Everything posted by Phunky.One
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Quake Wars: Enemy Territory
Apparently information on a collector's edition of Quake Wars has surfaced. http://kotaku.com/gaming/quake-wars/quake-wars-collectors-edition-246969.php So, this one is coming soon after being in development forever, anyone looking forward to it? I hear some talk of it being a battlefield killer but I don't see the attraction. If anything it looks like a pretty rip off of Battlefield's gameplay mechanics. The one thing it might have going for it is the exclusion of EA from the equation, always a plus in my mind. :thumbsup: Site: http://quakewars.com/
- UPS Run Around...
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1.25
Turning the gunship from flying fabergé egg into the death machine that helicopters were in BF2 = win, especially if the buffed cannon is anywhere near as good as the old ones. :thumbsup:
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1.25
Especially with the AA or the SAAW, I can't count the number of times a SAAW has chased me for more than a minute. I fired one earlier today that I had assumed missed, only to get three kills at least a minute and a half later... hopefully this patch will also do away with that moronic loop some missles do after they miss, I'm sure everyone has seen that one in action.
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1.25
"There is a Missile Feedback Beta starting today. Look for the Beta section to appear in the forums soon so you can get more information, join in, and give us your feedback! ~Violet ----------------------------------------------------- Because of the major change to the anti-ship missile tracking system we would like all our players who enjoy flying gun ships and transports, or who enjoy shooting them down, to give us your thoughts on how good or bad the change is. With this change our goal is to implement consistency into ship to missile encounters across the board. With this in mind we are releasing a beta of the 1.25 update early specifically for feedback on this change. Please visit the forums at www. battlefield.ea.com or your local major forum to give feedback to us on this change. •Fixed PAC Titan geometry exploit: Players may no longer sink into the hull of the PAC titan to freely attack defenders, consoles and the core. •Fixed EU Titan geometry exploit: Players may no longer sink into the hull of the EU Titan to freely attack defenders, consoles and the core. •Fixed Squad Leader Drone bug: The spawn placement of the SL drone has been raised to prevent instances where the drone would kill the Squad Leader. •APM Tuning: The detection radius for Anti-Personnel Mines has been reduced. Players will need to walk much closer to APMs in order to set them off. The blast radius of the APM has also been decreased. • Fixed radar grenade bug: The bug which caused the radar grenade to sometimes not appear on players’ mini-map has been fixed. •Fixed Bridge at Remagen Exploit: Players will no longer be able to move inside the west facing slope on the bridge. •Moding addition: Editing for ‘Physics. AirDensityZeroAtHeight’ has been added. •Moding addition: The command ‘object.listObjectsofTemplate’ has been re- added to the rcon_invoke command list. •Improved SAAW missile tracking: The SAAW will now consistently track all airborne targets. The missiles are now fire-and-forget but require a slightly longer lock on time. •SAAW Missile damage increase: SAAW Damage per missile has been slightly increased. •Improved Gunship missile tracking: The Gunship missiles will now correctly track all other airborne targets. Please note that the missile behavior when fired at ground targets is unchanged •Improved Gunship Gunner Cannon: The projectile speed and damage for the gunner position cannon has been increased for both gunships. •Static AA missile tracking improvement: The EMP missiles fired from the static AA has been improved to properly track when locked on to enemy ships. •Static AA Missile lock on range decreased: The range which static AA may lock onto ships has been reduced to allow ships ‘spaces of safety’ around the maps. •Fixed Gunship and Transport Ship Active Defense: A tail section for each of these ships was not properly covered by active defense. This has been corrected to fully protect all ships. Please note that the visual effect for active defense has not changed. •Gunship TV Missile Adjustment: Damage for Gunship TV guided missiles has been slightly increased • Fixed fence exploit: Bullet deviation has been added to all fences to prevent a game play exploit. Please note that players behind fences will be more difficult to hit at medium-long ranges due to this change •Duplicate CD- Key issue: Changes to the CD key check to help prevent issues where players receive a duplicate cd-key error when joining servers. •LMG Adjustments: The Bianchi and Shuko have been normalized in their settling rates to correct a minor imbalance. •Automatic Drone adjustment: Health points for the Sentry Gun, Accipiter and Otus drones have been reduced. •Sentry Gun targeting adjustment: Sentry guns will now take slightly longer to fire on their targets. The sight range for the sentry has also been slightly reduced. •Fixed Medic Hub bug: Fixed a bug where players would occasionally receive a new medical hub immediately after it was deployed -DICE Live Team" Whoa, some long needed changes there, looks good... ... take that APM whores... heheh. :thumbsup:
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Wake Island Makes It's Comeback
Its looks like one side gets a Titan, making boats largely unnecessary, although it would be cool.
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2142 Problems!!!!
After you changed the values for the screen resolution in the link to the game, did you make sure to reset it back to the default? Perhaps if you entered something wrong it might cause problems, but if you reinstalled it should have replaced the link right? Did you try launching directly from the executable in battlefield's folder? Edit: Nevermind, heh.
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Possible Tweak of Rotation on NS server?
Exactly, I thought "urban titan maps, that'll be awesome"... when in reality you just spawn on your titan and pod down where ever you need to be, exactly like vanilla titan maps. The only difference is that you can snipe from the buildings, which is really not worthwhile because of the way the enemy can just pod down on you and come from any direction. At one point on Remagen (when your titan is over the bridge) you can pod down on all five silos, which makes defending a waste of time unless you camp in a mech or APC, and even then an engineer will just pod behind you and its game over.
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Possible Tweak of Rotation on NS server?
I think it would be a good idea to only do one titan round per map, instead of the current two rounds per titan map. Playing the same map twice on titan is dull and boring, especially when it takes 45 minutes each round. Right now you get two conquest rounds per map that take about 15 minutes each, if there is a good crowd. Then you can get stuck on the same titan map for almost an hour and a half. It just doesn't seem well balanced and it leaves Leipzig (best NS map in my opinion) with only thirty minutes of play time every three or so hours. Additionally, only playing one round of titan is fair to each side because of the way Remagen and Bavaria are set up, no one side has an unfair advantage. Just a thought...
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EA Battlefield 2142 Player Summary Update
There are also new profile pics, for some reason I'm an EU NS assault guy now.
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Anyone out there?
Need a little help getting the NS server started this morning if anyone is out there :thumbsup:
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bounce little bunny...death
Definitely, I find a well timed jump does wonders while charging someone after falling into the titan vents. They usually just spaz out and get shanked in short order. :cool:
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Need new PCI-e video card
http://www.newegg.com/Product/Product.asp?Item=N82E16814130038 Benchmarks: http://www.theinquirer.net/default.aspx?article=37553 Make sure you have a power supply that'll support it however.
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Need new PCI-e video card
http://www.newegg.com/Product/Product.asp?Item=N82E16814130038 Benchmarks: http://www.theinquirer.net/default.aspx?article=37553 Make sure you have a power supply that'll support it however.