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Messages - |7th|Nighthawk

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Off-Topic / Re: Picture of the Day
« on: 16-11-2018, 10:11:49 »
It definitely looks like one, at least the upper part :X

I wonder what happened to the Marder III. It looks like it got detracked while reversing? The rest of the vehicle looks to be in pristine condition still.

General Discussion / Re: Conspiracies Thread Mk II
« on: 28-10-2018, 14:10:41 »
^ You're even freer than us Germans ;P Try using a VPN. Even an online one should work.

Announcements / Re: The Road to Forgotten Hope 2.54
« on: 23-10-2018, 14:10:02 »
Heh, yeah but I guess they did not want to punish players for messing up their shot too much :P Wouldn't the ISU-122 have a similarly atrocious reload because of that pattern of 122mm used in it?

EDIT: Just noticed that there was actually a new article up on the main site that addressed it so never mind.

Announcements / Re: The Road to Forgotten Hope 2.54
« on: 23-10-2018, 12:10:21 »
Great news; the model looks great as well. Will it have different stats in comparison to the SU-152 regarding armour or manoeuvrability or is it just a visual change combined with an AA MG?

Ah nice. Yeah, bit expensive for me right now since I've just built my first PC and need to study more anyway. That Logitech Dual Shock seems like a great temporary solution though; resembles the PS2 controller pretty much. Did you have any compatibility issues using it with anything else? I used to play Worms 4 with my sisters e.g. and when we had a small family reunion not too long ago, I could not help but notice that mouse and keyboard are not terribly great for some of the movement and indirect fire controls so I was looking to buy a controller to replace that as well.

Also tried Anomaly; it's really much more enjoyable to play than the other CoC clones but it has a few lighting and balance issues I would argue:



It looks a lot worse with DX11 and campfires etc won't even light their surroundings.

It always manages to awe me with it's atmosphere:

It's also cool that the AI does so much stuff and move around. The only annoying thing about it is that anomaly fields are often already farmed when I arrive. The artifacts I find also seem to be the newly added ones 95% of the time and Sakharov does not give a damn about those. Quests grant you a nice cash bonus but suits, especially scientific ones, get damaged so incredibly quick, especially in burner anomaly fields, even if you are not even triggering them. I always carry heavy sewing kits with me because of that.

Nice shots. What do you use as an input device? I am reluctant to buy an xBox controller and the PS ones are supposed to be really iffy with Windows so I'm sticking to a joystick to play Beam.NG - which is really far from optimal so that I won't touch any competitive car games for now.

Leaving the AI to itself (definitely not what makes Beam.NG great):

Off-Topic / Re: Picture of the Day
« on: 22-10-2018, 15:10:44 »
@Matthew_Baker: Ah cool. Looks even stranger with the barrels on but it makes sense. Thanks!

Off-Topic / Re: Picture of the Day
« on: 21-10-2018, 17:10:44 »
@Matthew_Baker: That's an odd looking rear of a Sherman tank. Do all M4A2 have that weird hull shape at the back or is that a special vehicle?

Off-Topic / Re: Picture of the Day
« on: 13-09-2018, 08:09:45 »
@Sander93: Ouch, you're right. It has been some time since I frequently played lowtiers. I think they do have a Marder I but they made it a French vehicle. I think they call it FCM PaK and it's premium - and has 400m viewrange, like Tier 10 vehicles, but on Tier 3 because balance :D

@nysä: Thanks for the additional information.

Off-Topic / Re: Picture of the Day
« on: 12-09-2018, 17:09:13 »
Yes true, but even the Marder I made it to WoT while the II is nowhere to be seen. I literally don't know one game that has it - not even FH2 iirc.

Off-Topic / Re: Picture of the Day
« on: 12-09-2018, 13:09:35 »
How come that one rarely ever sees Marder IIs in games? Were they more rare than the I and III variants?

