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video frakkin games

VIDEO FRAKKIN GAMES

If you have a video game my arms reach Accrrroosssssss gaming worlds I! Play! Your! Games! rm2k to rmvx!   
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sounds like ase made the right decision to profit on these repeat failures and frankly i would have done the same thing. i hope you get lots of $$

*peels out on motorcycle spraying mud all over topic*  :fogetcool:
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I usually exclusively play on Atlantis (74.86.154.2:27015) but sometimes on rare occasion you can find me on The Angry Asylum (72.37.221.172:27016).

Atlantis has an automated kick system if you're not a verified community member though and I don't have any invites at the moment

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Download some demos from cadred.org for learning how to play and maybe read a breakdown of each class and their strengths. Overall just spend time playing and find out what maps and game modes you enjoy the most. People might call you a scrub but they were there once too.

Play spy if you like sneaking around like Metal Gear
Play scout if you like quake or have good twitch reflexes
Play soldier if you like slower moving FPS games while packing firepower
Play sniper if you like point and click adventure games
Play medic if you like to be the "healz plz" person
Play engineer if you like staring at your screen doing nothing
Play demoman if you like being tricky and laying traps
Play heavy if you like being the tank
Play pyro if you want to be useless everywhere except goldrush and dustbowl
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Level 3 dispensers own now. Medic heal rates vary depending on how fresh a target's wounds are, but dispensers heal at a flat rate. Level 3 dispensers heal me up from maybe 5 health to 125 in about 4 seconds
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how to make scout viable on dustrush and goldbowl: remove the engineer class
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Quote
December 11, 2008 - Team Fortress 2 Update Released

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2


The Engineer's teleporters can now be upgraded to level three. It will recharge faster the higher level it is

The Engineer's dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded

Spies will be able to recharge their cloaking ability by picking up ammo off of the ground or from health cabinets

Some changes to the second part of the first stage of Goldrush to give the attackers more of an advantage

Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's minigun, etc.) can now break apart the Demoman's stickybombs

The icon on the HUD for a person calling for Medic will now give more information to the medic (if the target is low on health, on fire, etc.)

Added an achievement tracker that will allow people to choose specific achievements that they are trying to get

There is now a custom icon for death messages when the player was killed from a critical hit

Added a new particle effect for when a player enters the water

Added smoke to the feet of a rocket jumping soldier

Players will now have some particles swirling around them so other players can see when they are overhealed
damn son
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I wasn't planning on drinking anything tonight, but last night I had Tanqueray gin and Makers Mark whisky

Maker's Mark owns but the gin left something to be desired.
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There needs to be a true test of merit for the GW awards. Too often do we elect members who have elevated themselves in the limelight, and too often do we see undeserving people win awards worth less than their posting career on these fine forums. I believe it's time for change. The best and worst that Gaming World has to offer should no longer be determined by the people, but rather a battery of heroic tests catered to measuring nominees in each and every category.

Also introduce a cash pot. As a bonus for presenting this idea, I'd like to require I receive 10% of the total award winnings for the next three years to support my alcohol addiction.
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Heath is actually Ciel's alter ego and they don't recognize each other's existence. Perhaps in that regard he could be eligible...

Also I am a bit shocked that Miles Prower guy or whatever his name is has not been nominated yet by anybody for the game design category.
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Spy is largely skill based, but there's a good portion of the element of luck to the class as well. Here are some efficient spy tips that anybody who has at least 20 hours in the class already knows:

- Like the scout, always aim for taking the seldom used paths on maps instead of weaving through enemy fire (because of this though you will often run into lone scouts).
- Whenever possible swing at the enemy with the knife from a bit of a distance to get the quick stab animation instead of the long backstab. It is many times faster and has a greater reach.
- Become a revolver pro. If you're spotted, backpeddal with it for practice instead of cloaking instantly.
- Cloaking is best used and saved for getting behind an enemy and uncloaking while pursuing them, or cloaking right after a backstab. Try not to use all your cloak getting behind enemy lines.
- Remember that stabbing an enemy in the head or even from their feet (below) counts as a backstab.
- Don't ever cloak and escape into deep water. The enemy can see your air bubbles, giving away your position
- Almost any disguise can have a use in certain situations, even bad ones. Regardless, at least avoid disguising as soldier or heavy.
- Disguising as a scout is a dead giveaway to anybody who sees you at mid-range, but the scout disguise has the smallest hitbox making it more difficult to hit you, and is somewhat harder to judge at close and long range.
- Sniper rifle aside, the revolver is the second-most accurate hitscan weapon in the game at long range and has little falloff compared to pistols or shotguns. Sometimes that's enough to pull an enemy away from their post to pursue you, wasting their time

