noone is invincible, and everyone gets a triple, and it feels great.
Haha, if only a triple headshot killed a medic every time.. need quad headshot sometimes :[
Haha, if only a triple headshot killed a medic every time.. need quad headshot sometimes :[
The trick is to triple one opponent at the one time ๐
Your an inbecile full stop.
noobItUp <> sorry I started playing with butz again
Haha, if only a triple headshot killed a medic every time.. need quad headshot sometimes :[
The trick is to triple one opponent at the one time ๐
… ENEMY TERRITORY GUIDE FOR NEWBIES LIED TO ME ๐
Haha, if only a triple headshot killed a medic every time.. need quad headshot sometimes :[
The trick is to triple one opponent at the one time ๐
… ENEMY TERRITORY GUIDE FOR NEWBIES LIED TO ME ๐
One should never skip the NOOB section of a guide you know ๐ ๐
But yes tripple should equal kill…not tripple and a bit. Also medpacks should be thrown near your feet…not 20 or so metres from you; this I think is a big issue.
If Feildy’s didnt spew a gazillion rounds of ammo when they die then medic would not be the force it currently is.
There is a reason medics start with 30 rounds of ammo…..
by hillyjnr ยป Mon Oct 17, 2011 2:28 pm
I didnt track him.. my mouse got stuck
If Feildy’s didnt spew a gazillion rounds of ammo when they die then medic would not be the force it currently is.
There is a reason medics start with 30 rounds of ammo…..
Hi G you want to TJ again tonight?
If Feildy’s didnt spew a gazillion rounds of ammo when they die then medic would not be the force it currently is.
There is a reason medics start with 30 rounds of ammo…..
So true. It’s the main problem, aside from being able to pack themselves so much. Pistol medic is much easier to kill as they take longer to kill you.
Few things ive noticed yesterday (playing from work on sexy mega interwebz speed):
1) TOO MANY med/ammo pakcs appear when you kill the person.
2) Med charge is too fast. I trippled a med and a torso hit 1-2 seconds later AND HE WAS STILL ALIVE!
3) FG42 damage seemed to have been lowered (much better now i think) but scoped version of it should not do headshot=kill.
4) Med/ammo packs should not be able to be thrown so far.
5) Rifle nade seems bit low with regards to damage (inlcuding splash damage).
6) Two land mines kill medic (much better as well).
7) Airstrikes/arty seems spot on with damage and how often you can use it.
I’ll keep you posted. ๐
Pretty sure the nade/splash issue is because if you have Eng level 4 you have flak, no matter what class you currently are.
The pack throw distance was halved last night (from 20 to 10).
The canister/nade kick distance was brought down from 140 to 120.
Yes, the FG42 damage has been reduced by 1. The sten has also been increased by 1.
Those are being trialled, we’ll see how they go.
Can someone please set g_maxNameChanges 1.
That way we will only see one name change per map and will stop the pest impersonating everyone.
Cheers
Pretty sure the nade/splash issue is because if you have Eng level 4 you have flak, no matter what class you currently are.
This is an issue IMO; you should only be able to use awards specifically to each class (i.e. it should not roll over to another class). The same thing applies to being able to kick the canister and change it to your side…only fieldops lv4 (or lv3+) should be able to do that; I managed to do it few times last night while medic or engi and get free fraggs. Any way to change this???
Yeah, it’s actually not the case it seems. People have been talking about it for ages, but I just tested the damage (unscientifically, but hey) and it doesn’t seem to be the case. Maybe that is a recent fix, not sure.
This is an issue IMO; you should only be able to use awards specifically to each class (i.e. it should not roll over to another class). The same thing applies to being able to kick the canister and change it to your side…only fieldops lv4 (or lv3+) should be able to do that; I managed to do it few times last night while medic or engi and get free fraggs. Any way to change this???
The canister one is the same with grenades so if you turn one off you turn off the other.
You can however change the owner, so instead of you getting the kills, the field ops that kicked it will just tk his team. Probably a bad thing to do since it would mean field ops would probably get kicked a lot due to complaints of tk when his canister gets kicked back lol.
Cheers
If Feildy’s didnt spew a gazillion rounds of ammo when they die then medic would not be the force it currently is.
There is a reason medics start with 30 rounds of ammo…..
So true. It’s the main problem, aside from being able to pack themselves so much. Pistol medic is much easier to kill as they take longer to kill you.
I agree , but you can always pick up smg from a corpse as long as your not in a firefight , meds self-packing is what makes it the build of choice for fraggers & sk’ers alike.
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