Nice! Give Epic some competition ![]()
Posts by Mazy
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Just had a couple of playtest sessions with 24 players, was quite hectic and a lot of fun~ It does feel a bit cramped with that many players, but still not too bad, feared it would be much worse. I'll try and post a link/IP next time, would love to get some feedback from you guys as well. Regardless then I'll post a link to b2 soon.
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Quote from Puddy
Well, there's probably going one or two weapons that are "the best" per weapon class and then you play with the others for variation... like in BC2.That's perfectly fine

Yeah, but even then you got loads of vehicles, equipment and level layouts to keep in mind. Not that it necessarily has to be absolutely balanced in that way, great teamwork can overcome most things in the BF games.
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Gotta stop spoiling myself with these D:
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Jeez, they aren't kidding, that's a crazy number of guns, even without upgrades. Can't be easy to balance this game

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At least the Mako gave a tiny bit of freedom, if they actually got serious about it and had planets that were worth exploring then it would be ossim, just what the series is lacking IMO. Then again, now Shepard is supposed to save Earth and all that crap, so maybe saving some colonist on some barren planet would feel a tad out of place

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I'm sure I'll end up playing and enjoying it, but I seriously can't get excited for ME3 from what they've shown so far

Would much rather prefer that they just ditched the combat entirely and had Shepard talking his(her?) way through everything

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Aye The Wire is nothing less than a masterpiece, been planning on going through the entire series again soon~~
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Awesome, grats. I liked my Codblops~
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Renaming this thread, every time I see the title I think of HL3 and my heart stops beating

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GT got one up (EDIT: HP posted it), in SD tho. Looks cool, though it doesn't demo quite as well as you usual heavily scripted SP level
Love the way the shotgun sounds....well, actually I love how the entire sound design is...and the game.Regarding the planes, then they were kinda slow in BF2 as well, but I always felt it was at a fairly good spot between being too fast effectively use and fast enough to have some heated dogfights. It does work better with WW2 era planes tho

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Looks soooo fucking good, finally some proper full scale MP stuff~~~Excellent work gents!
And soooo much a PC title~~
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Still piss poor characters.
Will still play it for hundreds of hours

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2012, I am BACK
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Office, Prodigy, Docks and Backalley were always some of my favorites. Was really bummed out when they removed Docks and Backalley from the official release.
Very interested in seeing some of these new maps they're talking about (or maybe its just the old maps with the changes
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Quote from slowdevelopment
Looks really cool! I like having the central point under the rocket exhausts - is it going to periodically have a count-down / engine test and force everyone to leave the point?

Hehe was actually talking about this after one of the playtests the other day. Have like 5 seconds of fire coming out every 2 minute or something, and then have some smoke before to warn the players, might be a tad too gimmicky but I'm gonna try and look into it. At any rate then there's gonna be an explosion/fire coming out when a team wins ala winning in a pl map.
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Quote from Puddy
Forgot to say this (I think?), but the un-roofed pathway to the left (if you're red) that has been elevated in the latest version shouldn't be elevated. Imho. The hp placement was excellent in the first version and there was a lot of room for scouts to manoeuvre around but now it's kind of a choke point.
Yeah, the additions I made for the latest playtest were done in like 10-15 minutes, so I didn't get it done exactly like I wanted to. I'm still gonna try keeping the small plateau'ish area for the next iteration, but I'm gonna work a bit with the stairs up, make the a lot wider, and probably remove the fuel container that's blocking the health pack. The area behind the house is probably the bit of the level that I'm least satisfied with right now so I'm gonna try and focus mainly on that. Also the third exit from spawn that's closest to the area behind the house will be changed so it more or less leads directly out there, very curious to see how that works.
Also the last playtest was quite thin in numbers, but next week we're gonna put it on a public server (so far it's been a PW based test server) so hopefully there will be some 24 player mayhem going down. Not sure if the map can handle that tho

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