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PostPosted: Tue Jul 27, 2010 4:58 pm 
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Marksman
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Eqpe wrote:
I read every third page and I did find camaraderie amazing, astonishing and very admirable. I did on the other hand not see those posts where they say why they don't find todays game good.


No. For that, you have to go to to the main UBI lobby and look through some of the forums for the current games. Take a look (as I did) at the current forums like Rainbow Six Vegas.

Eqpe wrote:
I did in opposite notice a lot of them are or have played Cod 4 for some time.

Yes. You are correct. It's nice to mix it up on occasion. I remember doing that between RS and Desert Combat.


Eqpe wrote:
also this
"Rogue Spear was hands down the BEST game EVER, I still play it for the fast pace,"


You know, I hope some people haven't misunderstood where I coming from with this "Tactical Realism" thing I'm so fond of. I am *not* proposing, or even interested, in a game whose overall pace is that like America's Army or Ghost Recon. Rogue Spear is a fast paced game.

It took me while to find actual videos of online Rogues Spear game play, but I found one that most resembles what I think CQB (again, all my very humble opinion) should strive for. Though, I'm not asking for a clone of RS.

(I can't seem to embed the video here; I would have liked to do that) Link: http://www.gametrailers.com/user-movie/ ... 008/183176

Another one on a slightly bigger map. It's 8 vs 8. Link: http://www.youtube.com/watch?v=b9OI1O48 ... re=related (Note: We, and the majority of online gamers, never played with third person view or heartbeat sensors.)

I'd like to contrast that with this TC:E video: http://www.youtube.com/watch?v=E4sDThPVz7Y

Can people here seriously say that Rogue Spear is too slow? Or, that it would benefit from jumping or balancing on 2 inch wide roof ledges?

Watch both of them a few times. Did you notice that the RS players are actually a little faster than the TC:E players? I'm fine with that. The major turn off is the fantasy style jumping and acrobatics, e.g., balancing and running on the tops of fences or jumping down off tall heights in long diagonal arcs.

Do you see where I'm coming from? Can you understand why my Rogue Spear friends and the co-workers I played with would not go near TC:E?

Tactics, my friend, tactics. Fast paced tactics, but tactics nonetheless. The games were short, intense, and made the pulse quicken because you had to engage your brain and be a team player. It kept us glued to the CRT for years.


Eqpe wrote:
But thanks for the thread and those things will hopefully generate new players here, even if we don't get a G_realism var


Thank you for listening, sir.


Last edited by nyc_paramedic on Tue Jul 27, 2010 8:17 pm, edited 2 times in total.

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 Post subject:
PostPosted: Tue Jul 27, 2010 7:36 pm 
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Marksman
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|2oss® wrote:
I dont think I want to post in the g_realism thread only for the reason that they arent making the modern realistic soldier in there. They are making:

Image

Please do. We're just tossing ideas around. Also, personally I don't agree with everything hoak says. With that said. (Also, that photo really made me laugh. I do miss my Legos.)
|2oss® wrote:
I'm seriously considering to go talk to a recruitment facility and get information from them on specifics on the gear, weapons, weight, speed they run, and to realize that soldiers do not have the capability to react quickly with their body, only with their eyes.


No need, really. *I* am not asking that the game be so "tactical gamer realistic" that every detail is micro-managed to death. But, some details really do count: jumping is one of them.

|2oss® wrote:
Im not here to offend anyone on their realism views, but having 9 different speeds while crouching, standing, and proning is not realism thats just f*cked. Also lets be honest body armor + 2 nades + 2 weapons is not that exhausting that a person cant run for 10 seconds at full speed, especially if their under fire.


Expressing dissent is not offensive. I'm not offended. And yes, I do agree with the rest of your paragraph. Please see my reply to Eqpe here: http://www.truecombatelite.com/forums/v ... &start=587 Please read my post, watch the videos I linked to, and tell me what you think.

|2oss® wrote:
I'm not up for this kind of realism:

*Slowing the player down so much that you can give him crutches or a walker while he's at it.


Agreed. I'm not advocating that either. Again, take a look at the videos I linked to in my reply to Eqpe. Rogue Spear and the like are very fast paced games.

|2oss® wrote:
*Removing the ability to jump. (because soldiers dont do any jumping with ALL of their armor on them, including weapn?)


I disagree with you here. I thought the focus of the game was evident from its title: CQB

I did some YouTube searching with the phrase "CQB" and could not find any examples where jumping of any sorts was part of any of the tactics taught or practiced. (Added: By videos, I meant actual CQB training and not gaming. Like: http://www.google.com/#hl=en&q=cqb&um=1 ... 647d365714)

Even New York City Emergency Service Unit cops (known in other states and countries as S.W.A.T), who aren't as heavily armored or laden down with equipment, don't prance/jump around like players in TC:E. Not on roof ledges. Not on fences. Not on fire escapes. Those are very vulnerable places to expose oneself on.