I don't really have anything else to say other than that for spy. Once you're pro, you can easily break a number of these suggestions and get away with it, but before you can break any rule you gotta know it first...
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Jesus Christ you GW anime fans are hopeless. Unless you are a serious hobbyist that keeps up with 4chan.org or the infamous Sankaku Complex website, chances are you just aren't connected enough with global culture to "get" Soul Eater.

Created originally by Atsushi Okubo as a satirical response to the canonical shounen formula; Soul Eater presents a very basic and tried package that on the surface hides its intentions. Loaded heavily with symbolism and countless moments of self-loathing, Soul Eater assesses the current state of the shounen genre, and to a lesser extent, anime itself. The path that each story arc follows is matched closely to the Monomyth that permeates all societies and cultures across the globe, and at every landmark step we are introduced to a new kind of animal or animal trait (Frog, wolf, snake, spider).

Joseph Campbell would probably have a lot to say about this series, as the author has really done their homework. Immediately at the start of the series, there is a call to adventure. In order to complete the legendary death scythe, Maka and Soul must find just a single witch to mix with the kishin eggs that they have been collecting. Eggs are a universal symbol of birth and potential, and quickly we find that full potential can never be reached unless there is an overall completeness between society and culture. The kishin egg denotes society, in that there are many, but there is a single global unified culture that permeates boundries of every society. Every culture recognizes a magic man or woman, and the witch is that global culture symbol. I could honestly go on about how the appearance of new characters at each stage of the Monomyth story have a symbolic significance to that pivotal step, but my explanation would run on for 4-5 more paragraphs.

Those who regard to the animation job Studio Bones has done as "generic" need to understand what kind of features in anime makes a certain production unique. I hate to say this, but unless you are academically trained as an artist/historian or have watched hundreds of anime, you probably won't realize either that Soul Eater breaks traditional shounen boundaries in terms of its genre animation as well. It has lent itself to a pseudo tenebrist style, with extremely large amounts of contrast between light and dark, as well as an irrational and wild style of coloring in segments (primarily at night) that can almost be considered Fauvism. There is also an abrupt stylization of the Sky elements (clouds, sun, and moon) compared to a semi-normal representation of the Earth. The choice for this is actually an insider's play on life, death, and rebirth. The Earth has qualities of a repeating life cycle, while the sky is a symbol of rebirth. In this regard, the Bones animation team wants to emphasize these qualities in the sky as fleeting, but yet ever present forces of chaos (The kishin god which symbolizes madness and discord later escapes into the sky, earlier in the series he is imprisoned in the Earth, the domain of mankind.)

Is this good? I really don't know how to further continue my lecture without losing any of you GW folk. I often try to sit on the sidelines and smile as you go about your lives thinking you know anime, but this was just the last straw; I couldn't suppress my power level any further. Watch this show and keep in mind what the author is trying to tell us. Also pick up Joseph Campbell's book: "The Hero with a Thousand Faces," which I suggest you use it as a companion for this show. You'll learn a lot.

Anime the Kid signing out.

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Was there a closet on dead air? I don't recall one for that specific finale.

I've found most friendly fire incidents happen when there's a swarm. When people get surrounded on all sides by zombies they panic and just start to shoot, usually not realizing or able to see who is around them

This is what is affectionately known as 'cheating'. Get caught doing this and expect to be banned by VAC.
heh lol

VAC doesn't work that way. Scripts are a feature that Valve intentionally includes in all their games and they don't modify game files. They're actually pretty popular in the tf2 community for example and exist for doing anything from making rocket jumping a painless process to creating a button that instantly lets a spy cloak and throw on their last used disguise. Basically, because these bind scripts are easily accessible to anybody and only do things the game can already do (albeit more efficiently), Valve has never acted against this feature. About the only time that they are strictly disallowed are in tournaments like CAL, CEVO, or the ESL league.
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That is semi-automatic.

