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CA Damage Mod.

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  • 08-01-1999 10:15am
    #1
    Registered Users Posts: 2,393 ✭✭✭



    Lo All,
    Played this last night for the first time on the IOL servers, man it rocks!!! No more camping around and picking off ure opponents when they're considerably weakened, cos u don't get sod all for that. I would question weither or not it is a better team game in the long run, I suppose only endless hours of bashing away on it will tell <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)">. Well done for loading it up Suds, I can only imagine Slosh is just behind you throwing it up on the Indigo servers. Should have a little fun this weekend.

    Incidently, in another pioneering move by clan DD (actually Slosh), we got the Voice option in Qizmo working. You really have to try it to believe it. <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)"> My Quake Talks!! It's still needs a bit of work, but has huge potential. Give it a try.

    On a final note, my connect to the Indigo servers versus the IOL servers, comes off as about 50mS faster to IOL, with an IOL or Tinet Dial up. Anyone else notice this? Hopefully my Indigo account will come today, and sort all that out. <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)">

    Hail To The King, Baby.


Comments

  • Registered Users Posts: 1,657 ✭✭✭OSiriS


    Any chance of an explaination of the scoring system, cos last night I played against M|P and Mickah in a 2 v 1 for 5 or 6 rounds and only got 2 kills, But I still got a higher individual score than they did....something like 15-14-8


  • Closed Accounts Posts: 29 Black Pawn


    Settings and scoring System on iol (guess slosh will go similar - its nearly default)

    350 h and 0 a to start

    no lockout, no fullteams, 4 per team - max 2 teams

    Scoring
    100 danmage per point

    Teams must still win on rounds (nothing has changed for a teamgame tbh) ****

    Each player gets a frag for every (acculmative) 100 points damage they do.

    i lost a game last night (on rounds) but won on points (in 1 on 1 its still clan arena - teams & rounds matter most)

    ****
    OK Implications for team game - u can guess how much health the opponents have withing 50 points let the pl figure out how this changes things...

    Sudsie (btw - was just testing the mod to see how much diff it is on the machine - a bit more usage)
    osttzsnf


  • Business & Finance Moderators, Entertainment Moderators Posts: 32,387 Mod ✭✭✭✭DeVore


    I have been thinking about the team implications of the damage mod for a while.
    I REALLY like it in general and I cant see
    any changes to a true TEAM game as they shouldnt care who gets the kill so long as the mutherf*cker is dead.
    Since the game is played until ALL players on one side are dead the same team would win under this mod as under the old one.

    What it will do is show how close a game was.
    EG: I played tomb there recently on his new 97 ping! in a 1 v 1 and in one series we had an incredibly vicious and fast fight which left me dead and tomb on 10-30 health each.
    However at the end of the series it was 5-1 or 5-0 to tomb. On paper it looks like I got my ass kicked but tomb was saying that it had been a hard fight.
    Under the new system the final score would be
    15-14, which gives a better picture of that particular series (tomb *does* usually kick me about <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)"> )

    So over all I think its fair and will play more towards the CG style of mosh though everything we have said about tactics before still stands.

    DeV


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