Here's one video I found today: http://www.youtube.com/watch?v=bNj3wcOA ... relatedted

Please listen to what the instructor is saying at approximately 2:51. Listen to the overview of what CQB is at approximately 3:40:

"This is a real thinking man's game, because the are so many things to think about. ...Think about muzzle control, target discrimination, front sight focus. You want certain things to be involuntary. One thing you don't want involuntary is: pulling that trigger. Pulling that trigger... it has be something that is sure. Because if you involuntarily end up pulling that trigger, you end up shootin' the wrong person.You're in a room thats -what?- ten foot by ten foot in most cases, and you got 4 guys there shootin' right next to you. One slip... and it's over"

Do you understand the kind of realism that I'm advocating here?

|2oss® wrote:
All im saying is.... realism is cool but it has its limits IN GAMES. Just enough will be fun too much will F*ck you.


Agreed. But I'm trying to point out the finer details of why games like Rainbow Six, Rogue Spear, and Raven Shield are still embedded in the hearts and minds of hundreds of thousands (millions?) of players the world over, and why a game like TC:E (and all the other Tactical/Arcadish games or mods) has been long forgotten.

And I'm hoping that maybe TC:CQB can recapture some of that magic. If it's done right, and people can try it for free, and play it on Windows, Mac, and Linux, and not need a $300 video card to play, I think it could capture and sustain a humongous audience. Mods like Red Orchestra did it because it wasn't trying to be a little bit of everything (i.e., balancing tactical realism with arcadish/counter strike qualities) to everyone. They had a focus, and for that were rewarded with a huge and loyal community for many years.

P.S. If you do go to a recruiting station, do me a favor: Bring along a small laptop and play the Rogue Spear video I linked to in my reply to Eqpe. Also bring the TC:E video as well. Ask him which one he would rather play if he was forced to be a FPS gamer for 6 months.

Cheers, and thanks for listening.


Last edited by nyc_paramedic on Tue Jul 27, 2010 9:01 pm, edited 1 time in total.

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 Post subject:
PostPosted: Tue Jul 27, 2010 8:16 pm 
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Master
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Posts: 411
nyc_paramedic wrote:
Eqpe wrote:
"Rogue Spear was hands down the BEST game EVER, I still play it for the fast pace,"


You know, I hope some people haven't misunderstood where I coming from with this "Tactical Gamer" thing I'm so fond of. I am *not* proposing, or even interested, in a game whose overall pace is that like America's Army or Ghost Recon. Rogue Spear is a fast paced game.

It took me while to find actual videos of online Rogues Spear game play, but I found one that most resembles what I think CQB (again, all my very humble opinion) should strive for. Again, I'm not asking for a clone of RS.

(I can't seem to embed the video here; I would have liked to do that) Link: http://www.gametrailers.com/user-movie/ ... 008/183176

Another one on a slightly bigger map. It's 8 vs 8. Link: http://www.youtube.com/watch?v=b9OI1O48 ... re=related (Note: We, and the majority of online gamers, never played with third person view or heartbeat sensors.)

I'd like to contrast that with this TC:E video: http://www.youtube.com/watch?v=E4sDThPVz7Y

Can people here seriously say that Rogue Spear is too slow? Or, that it would benefit from jumping or balancing on 2 inch wide roof ledges?

Watch both of them a few times. Did you notice that the RS players are actually a little faster than the TC:E players? I'm fine with that. The major turn off is the fantasy style jumping and acrobatics, e.g., balancing and running on the tops of fences or jumping down off tall heights in long diagonal arcs.

Do you see where I'm coming from? Can you understand why my Rogue Spear friends and the co-workers I played with would not go near TC:E?

Tactics, my friend, tactics. Fast paced tactics, but tactics nonetheless. The games were short, intense, and made the pulse quicken because you had to engage your brain and be a team player. It kept us glued to the CRT for years.


Eqpe wrote:
But thanks for the thread and those things will hopefully generate new players here, even if we don't get a G_realism var


Thank you for listening, sir.


I actually misunderstood you, when you first came here, atleast on the pace part. I'm a bit divided in the fantasy jump part, parts of me still wants too keep it while other parts don't.

Coroner have anyway made it so that some unimaginable moves is atleast not able to be performed anymore.
I think that we could overcome the unimaginable moves without disabling the hump function (Coroner just decreased the jump height big time)

I suggest you to post in the G_realism thread about the pace!

