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Posted: 11 Feb 2009, 23:32
by ~][FGS][Nobody~
JAJA!!!
When I'm done with the semester exams, I'll look, if I can modify the nukedeath mutator accordingly.

Posted: 11 Feb 2009, 23:39
by Mastakilla
Skilgannon wrote:It seems to be luck based, I've made a couple kills with dts and survived. But only just.
SAME I KILLED NOBODY LOLOL

... yes

Posted: 12 Feb 2009, 00:16
by Kothar
that has always been the point of altfire... most of the altfire weapons are imbalanced at close range, so nukedeath fixes that imbalance so that if you are stupid enough to try to auto assault someone in the face from 2 feet away you die as well. that is why there have been so many complains about weapons recently that no one ever complained about before in the old days when the original wunderland was hosted.

hell, I remember the days when the bio rifle was fun and no one complained about it. and the Beretta was only used by those with skill because it was harder to kill with it (because no one got 3 feet away from people to shoot them in the face)

Posted: 12 Feb 2009, 00:36
by ~][FGS][Nobody~
Nukedeath won't be removed but perhaps altered, according to weapons, like sword and BATON.

Posted: 12 Feb 2009, 00:51
by chin.democ.
Kothar wrote:that has always been the point of altfire... most of the altfire weapons are imbalanced at close range, so nukedeath fixes that imbalance so that if you are stupid enough to try to auto assault someone in the face from 2 feet away you die as well. that is why there have been so many complains about weapons recently that no one ever complained about before in the old days when the original wunderland was hosted.

hell, I remember the days when the bio rifle was fun and no one complained about it. and the Beretta was only used by those with skill because it was harder to kill with it (because no one got 3 feet away from people to shoot them in the face)
I can't argue with any of that, to add to your comments it is quite annoying when someone peppers you with a beretta at close range.

I wonder if we could drop a couple of medkits in a revised version of Scoutknivez.

Posted: 12 Feb 2009, 01:17
by Skilgannon
I always lold at people asking for medkits to be placed in scoutz, but now that nukedeath's in place, it seems like a good idea.....

Posted: 12 Feb 2009, 11:31
by ~[FGS]SaSQuATcH~
I guess we're going to need the map author's permission for that which seems easier than turning off NukeDeath for a single map :shock:

Posted: 12 Feb 2009, 19:25
by ~][FGS][Nobody~
We don't need any permission, if you make the server to summon extra medkits at predefined places on a certain map. :wink:

Posted: 12 Feb 2009, 21:25
by ~[FGS]Próphèt~
~][FGS][Nobody~ wrote:We don't need any permission, if you make the server to summon extra medkits at predefined places on a certain map. :wink:
:shock: you can do that?


then you must be like some kind of....GOD!

Posted: 12 Feb 2009, 21:35
by Skilgannon
Uh huh, Noodles is teh Illumined one. :lol:

Posted: 12 Feb 2009, 21:49
by ~][FGS][Nobody~
[quote="~[FGS]Pr

Posted: 12 Feb 2009, 22:48
by ~[FGS]SaSQuATcH~
I've never heard of such solution either :shock: Sounds very useful however

Posted: 12 Feb 2009, 22:56
by ~][FGS][Nobody~
Well, if you like, I can show you some neat things...
Like spawning a whole office in the bunker in A51 with one summon code, or spawning a bar in the com center in A51 with one summon code. :lol:
It's all implemented on the altfire server, I just never said it because I didn't know we needed it officially.

Posted: 20 Feb 2009, 19:25
by IchoTolot
few minutes ago ... Rusty, Rusty Icho :lol:

Posted: 20 Feb 2009, 20:45
by Skilgannon
:shock: OMGZ!! Is this.......the return of IchoTolot? :-D