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Profile: Tontoman
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UsernameTontoman
Rank: 16/100Rank: 16/100Rank: 16/100Rank: 16/100Rank: 16/100
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RankNovice Member
JoinedMay 13, 2007
GenderMale
Age38
LocationToronto, ON, Canada
Last VisitJune 15, 2008
Post Count53
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    • All old accounts from 2001 and later will be activated
    • Liked the new sounds especially the planes, rifles are a bit weaker but that's not totally bad as you can have your volume up without blowing out your ears.

      I know they couldn't change the timing, but pity it ended up being the end of the map.  Even on comms there was talk of lack of teamwork due to eom.

       

    • Posted: 6/15/08 9:17 PM
      World War II Online
    • Time To Update!
    • Yep Red Orchestra rules.

      http://youtube.com/watch?v=4w6RaX7heGc

      Similar to WWIIOL with no painted crosshairs, iron sites only.  Not MMORPG, but some of the maps are huge, easliy big enough to make use of full rifle range and heavy MG use (has the big MGs).  But just look at the inf animations, full rag dolls and no lag!.   I had my buddy say 'you know, this is kinda disturbing' after my he saw the ragdoll effects, tumbling down stairs, sliding off roofs etc. hehe.  The WWIIOL inf death, the jerk and laydown 1 second after the hit always put me off. Why I stuck to the more unique tanks, ATG and AAA.  Also has full arty with people being tossed into the air, missing limbs etc. if you're the bloodthirst type.  No binos, so no bino sniping for everyone.

      For $20 one time payment.

      And HE works for tanks, shoot the back wall and people in the room die.  As MG you have to work the angles to keep alive.

      ----------------------------

       

      Originally posted by Bl@ckVoid

      Try Red Orchestra, Inf gameplay is the best. Tanks suck like Electrolux.


      Try the Carpathian Crosses addon/mod, fixed lots of the arcadish aspects of the tanks... thank goodness.

      http://www.redorchestragame.com/forum/showthread.php?t=26850

      Lots of tank tweaks, getting the tank combat to be more realistic.  Didn't think they could get his far due to the engine limits.

      • Removed the view shaking for the tank MGs.
      • Armor values depending on lower armor, upper armor and turret.
      • Crew can be killed from penetrating shells.
      • Tanks don't start to burn on overall damage.
      • Engine hits can cause the engine to start burning.
      • The possibility to switch off the engine of the CC tanks.
      • Where applicable: the turret rotation speed is slowed down in case the engine is switched off. This is not relevant for the tanks in CC.
      • Fire from the engine can spread to other areas in the tank like the driver compartment. The sequence and speed are specified per tank.
      • Switching the engine off reduces the possibility that the fire spreads.
      • The main gun sights can be shattered when a shell hits the relevant area.
      • Tanks trigger an event defined in the VehicleFactory when destroyed (usable for mappers).
    • Posted: 5/12/08 4:33 PM
      World War II Online
    • HE not working in the game?!?!?!?!?
    • Come to think of it, not sure why stat HE should hurt the central server.  All kill calculations are done on the host PC with the central servers just routing information (and now keeping hulk/dead body positions etc.) .  Which is why you can get things like the dual kill  and what you see is not what you get with bombs etc.  So if you're firing off HE, it's your PC that does the stat HE calculations and just sends the kill information over.  As shrapnel is not drawn shouldn't be any extra work for the central server as far as I understand it.

      T.

    • Posted: 4/18/08 2:39 PM
      World War II Online
    • HE not working in the game?!?!?!?!?
    • Nice to hear about the sappers, had gotten a little crazy at one time.

      Yeah ATGs and the AB has aways been an issue but at least a real one (bomb in the AB would be devastating in RL), why it was so important to get them out early.  Didn't bother me as if the enemy got the coordination to call in air (or mortars) to shut the AB down for ATG etc. good for them.  What got me is even with them out early, it's hard (with all the bushes and LOS) to get any trucks and any truck spawns an infinate army from anywhere (not RL).  So you miss one truck and you've got inf running everywhere which means your 10 min push is wasted cuz you're going to die.  If there was an FB to MS range limit to keep them on the enemy side of the city, it would help ATGs hugely.  It's why you see ATG usefulness spike in river battles, fewer rear spawning inf.  So defensive ATGs die out, the last use I got out of them was offense guarding the MS and usually covering an AB exit.  Not the gameplay I wanted :(

      I understand why the bushes and banks were put in for the inf, but for my gaming preferences the inf game never really did it for me due to the animation, lag and the fact most other FPSers have an inf game.  Large scale and large numbers are great of course, but with the 300m from MS to city not hugely different than something like Red Orchestra.  So for me it was Tanks, ATGs, AAA, air that made the game unique.

      Glad to see it hanging around and always keen on news of the engine overhaul they are working on.

      T.

       

    • Posted: 4/16/08 5:05 PM
      World War II Online

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