Suggestions / Re: Tiering system for the vehicles
« on: 11-09-2018, 08:09:41 »
Stopping newer players from entering the interesting vehicles would probably be the final nail in the coffin for the (small) flow of new players.

Modding / Re: Berlin
« on: 03-09-2018, 09:09:47 »
Looks quite good to me but I have a few observations to make: The rooms look a little empty at times and seem too orderly (There are a lot of 90° and 45° angles here) and I would assume that some of the places were left in a hurry - like that bar/restaurant e.g. or even if not, you would rarely see such perfection. That makeshift hospital nails that better in my opinion but you could maybe spice it up even more with the beds. I take it that you're conservative with the objects to keep the performance high?
Anyway, it's cool to see the WIPs :)

I totally endorse this idea and the additions Kalkalash and jan_kurator made  :) I always thought that giving points for being a mobile spawn would already be nice (maybe one every five spawns) but if your ideas could be implemented, that might just have a positive impact on teamplay with randoms that would make the difference. Does anyone know how PR does it? I often see squadleaders there showing up only second to squad medics and sometimes first while the whole squad usually has a high score as well; might have something to do with building FOBs though.

Gaming / Re: S.T.A.L.K.E.R.
« on: 31-08-2018, 10:08:12 »
Hmm, yeah, having no way to customize stuff in the menu anymore (like degrading artifacts) is just unnecessary in my opinion. If the author thinks that it's important for the experience, just propose it to people instead of shoving it down their throats. Just reading that you could not disable stuff like that already made it uninteresting for me. Artifacts are already annoying to grab in Call of Misery when you're a low level character and since mutants have a chance of showing up a bit everywhere, you get mauled often enough without scripted crap happening. Besides, the randomness is what makes it more immersive. If I want scripted events, I'll play Call of Duty.

Yes, sounds like in Call of Chernobyl or Call of Misery. I'm playing Last Day at the moment which is a "hardcore" variant of Call of Misery. I instantly went ahead and made the character run faster because nothing says "hardcore" as much as a guy who cannot outrun a snail. I get that they wanted to nerf the speed so that you cannot outrun a pack of dogs anymore but if you have to cross a few levels, having slow run speed is just utterly painful.

Lol yes, unconsistens especially in Shadow of Chernobyl. I remember the LR 300 having an okay reload (although he pulled on the forward assist instead of charging handle) while the AK-74 had a very wooden looking animation and the MP5 had a built in quick fingers perk. I think the StCoP-Weapon pack is to thank for the good models and animations. Almost every CoC-Variant includes it. The mutant animations are mostly fine but the 3rd person animations of humans are where the game sometimes breaks immersion. Especially with running characters; it looks like they were inspired by anime.

Ah, so that's what Hardcore Aim does. I find the AI aiming to be all over the place. Sometimes you stand right in front of them and they will miss, sometimes they will snipe you dead on what feels like over a mile.

Yes, they were buffed in CoP but they were not nearly as scary there because they did not show up in as creepy locations. The only time I found them scary was in the swamps where they could vanish in the reed but show up as footsteps in the water a few moments later.

Yes, Chimeras are often one hit kills but they behave more like snorks on crack - and snorks look definitely more creepy. I remember the Chimera kill mission in CoP. I just waited on those derelict containers and blasted it with an RPG when it arrived. Not very sportsman like but very efficient.

Yes, and they all have quite unique AI as well, especially for the time. I like how you can chase away a pack of dogs if you manage to kill the alpha male or when flesh sometimes will just flee or attack you, depending on the "Hunger" they have. Also little stuff like dogs pulling away dead bodies so that they can eat them is cool.

The "loot body" animations in this mod are annoying and I hope that I can turn them off with a mod since I did not find an option to do so in the menu. It was clearly possible since CoM had it as an option:

The AI here was quite unforgiving. I did not instantly shoot because I was not sure whether they were bandits or loners. I also need to find out how to get the original SoC music back into the levels. Mooze's soundtrack is still way better than any modded ambient.

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