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Danimal

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Everything posted by Danimal

  1. Not running out of spawn and blocking others is one of the most frustrating things in ET for other players. It can also result in multiple players dying when leaving spawn as their short window of invulnerability has been lost as they try to pass through you. It's a shame that we are not allowed to knife you out of the way as sometimes peeps can get very blocked in...
  2. I will support any change that doesn't mean the map comes to abrupt end without anyone winning. Your idea U!Ps sounds cool!
  3. Thanks for the reply MiniMuppet. That is exactly what I meant. What about a halfway house where if the teams are drawing then you extend the time by 3 or 5 minutes (or if someone goes 1 nill up in that time period the game ends immediately) ? Dont know if this would be possible. It's frustrating to play for 20 minutes and have no winner - but i totally understand if it is a stalemate then you don't want it going on too long.
  4. Can we return to sudden death? Also, is it worth calling it a win automatically when a team goes 5-0 up? Otherwise peeps can end up playing for ages without a hope of winning.
  5. Let's reopen this topic and rerun the poll! I hate the prone tactic... but if you can't beat them, join them... it's started to creep into my game after seeing how effective U!ps is with it... much to my shame.
  6. I don't see any point in playing ET (even pub) if you are not trying to win/defend the map. Why would anyone play engineer if there is no point in moving the map along? Also, what's the problem with moving onto another map? It can be equally frustrating for "objective" players when others in the team are not focussed at all on achieving/defending the objective. Beach can be incredibly frustrating as an allied player just getting spammed on the whole time or shot from a distance by someone high... the only reward from an allied perspective is to win the map through the objective. Some of us are not good enough to play 3v3 or 6v6 or simply don't want to return to competitive play. BTW, love having players as skilled as Mxt0r playing on the server... long may it continue, even if the maps end quickly
  7. Is this actually in place? I don't think so? I havent noticed not being able to pick up my med packs? As someone who plays medic a lot and actually tries to revive players rather than just frag, I'm against this change. Quite often I will literally run into fire to revive someone or pull out my syringe to revive before firing back at the enemy. This often results in my death or being very depleted in terms of health - I need those health packs in my bag! If I can't self-heal... I will not revive first, shoot later... I will shoot first and revive later (if still alive) and i would imagine a lot of meds will not bother running into the line of fire to try and revive a teammate. If you want to alter the balance, my recommendation would be to reduce the effectiveness of the needle to two thirds of someone's health rather than a full revive. But I too would like to reduce amount of arty and mortar that can be fired by a player... my two cents...
  8. Agree on the allies snipers being impossible to see... very frustrating. Also think the tank is too much of an advantage to axis (if they remember to fix it at the start of the map)...
  9. @Nanaa My god Nanaa! That was some speed run! How many times have you saved allies from certain defeat!
  10. I like the extra time on pirates... but generally across all the maps as it keeps things interesting. There are a number of times were allies look dead and buried and could just give up, but extra time offers that little bit of hope. Had an epic game on library with axis dominant in first two stages but then allies got cp up and tank across just in the nick of time and ended up winning with a few seconds to spare... sucked for axis but great game. There would have been too much dead time without that chance of extra time to give allies hope. I would also like an extension on time on last dyno plant... if dyno is planted in normal time... i think the game should go on until it has been detonated or defused... would keep the maps alive right to the last minute...
  11. Danimal

    LBN.Smokey

    never seen how a wallhack works in practice... sort of looks like how neo sees the matrix ...
  12. here is an AI generated piece of creative writing: "Enemy Territory: Wolfenstein Multiplayer", How many hours we've spent with thee! With guns blazing and adrenaline pumping, We've battled across maps, never slowing. For twenty years, thou hast brought us joy, With multiplayer mayhem and endless tactics to employ. We've laughed, we've cheered, we've raged, we've cried, But through it all, thou hast never died. Thou art a timeless classic, never aging, A true gem in the world of gaming. With each match, the thrill only grows, As we strive to master thy complex flows. So here's to thee, O "Enemy Territory: Wolfenstein Multiplayer", Our love for thee will never hinder. For twenty years, thou hast been our friend, And may our battles never come to an end!" not bad for less than 20 seconds...
  13. Hi all, I have a multiple monitor setup. An IPS ultrawide ASUS ultrawide 34" (3440x1440) which overclocks to 100Hz. And a IPS Dell 27" widescreen (2560x1440) which runs at 165Hz. I currently have my FPS locked at 125. Does it matter if i use the ultrawide which only goes to 100Hz or would i be better off using the Dell? Should I use the Dell anyway as its got better specs apart from the size of the screen. Secondly, would it matter if I set my FPS higher... or is better to keep it below the Hz of the monitor? Thirdly, with legacy, can i take advantage of the ultrawide screen resolution without "zooming-in" and losing some of the actual playing field so to speak. Any help would be much appreciated. Thanks in advance. Cheers
  14. thanks mani for posting the pics. I wasnt sure about the screenshot you posted second - whether or not that counts an sk or not. Which is why i posed a question mark when i suggested it... but in this situation... basically as you spawn and come out via the left side of spawn you are immediately panzered just as your invincibility ends... there is no way to avoid it apart from going out the other exit of spawn... you fired it so that it will hit you either if you try and exit under the arch into the square or take the back route round the back of the bank... either way you will be panzered without any escape. The kills in the first pic is immediately as we exit the spawn... there is nowhere for axis to escape... if that is not a sk, then i think the rules should be adjusted...
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