Excluding your script witchcraft which starts to border on fully but it really just semi in disguise.
Except with the script used, you just hold down the trigger and it fires round after round. It behaves exactly like an automatic weapon, I don't see the point you are trying to make?

Just use the script and be happy, or maybe you are jealous that you didn't think of it first...
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ps guys the pistol actually is fully automatic. Valve has always made their pistols fire as fast as the player can click the mouse button.

make a file called autoexec.cfg in the \Steam\steamapps\common\left 4 dead\left4dead\cfg folder and add this script:

 // AutoPistol // ====================================================
alias +apistol "alias repeat_function +repeat; +repeat"
alias -apistol "alias repeat_function stoprepeating"
alias repeat_function "+repeat"
alias +repeat "-reload;+attack; wait 1; -repeat"
alias -repeat "-attack; wait 1; repeat_function"
alias stoprepeating ""

bind mouse4 "+apistol"

You can replace mouse4 with any key really... The point is when you hold the button down the pistol will fire automatically and when the script executes perfectly it is as fast as the Uzi. You can also use this with the automatic shotgun and it will eviscerate any tank in your path
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After playing Left4Dead for the duration of the week I decided to go play tf2 for a bit. It was hard going back and I rage quit in 20 minutes.

This is it, this is the new pro game
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Yeah Arcade cabinets never hit it big with me for that exact reason. Unless you're some kind of megapro who has sacrificed countless fists full of quarters, you'd end up feeding the machine more than actually playing it.

Speaking of Ether Vapor, if anyone wants a translation of the trail version I have it. Only partial though.
Go ahead and post it up bro
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So the last level of Blood Harvest is pretty incredible.

I just recorded a video (using the in game recorder) of a group of us doing it for the first time. Rowain was definitely right, if you run into the right group of people you have a blast. It was probably the most fun I've had so far. I've been too busy to take screenshots, but I have a fairly long video of us going through the last level. We are pretty much chatting the whole time, which is what made it really really fun.
Unfortunately you wouldn't be able to see it HL. :(
Blood Harvest is my favorite campaign (I haven't played death toll yet.) I love the setting and finale a lot, probably because it brings back fond memories of Resident Evil 4. I've only beaten it on advanced though, expert is impossible because in forested areas there is absolutely no way to see the zombies coming at you.
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Yes but over half the people that should've been interested are going to click this once and see it's ALL THE SAME GAME (see steel's post), and then not ever click this again. Would you borrow a book from the library if 90% of the pages were missing and they'd filled up the space by photocopying chapter 1 ten times? Perfect analogy, irrefutable I'd say. It'd be FAR better to do one from each sub-genre of game (to entice ALL shmup fans) instead of 'here's some bullet hell, for other stuff you have to read the entire topic for other people's passing mentions of games, without videos of screenshots'.
It depends on if chapter 1 were really, really good. Regardless this has been addressed, let's move on. I think Heath has given us a good direction to go off of.

My first real Shmup was a vertical shooter on windows 3.1. I really can't remember the name but it was space-themed (like most vertical shooting of the day). It was fun but drove me absolutely crazy, because half of the challenge was accidentally not crashing your ship while navigating small corridors on the enemy ship. I recall R-Type being similar, where if you barely tapped an edge you would explode in a fiery demise. This is very arcade-style, and I think that I'd like to see the genre move away from this. Perhaps every hit could degrade your ship and make the experience more difficult until an unsightly end?? Of course, a powerful attack or strong collision would still spell certain death, but this kind of thinking would make things more interesting and appeal to a wider audience.

Quote from: Heath
like i always thought it would be interesting to have a sort of nonlinear vertical shmup, where you are actually exploring and fighting your way though an area with obstacles and objectives instead of just going ahead in a straight line. does anyone know of any games like that? please tell me about all cool shmups.
Starfox is something like this, it qualifies as a rail shooter however... The idea isn't explored as often in traditional shmups though.
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Yo everybody chill. We've been writing up this thread and there are a lot of types of shmups to cover, it just so happens bullet hell games were the first touched on. Don't think we're  going to ignore your favorit gams because this thread is a work in. progress.

Cybernator is totally a shoot em up bro, so is contra. The latter however is too popular to cover right away. Maybe you guys should add your own contributions if you don't like waiting???
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