that are exactly like Ghost Recon 1 in terms of dot bloom and movement effect etc. You can't make shots from the hip or on the move but accurate aiming is rewarded. Alternatively in CQB you can be moving with full auto and still be able to kill out for a few yards.
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Modding. Do We Have To Sart From Square One Again?
Tostitos replied to westy159's topic in ARMA - GENERAL
Will scripting be improved?