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Old 02-22-2006, 06:11 PM   #16 (permalink)
 
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Re: Skins

And leave the backseat?! :P

I don't even know what a marpat is, though I may do some Googlin' on that and the required line.
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Old 02-22-2006, 06:56 PM   #17 (permalink)


 
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Re: Skins

I haven't been up to date on the skins.. Is there a way for me to only run the default skins on my client?
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3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.
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Old 02-23-2006, 05:28 PM   #18 (permalink)
 
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Re: Skins

Quote:
Originally Posted by Root
This is something I've briefly considered in the past. The idea already has the Root stamp of approval, but I have yet to find out if it's possible on a technical level. So far, I'm not scoring many points when it comes to ideas.

I would like to mention that I absolutely abhor the idea of having forced skins, even if it is a server one thing. I was actually starting to grow just a tad bit bored of the play on TG until the skins were introduced a while back along with that huge mess of maps. The teamplay and cooperation and planning were the same, but, you know, the same. It got stagnant for me, but the addition of the skins threw a monkey wrench into it that I just loved- it also adds another element to the planning. I say it's a good idea for discussion of the next round to start while dead just so the usage of skins can be planned- there's nothing like allowing 5 ct's to run past your treehouse unnoticed, alert your teammates where they're coming from, and then unload into their backs.
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Old 02-24-2006, 01:28 PM   #19 (permalink)
 
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Re: Skins

But at the expense of lagging out and freezing just as you are about to tell your teammates, or being completely unable to go into large outdoor areas on maps, especially on a map like dust2 which already seriously slows down my computer and ups my ping, and maps like view that have extremely long expanses of distance to draw.
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