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Sammy

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Everything posted by Sammy

  1. There is a cod4 config setting about a mic scalar. Will see what that does when I bump it up. I hope that would mean my mic, not everyone elses voices. They are sometimes too loud as it is.
  2. For usb 1-2 there are no mb drivers. Just usb 3. Yea the mic audio level is cranked all the way up to 100. Which in itself is unusual. There is no mic boost in software but the headphones does have a booster setting of its own.
  3. I dont drink the hard stuff and too early for that anyways. But maybe something before dinner. Anyways, am I wrong and would USB audio also be processed through the sound card? The budget Asus model designed more for headphones, which I had before but wasnt pci-e, is currently $25 with rebate so a pretty good deal. So will probably pick it up again anyways since I was happy with it.
  4. Yup that old old problem. Read everything I could. Tried everything I could. I just cant get it to high enough to talk in cod4. Pretty sure it works fine in ts tho. Any ideas?
  5. Sammy

    NEW SHIT

    No its not random. Its time played. The amount of time you play on the server is written to your player data for the mod. So among non-clan members regulars get priority over newbies. If it was to be totally random among non-clan members it actually would have made my life much easier.
  6. Sammy

    NEW SHIT

    Just so you know, the choice of who gets redirected... beyond being a clan member... is based on time played on that particular server. Spectating doesnt go towards time played.
  7. What data? If you mean servercache then no that wont do it if you are already suffering the problem.
  8. Hit boxes are engine controlled. You hit, or you do not. Toe shots almost always kill with 30 health, barring body armor. The exception being pistols at a distance. One of the things I hate about this so-called 'hardcore' server.
  9. COD4 master servers have been offline for several weeks now. So you have to input the server manually in your favorites if you want to join in-game.
  10. If you dont particularly care what I think and what I saw after testing skip this... --- Ok guys and gals I again ran some live tests today on a full server for explosives vs flak jackets for testing. To those that kept shooting me, I also had a good amount of body armor. Regular loadouts you cannot get both for obvious game balance reasons. But it allowed me to run around more. I did defrost to help keep the matches going. My final score over several rounds was 1 and 65. The single kill was just to make sure things worked normally. I made it easy to get me at longer ranges. During all that time I was attacked by tubes only twice. One nade each time. Also not the 'constant tubes' thing since I didnt see all that many to begin with. Perhaps it depends on time of day and what players are on at the time? With more choosing tubes than the daytime crowd? I know some cant live without them. But that goes for every weapon and perk in the game. Some cannot live without stopping power or claymores. When I can, I will have to test again with night-time players to get a reasonable idea of that. I survived both tubes tho one left me near death since it was very close. Normally both would have killed me. On the other hand I died by frags 6 for 6. I didnt get the opportunity to test against clays. Cars at my feet killed me. A couple times cars at a distance did not, but again leaving me near death. The one predator attack that landed right in front of me got me easily. There were a couple cluster bomb strikes that I lived through but also left me near death. Or it took more than one bomblet to do it. Final analysis: Keeping in mind health is 30, the flak jacket isnt very good at protecting against frags/semtex unless at a reasonable distance. It often works relatively well against streak weapons. It is very good against tubes so long as it isnt right at your feet or you dont get hit by two in a row. See the numbers in my previous post. Therefore, if you are playing a match full of noob tubers switch to the jacket for awhile. Adapt. If there arent many get something else. So this option gives very good but not Godlike protection against most explosives. Use it. If you refuse to out of some kind of principle that is your choice. Oh, and most of the time EMP nades were plenty close enough to defrost. When they werent I didnt take the time to aim properly. This is the last I will say on both subjects.
  11. Ooops. Didnt realize there was a thread about this already. sowee.
  12. Yup Quicktime for Windows is going the way of the dinosaur, like XP, and everyone is being advised to remove it due to security flaws that apple is not going to fix. itunes doesnt need it anyways and there are other things to play QT codecs. https://www.us-cert.gov/ncas/alerts/TA16-105A http://blog.trendmicro.com/urgent-call-action-uninstall-quicktime-windows-today/
  13. A pun about the dinosaur with the extensive vocab but not the old one about what you call a lesbian dinosaur?
  14. Game modes like that only work well if max ammo count is one and there are UT style ammo pickups to get more. The idea is that if you just shoot without knowing your target and aiming, your SoL.
  15. In this case the redirect is good however because it advertises the existence of the other MW2 server. The better server IMHO with a few more competitive settings.
  16. Of course people could grow a pair and play a 'real' hardcore server where the stock controls for hopping are in effect. Instead of the hacks on the main server that allow for Mexican jumping beans. Ok not *hacks*. But settings not present in the standard MP game. Jumping is modified here the same way that gravity is modified on other servers. Bunnies are taking advantage of non-standard settings. But I suspect if people did play server#2 the so-called 'good' players would say its unfair and too hard because they no longer have crutches.
  17. Saw that one coming a mile away.
  18. This is a long post about explosives in the game. If you dont particularly care skip it. Some numbers. Games work on numbers. 2+2 always = 4. This is somewhat simplified and assumes no obstructions. Damage at 0 range. frags = 300 points. tubes = 155 points. Damage at maximum range. frags =75. tubes = 25. Maximum damage radius (beyond this is out of range thus zero damage): frags = 256 and tubes = 300; These are stock values, not mine. Damage amount from maximum (zero range) to minimum (maximum range) is linear. So tubes have a slightly longer reach but significantly less power than frags. That is the game balance between the two. Things like claymores/c4/rc operate the same with their own numbers. Clays include damage cone checks from their facing direction. Betties have height checks. The rc/c4 is 360. Whether or not something is considered explosive damage is entirely engine controlled. Either from explicit engine controlled radius damage (grenade) functions or scripted checks (standard airstrikes). Scripted checks still have to send the correct damage type so the damage calculation functions know what to do. One of the reason for scripts for the airstrikes is because it allows them to ignore damaging anything that is not a player, if set that way. Add in the flak jacket, assuming the enemy doesnt have the explosive damage perk. It reduces ALL explosive damage down to %25 after things like obstructions and distance are calculated. Unless its your own explosive in which case its %100. For tubes that linear damage line goes down to 39-1 (distance still from 0 up to 300). You can see it works well even in this server with 30 health. But close hits (above 30 damage) will still kill you. And of course if you get hit by two in a row that %25 + %25 will more often than not add up to more than 30. Kind of a waste tho from the attackers point of view taking two tubes to kill you. Note that two weeks ago it was %35 (54 to 1) but we are trying %25 to see how that affects gameplay. So no, I will not cripple explosives or nades because some dont like them and get annoyed. Instead I gave the option for very good protection against them for those that choose to get it. Players have to choose tubes in their loadout if they want them. They are not free. It is only fair to require players to choose the jacket.
  19. They are not overpowered. Same damage and range as the standard tubes. If there are more of them, then that is player choice nothing wrong with the game. Get a flak jacket. Very good protection against all explosives. EMP range... not the defroster flare... is greater than tubes. Normally it is the same. But it was bumped up here. Strictly speaking, there is no check against cars. All players are checked. That includes players in the car. But if hit the effects are applied to the car directly not the player. Having hardwired protects against this. People with cars in their loadout love hardwired.
  20. I will have to watch that later this evening. There are a lot of those 'news blooper' vids. Always hilarious.
  21. There was a ut2k4 pornoshop mouse map for sniper servers. Lots of work went into that one.
  22. Just want to post that last night I went though several days worth of logs to read through the redirect priority checks and everything is working properly. Also, the MW2 server redirect now points to the hardcore mw2 freezetag server.
  23. omg. Did she actually eventually figure it out?
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