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Everything posted by Killing_You
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That airfield texture actually got me thinking... I've always disliked the grey brick texture for the War Factory, and I've tried several times to get a decent brown one but I'm not very good at it. Would you be able to whip one up, even just as an alt for people like myself?
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Games [INTEREST] March Mayhem Mafia - Choose a flavor
Killing_You replied to Jeod's topic in Forum Games
I think a CYOR would be best as a "break" after the thought intensive Star Wars game. -
Looking at it, I'd be fine with it replacing the refill cluster and moving the repair/refill cluster closer to the landing zones. I'm thinking adjusting the wall corner by the CY and PP would be best as it wouldn't make the Soviet base too exposed, and might actually give the SAM sites some much needed breathing room. It'd also give the Soviets some incentive to keep an eye on that particular entrance; most of the time that I see Soviets lose, it's because an Allied spy sneaks into that entrance and shuts off the PP long enough for a horde of longbows to have their way with the base.
- 54 replies
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- siege
- A Path Beyond
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Thanks for GTA 3!
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A Path Beyond Remove rooftop access from buildings?
Killing_You replied to Pushwall's topic in W3D Hub Discussion
That would be nice. You could probably make them elevators with team-locked hatched- which would actually give that second floor on the CY some purpose. And, I think with some creativity, we could make it fit without worrying too much about divulging too much. If you'd like, I can draw up some concepts later and post them internally. Alright then, how about this: Keep the exterior ladders that can be accessed by anyone, but also add the team locked doors/elevators. This would allow people to retaliate against defenders while still providing a home field advantage. And yes, I know people would camp the team doors, but honestly I don't see that as an issue. Players wouldn't be dealing with the restrictions that come with a ladder, and it'd be the same as the MCT rooms in the Barracks, WF, Sub Pen, and so on. -
A Path Beyond Remove rooftop access from buildings?
Killing_You replied to Pushwall's topic in W3D Hub Discussion
Personally, I've always liked having ladders on buildings. WHile I don't use them 100% of the time, they do provide a nice home advantage, especially for snipers and rocket soldiers. I think the only real issue is with the roof flare, and even that I think can be solved by making rooftops for certain buildings only accessible by members of the team (I say certain because I don't think the Barracks has enough height to provide that big of an advantage), and perhaps only from the inside. Honestly speaking, though, the ladders do provide some flexibility and I'd rather not see them go. -
I've got two snakes: a ball python named Freddy, and a corn snake named Jayne Cobb.
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A Path Beyond APB 3.1.5.0 Changelog
Killing_You replied to Pushwall's topic in Red Alert: A Path Beyond
In any case, it's neat brainstorming in case people start feeling like depth charges underperform. -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
Well, shit. All I can do is ##jedi-ready I have to leave for work soon, so if I have the stamina, just assume I'm in ##jedi-ready, only changing to ##center-of-being when stamina gets too low to keep it held. -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
Are you pecking kidding me... -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
##Jedi Ready ##Empower Force -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
##Center of Being ##Malacia -
A Path Beyond APB 3.1.5.0 Changelog
Killing_You replied to Pushwall's topic in Red Alert: A Path Beyond
Well, for the destroyer, you wouldn't need a torpedo launcher. As I said, anti sub missiles exist. https://en.wikipedia.org/wiki/Anti-submarine_missile -
A Path Beyond APB 3.1.5.0 Changelog
Killing_You replied to Pushwall's topic in Red Alert: A Path Beyond
I think anti-sub missiles exist in real life, so it's fine. -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
*cracks knuckles* Sorry about this, Retal, but you gotta do what you gotta do, and I'm not going down without a fight. ##Offensive ##Combat Sense -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
Agreed. I'm positively stumped. I'm considering the possibility that the night checks we've used to clear people are not reliable. -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
So who does Shade suspect, apart from Nodlied? -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
##unvote Sith -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
Ah shit, I forgot about that. Oh well. -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
Well. This is an awkward position. I don't really have much of a defense, and to be honest I don't really have a suspect list. This is a hard one. If I were to guess, I'd say that the remaining Sith are staring us in the face. We may have to nix motivation checks for a second and look at people who haven't been sensed. I will say, though, that I'm skeptical of Retaliation's claim of Shade visiting him. It's too convenient for him, and his claim that Shade was hesitant to cheat was also super convenient. Then again, I cannot disprove it. Well, only one thing left to do. ##vote champion Retaliation ##vote sith Killing_You I will be at work tomorrow, as a fair warning, so if you wish to throw down the gauntlet now, I'll be happy to oblige. -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
Perhaps I should clarify that I'm most interested in Cat5 and Choppy's results. I'd like to know what about those two results made Cat5 decide to turn his case away from Irish and ChopBam. -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
Alright, this is a tough one. I'd like to know what everyone did- full disclosure. This is what's probably going to give us the information we need to move forward. I'll start: Irish is correct, I learned Tier 2. Sense-Alter, to be specific. -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
This is bothering me. On one hand, it seems like a rather clever use of meta. On the other, we have no way of knowing if it's worthwhile or not. It doesn't help that Choppy hasn't been super helpful for most of the game. -
Games [Game Over] Star Wars Mafia: Jedi vs Sith
Killing_You replied to VERTi60's topic in Forum Games
Alright guys, just to let you know, I'm going to be quite busy this weekend and probably won't be back until Sunday. So before I leave, I'll jot down some of my thoughts for D3. Going by flavor , the dark side "purge" ability granted to duel winners, and Voe's report, I'm inclined to believe that we started with two Sith, but another one can be recruited if one dies. This is, of course, based on the "Rule of Two," which states that there's always two sith; a master, and an apprentice. Sometimes, this results in the apprentice killing their master and then taking on an apprentice themselves (see: Tragedy of Darth Plagueis the Wise). There's a precedent for this in Verti's games as well, in a sense. Remember how in Death Note, anyone could become Kira if they so chose, but there were a few people whose win condition revolved around using it? Similar principle, but with a Cult element thrown in. Building off of this, I think that's what the FBI is for. Rather than being a tension meter, I think it's a clue as to how many people are "corrupted" by the Dark Side, and to what extent the corruption has them. Building off of this, I think Sith have access to a more accurate method of tracking people's corruption. What this boils down to is this: We'll have to be swift in catching the next Sith, before they take on a new apprentice. It's likely that they intended to have Voe as their "backup plan," which was hindered by him being in this duel, no matter the outcome. If he died, they'd have had to start over with someone else. Since he won, their progress will be delayed and possibly even reset. Bonus points for him killing a Sith. Interesting. Care to elaborate on that last bit? That would likely fall in line with Jeod's reaction to the Force ghost reveal. They'd be celebrating their victory only to realize that there had been a bit of a backfire. Seems to me that Irish is definitely worth a second look, at the very least.