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#2 (permalink) |
![]() ![]() Join Date: Aug 2003
Location: Paterson, New Jersey
Age: 22
Posts: 2,165
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Re: dead again?
Anyone down for some DOD source on Thursday?
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RX-78-2 Gundam EFSF Protoype Close Combat Mobile Suit Armor: Luna Titanium Armament: 2x Beam Sabers, 2x 60mm Head vulcan guns 380mm Hyper bazooka, Beam Rifle, Beam Javelin, Hyper Hammer, Gundam Hammer, shield TG Natural Selection admin. Need anything PM me. 7th Infantry FTW!!!!! "Snob? Nah...I consider myself more of a PC Evangelist...converting the heathens to The Way." Prophaniti "Windows is like Pokemon you gotta catch'em all." kenshinsama1
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#6 (permalink) | |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 17,070
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Re: dead again?
Quote:
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![]() ![]() Take the world's smallest political quiz! "I was touched by His Noodly Appendage." TacticalGamer TX LAN/BBQ Veteran:
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#8 (permalink) | |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 17,070
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Re: dead again?
Quote:
__________________
![]() ![]() Take the world's smallest political quiz! "I was touched by His Noodly Appendage." TacticalGamer TX LAN/BBQ Veteran:
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#9 (permalink) | |
![]() Join Date: May 2003
Location: NE Outer London, UK
Age: 26
Posts: 1,540
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Re: dead again?
Quote:
the speed problem was down to a server exec file being out dated which ment every time the server crashed, it went down to the slow speeds... its all back to normal now, apart from the fade to black and i think the shakin of your head when your hit is still in? |
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#10 (permalink) |
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Join Date: Mar 2005
Posts: 973
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Re: dead again?
I know that most of the changes have been removed but I have a hard time finding anything I like about that mod.
The flinching only seems to affect Riflemen while players with automatics can easily compensate for missing a shot with a higher rate of fire and most don't even notice it with all the recoil they're already getting. The black screen is very frustrating to new players and drives a lot of them away. To me it seems like an expensive change that doesn't add anything to the game. That's not a whine, that's my opinion on the mod. I just think that vanilla DoD plays better and is more balanced.
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#11 (permalink) |
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Join Date: Mar 2005
Location: Pennsylvania, U.S.A.
Posts: 583
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Re: dead again?
Haven't been on at all since D&D Online came out. Would still like to play, but it's hard to spend the time trying to seed the server when i could be gaming with TG members in DDO. When I do join, i'll post first so more people will know when I'll be on....
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Dirt013 ![]() ![]() ![]()
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#14 (permalink) |
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Join Date: Dec 2004
Location: South east england
Posts: 8,839
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Re: dead again?
There are enough people who want to play DoD here, that we could set one night a week aside to try and get games going. I'd suggest avoiding Tuesdays, as that's the night we try and get PCS games going on server 2. There's a few PCS Proven players among our DoD playerbase, so it's probably best to try and keep to separate nights.
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BFCL TF2 league admin
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#15 (permalink) |
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Join Date: Mar 2006
Location: New Yawk, USA
Posts: 117
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Re: dead again?
some of us tried DoD:S and all I could take was a total of about 8 hours. it was so run & gun, and spray & pray. I even spotted alot of hopping (not as bad as BF2, but bad).
yechh. seems to me it would be an avalanche of work to mold/form/shape DoD:S up to TG standards. Just my 2 cents. |
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