Search found 93 matches

by Nogen
Fri May 25, 2007 6:01 pm
Forum: ET Pro
Topic: Is the MG overpowered?
Replies: 20
Views: 94266

Hahaha...Quick nerf all the panzers and mortars because they are too powerful!

Oh noes! Now we can't take out the mgs they are too powerful! Nerf them as well!

You reap what you sow.
by Nogen
Wed Feb 28, 2007 8:07 pm
Forum: ET Pro
Topic: Flamer = Useless?
Replies: 29
Views: 92780

Every other heavy weapon has a place in the game. Every other heavy weapon has a situation where it can be a good strategic choice. The flamer...it never does. that would be your opinion, other people may have a different view Okay then you name a place where a flamer would be a good option. Even i...
by Nogen
Sun Feb 25, 2007 7:26 pm
Forum: ET Pro
Topic: Flamer = Useless?
Replies: 29
Views: 92780

I'm not talking about making it an all powerful weapon. I am talking about juicing it up a tiny bit so it at least is something you would CONSIDER using. ET has 8 classes essentially (considering all soldier weapons are totally different). The more classes the more strategic options. At the moment y...
by Nogen
Thu Feb 15, 2007 2:32 pm
Forum: ET Pro
Topic: Flamer = Useless?
Replies: 29
Views: 92780

Flamer = Useless?

The current flamethrower fires so slowly (ie the flame takes a long time to get up to max range) that you can easily run outside its max range before you get hit. You only need a couple of metres start and you can outrun it. Additionally it fires so slowly that just about every weapon in the game ca...
by Nogen
Tue Sep 05, 2006 6:34 pm
Forum: ET Pro
Topic: Discussion: Audio warning for approaching spawn time
Replies: 15
Views: 22997

yeah thats similar to one i found.

Also found an ET program with a spawn timer that allows you to enter commands at particular times. I set it up to send a particular vsay 5 seconds before spawn and that works pretty well.
by Nogen
Tue Sep 05, 2006 5:10 pm
Forum: ET Pro
Topic: Discussion: Audio warning for approaching spawn time
Replies: 15
Views: 22997

Yeah I just downloaded some crappy timer program. You have to minimize et to start it though. It plays a beep, custom sound file or runs an executable every x seconds. It'd be handier though to have it all done through the game though.
by Nogen
Tue Sep 05, 2006 4:00 pm
Forum: ET Pro
Topic: Discussion: Audio warning for approaching spawn time
Replies: 15
Views: 22997

So whats your opinion ReyalP?

If there was an external program with a timer that went beep every x seconds - would you find it useful?
by Nogen
Tue Sep 05, 2006 5:56 am
Forum: ET Pro
Topic: Discussion: Audio warning for approaching spawn time
Replies: 15
Views: 22997

An audio alert would be far better than a visual one. My usual reason for being unaware of spawn time is because visually and mentally I am focussing on a different area. Your aural sense is a lot less focussed and can fair more easily respond to information than your already overloaded visual sense...
by Nogen
Mon Sep 04, 2006 10:35 pm
Forum: ET Pro
Topic: Discussion: Audio warning for approaching spawn time
Replies: 15
Views: 22997

Discussion: Audio warning for approaching spawn time

Would this be worth adding in? I often find that in the heat of a fight I'll glance up at my own spawn time and see its "01" and not wanting to risk /killing in case i missed spawn. Or worse still you engage an enemy while you're on low health with "28" on the clock because you w...
by Nogen
Sun Aug 27, 2006 4:16 pm
Forum: ET Pro
Topic: Corpses, gibbing, antilag and disappearing bullets
Replies: 31
Views: 34343

Thanx zinx. Those were the reasons I was interested in :D . You don't have to totally cut me down though. If I write a premise and say "if the premise is true then so must this other thing", and the premise is false then obviously I know the "other thing" must not be true too. :P...
by Nogen
Sun Aug 27, 2006 1:22 am
Forum: ET Pro
Topic: Corpses, gibbing, antilag and disappearing bullets
Replies: 31
Views: 34343

Saying it doesn't make it true. The current way doesn't have to think about who was dead when and who thought they were dead and who didn't know they were dead yet. Well you know more about the code than I would...I simply meant that somewhere in the code something has to say whether the damage is ...
by Nogen
Sat Aug 26, 2006 11:33 pm
Forum: ET Pro
Topic: Corpses, gibbing, antilag and disappearing bullets
Replies: 31
Views: 34343

How is this any more of a special case then deciding that hits on a target that is alive on the client but dead on the server get applied to the ungibbed corpse? The answer is it isn't. Not sure how you come to that conclusion. I meant it would be a special case in the code, and I don't think you a...
by Nogen
Sat Aug 26, 2006 9:59 pm
Forum: ET Pro
Topic: Corpses, gibbing, antilag and disappearing bullets
Replies: 31
Views: 34343

Consider this also. Higher pinging players can track a target on their client for longer and gib them (at least partially) before they become a corpse on their client. This is already an unfair advantage since they don't need to adjust their crosshair OR "miss" the shots due to the instan...
by Nogen
Sat Aug 26, 2006 6:01 pm
Forum: ET Pro
Topic: Corpses, gibbing, antilag and disappearing bullets
Replies: 31
Views: 34343

Does anybody actually deliberately shoot through people? Do you ever shoot at someone EXPECTING your bullets to go through them at hit what is behind them? There are two corpses close together that you are trying to gib. With your 'fix' it takes you longer to gib them both. If, on your client, the ...
by Nogen
Sat Aug 26, 2006 6:49 am
Forum: ET Pro
Topic: Corpses, gibbing, antilag and disappearing bullets
Replies: 31
Views: 34343

Yes you are right...corpses would block more bullets depending on your ping. However, I'd prefer that to being able to shoot through people. Does anybody actually deliberately shoot through people? Do you ever shoot at someone EXPECTING your bullets to go through them at hit what is behind them? No ...