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Everything posted by ChopBam
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I actually think Killing You's behavior probably can still be described as mere overeagerness, perhaps just his personality in such a "stressful" setting. I'm figuring he probably plays the same way every game (the confusing mixed messages of borderline scumminess and pro-town bravado), but he may have realized this after the first game and switched to scum, hoping that his playstyle consistency (of being inconsistent, weird, I know) could play in his favor since he was town the first time and might get away with not being suspected so quickly the second time around. This is where I'm leaning. Is Mojo going to rise up and speak for himself, or leave it to the birds? Information is still vital, which is I'm sure why Nodlied asked you what you meant by "no harm done." So by "no harm done" you actually meant nothing more than "nobody died."
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Add an hour to that, actually. I still want to see what's going on with Category 5, but Jeod makes a good point in that a cop role should just investigate him in the night. There's not enough information to go on right now. ##unvote Cat5.
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Balance Is the Shottie too OP for its price?
ChopBam replied to des1206's topic in W3D Hub Discussion
Can burning people still not place flares? Is that "intentional" now? I wonder if it's at all possible to stop burn damage from taking place when a player walks on "underwater" material. -
By "smack" do you mean "kill during the night"? Eh??
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I was on the go when I made my vote, so let me flesh it out a bit more here. Cat5 is trying to stir things up, throw stuff around, and then blow smoke and confusion on his actions without really providing any answers. In reality I would have voted for him right after he voted for himself, in order to help him possibly prove that he is unlynchable again, and thus [most likely] proving himself to be a townie building again, or something of that nature. Lynching him could also blow up in our face, but something in me doubts that possibility. What else can really be accomplished on Day 1?
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Cat5 could be a demo truck or something, but maybe not. In any event, he is way out of character. ##vote Cat5
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But wait, it's right there under our eyes if we do a cupid shuffle with the words.
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Oh my!! Comrades!!! Who has done this evil deed??
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So uhhhh when is this starting??????
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Being too good comes with a price. But this price also involves signing up.
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Count me in then!
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So this is a chat game and not a forum game? You're listing the phases as lasting only a few mins, and the game lasting an hour. If it's a forum game sign me up.
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I voted against forced voting but I'd sign up anyway.
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Friendlies can see into their gap bubble from outside.
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Balance Is the Shottie too OP for its price?
ChopBam replied to des1206's topic in W3D Hub Discussion
Same with silos afaik? -
So, I've never played a mafia game here, and I followed this game from the start. I might be interested in joining next game, whenever that is.
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Oh hey I know you.
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Take your time! Let us know if you have any more questions or issues, and I look forward to seeing progress!
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Step 2: Collision properties: deselect vehicle (physical already covers this) and vis (terrain meshes aren't used for vis, that'll be on a different mesh that encompasses the terrain). Step 4: No need to select vertex smoothing here. I don't think it'll cause harm, but it's an extra unnecessary step. I think you may have too many triangles in your main mesh. LevelEdit will crash if there are too many triangles in a single mesh. Try splitting the mesh up into multiple meshes. I don't know the exact number, but I prefer to use just a few thousand as my general max-out number. I'd select 5000 or fewer polies, and then hit "detach." Do this until there are no more meshes with more than that. Don't forget to apply collision to the new meshes. Let me know your findings.
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What exact steps are you taking to get the map into LE? What is failing about the process?
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I think that looks great!
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Sergeant Love rushing buildings with this guy. He's cheap, great against infantry and structures, and can destroy mines with ease. His right click fire action is a nice gamble cause sometimes it works on approaching infantry when I can pop out from behind a rock and cap them. Volkov He's fast, uncrushable, and strong against vehicles and infantry. The all-purpose "Defend the Base!" unit. Artillery I like sniping infantry, vehicles, defenses, and structures. The paper armor worries me sometimes, but I'll usually bring along certain infantry to counter the artillery-counter. V2 Launcher Same as artillery. Missile Sub Good against those pesky rocket soldiers. Just not worth anything against gun boats, but that's the risk we take I guess. Bring along an attack sub as cover! Longbow Versatile, easy with the rocket load, great for defense and scouting on ridgewar, and an opportunist at finishing off damaged vehicles and defenses.
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At the bottom of the page in Chrome, hit "full version" and you can see the version of the page that's in the desktop browser.
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Oh don't be so condescending. Your sometimes obscure reasoning isn't always some obvious truth, and this is one of those cases where you're not covering the whole story, as explained below. You're assuming here that the Allies have a complete lack of scouting and foresight to see an attack of this magnitude coming. The Soviets have confined at least three of their precious players to slow-moving, expensive vehicles that are trying not to be discovered, blasted away by AT mines, or met with an opposing rush. It takes a good amount of teamwork and sheer luck to get all of those MAD Tanks to sit near the Allied base for a bit, immovable, announced, and fully alive. Phase Tanks aren't the only counter to this. Allied players can use light tanks and rocket soldiers to quickly intercept small-medium Soviet rushes, which in most games, are everything you'll get accompanying a 3-player MAD rush. The Allies get faster vehicles and AT mines. What were they even doing the whole time that the Soviets were amassing such a thing? I'm not even arguing for the removal of friendly fire. But the success rate I see with MAD Tanks is incredibly low, unless "success" just means "doing some reparable damage," in which case any unit can do that.
