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  • #61
    So, where did Skanky meet his new lady-friend? And when is he going to post pictures of her?
    If I'm posting here then Counterglow must be down.

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    • #62
      well... drspike it IS playable... but the video like the one i posted.... will be even more hard to do with lag not syncing players together perfectly.
      :-p

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      • #63
        Originally posted by FrustratedPoet
        So, where did Skanky meet his new lady-friend? And when is he going to post pictures of her?
        for now ill just picture ms skanky as skanky with wigs.
        :-p

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        • #64
          Originally posted by DrSpike
          It's the same with FPS though, and it works. With a good connection and sub 40 ping it plays no differently from LAN.
          Yes and no, the shorter two opponents are together, the more apparent ping, or lag becomes.
          When really close together even the smallest lag, can make you miss the opponent even if you dead straight at him. That's way spray and pray often works in close quarter combat.
          Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
          Then why call him God? - Epicurus

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          • #65
            I played Quake3 for many hours online, at least 1250, and LAN for 250+. I never had any problem as long as I had a good connection. Spraying and praying is just something noobs do, regardless of connection speed.

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            • #66
              Spray and pray has it's place. Well, atleast in Counter Strike it did. I remember it being particularily with the ubi, which has **** accuracy to start with anyways. I'd just keep moving and firing short burst with my ubi (if I remember the name right) at the enemy, not really try to aim that hard. Half the time I ended up geting head shots and killing the guy in only one or two bursts.
              Rethink Refuse Reduce Reuse

              Do It Ourselves

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              • #67
                If youre really close it makes sense to spray because you fire more shots and the effects of recoil is pretty much zero, at that range nearly every shots a winner. Thats with counter-strike anyway and probably games like urban terror and tactical ops.
                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                CtP2 AE Wiki & Modding Reference
                One way to compile the CtP2 Source Code.

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                • #68
                  Yet another reason why Quake3 is better than CS.

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                  • #69
                    Thats like saying apple sauce is better than mini scotch eggs, theyre both excellent!
                    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                    CtP2 AE Wiki & Modding Reference
                    One way to compile the CtP2 Source Code.

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                    • #70
                      Originally posted by DrSpike
                      Yet another reason why Quake3 is better than CS.
                      :-p

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                      • #71
                        Originally posted by DrSpike
                        Yet another reason why Quake3 is better than CS.
                        Having to consider things like bullet spread, recoil, rate of fire, and effective range are not what I consider negative things for a first person shooter.
                        Rethink Refuse Reduce Reuse

                        Do It Ourselves

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                        • #72
                          i was actually going to post this video but zero beat me to it. i'm also amazed people posted they didn't know what game this was! the video is pretty impressive but i don't know how much because i'm barely a casual fighter player.

                          regarding fighters and online play i'd guess the main problem is just technical. don't most fighters work on a peer to peer basis(eg someone is host and someone is client?). a non-playing dedicated server and many clients is much better(this is how fps work). that said fps games are precise enough online to pull off stuff like this imo. i've seen players with 100 ping hit multiple air rockets in quake(thus juggling people in the air).
                          Eschewing obfuscation and transcending conformity since 1982. Embrace the flux.

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                          • #73
                            Originally posted by General Ludd


                            Having to consider things like bullet spread, recoil, rate of fire, and effective range are not what I consider negative things for a first person shooter.
                            you just explained why quake type game is better than CS

                            PS: IIRC, CS doesnt have "effective range". Thats why you have players sniping with any guns from rediculous range.
                            :-p

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                            • #74
                              oooh yeah the shotgun.... wooooooooooo wow.
                              :-p

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                              • #75
                                Originally posted by Zero


                                you just explained why quake type game is better than CS

                                And you just explained why quakers are a degenerative influence on games.

                                PS: IIRC, CS doesnt have "effective range". Thats why you have players sniping with any guns from rediculous range.
                                It don't think it has it in terms of damage reduction, but it does have it in terms of certain weapons or usage of weapons being useless at long range. The ubi, for instance, is a laughable sniper weapon. It is good for short and quick bursts at close to point blank range, however.

                                WW2online is alot better in this regard, of course. The bullets even arc.
                                Rethink Refuse Reduce Reuse

                                Do It Ourselves

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