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 Post subject: Of jumping frogs...
PostPosted: Tue Jul 27, 2010 11:13 pm 
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Marksman
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Joined: Wed May 05, 2010 5:49 pm
Posts: 18
Eqpe wrote:
I actually misunderstood you, when you first came here, atleast on the pace part.

No worries.
Eqpe wrote:
I'm a bit divided in the fantasy jump part, parts of me still wants too keep it while other parts don't.

Man, I'm telling you: It's a wart you won't miss.
Eqpe wrote:
Coroner have anyway made it so that some unimaginable moves is atleast not able to be performed anymore.
I think that we could overcome the unimaginable moves without disabling the hump function (Coroner just decreased the jump height big time)

Ok, I'll see if I can find those posts.
Eqpe wrote:
I suggest you to post in the G_realism thread about the pace!

I haven't ventured there yet. I'll go and take a look at what has been posted thus far.

Thanks.


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 Post subject: Re: Of jumping frogs...
PostPosted: Wed Jul 28, 2010 2:24 pm 
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Master
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Posts: 411
nyc_paramedic wrote:
Eqpe wrote:
I'm a bit divided in the fantasy jump part, parts of me still wants too keep it while other parts don't.

Man, I'm telling you: It's a wart you won't miss.



I actually will, haha since it's one part of the tce charm for me. Just going to a server rushing and just having fun, with the game itself, including ladders, sliding and crazy moves .

That's also why I want the G_realism setting to fit me, which partly would be to have the jump function available and no reduced speed/pace. Because this would be where the completive and serious side of me will be. Ruling out to much functions and making it a turtle game would would alienate me.

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 Post subject:
PostPosted: Wed Jul 28, 2010 4:40 pm 
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High Master
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turtle games like arma and AA exist already, but coroner thinks he can compete with those.

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 Post subject:
PostPosted: Wed Jul 28, 2010 7:46 pm 
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Master
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gonzo|Uncle Bionic wrote:
turtle games like arma and AA exist already, but coroner thinks he can compete with those.
he can if he just could clone himself :mrgreen:

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 Post subject:
PostPosted: Wed Jul 28, 2010 8:00 pm 
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Expert
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Its not necessarily a turtle game. According to coroner he reduced the speed by only 15%. Currently its at 320 in tce so a 15% reduction would lead it to 272. I've already tested that speed on a private server along with heightened gravity to around 1000 ( currently at 800 ) and its actually alot more realistic than right now. The movements feel smoother and look real-er. I didnt understand coroner completely when he said,
Quote:
gravity was always twice as high as it should have been
but i figured that the gravity was too low instead of twice as high.

If you want to test this for yourself on your own private server simply do this: (Im hoping this is as close as possible to CQB physics according to coroners blog post even though he didnt give any specifics.)

Start game open console and type:

*/seta sv_official 0
*/devmap obj_northport ( or any map that u might want to test )
*join a team
*the warmup duration is probably at 60 so just /g_warmup 10
*in console again, type /developer 2
*now type /g_Gravity 1000
*now type /g_Speed 272

Now test it. Its not slow at all, looks alot better.

Also: Everytime the match resets you have to change g_gravity again to 1000. The speed will stay the same at 272.

Have Fun!


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 Post subject:
PostPosted: Wed Jul 28, 2010 8:03 pm 
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Master
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Well you see some people want to slow it down further ;). Besides the speed that used atm is fine, according to real life, Attleast the sprinting.

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 Post subject:
PostPosted: Wed Jul 28, 2010 8:39 pm 
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Marksman
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Eqpe wrote:
Well you see some people want to slow it down further ;). Besides the speed that used atm is fine, according to real life, Attleast the sprinting.


I, for one, don't really have that much of a problem with TC:E's current speed. Its TC:E's speed in conjunction with its jumping/hopping & notoriously fast free-climb that is my biggest issue.

After watching some videos of Armed Assault 2 today, (having never played the game) I'd think the player speed is too slow. I'm not askin' for CQB to be Ghost Recon or America's Army. GR and AA really differ from games like Rogue Spear/R6 and Raven Shield.

I think one of the most popular expansion packs for a game, that is Rogue Spear, in its time was Urban Operations (Urban Ops, for short). The maps were smaller, but still sufficient for 8 vs 8 game play. The action was fast paced, tight, and a relatively short 4-6 minutes per round. TC:E and its maps really brought me back to the way we (and most of the huge RS community) would play Rogue Spear --except for... well, if you've read my previous posts then you already know.

Games like AA, GR, ArmA2, BF2, etc., are slower paced, last much longer, and have huge maps. I understand the difference and I don't think CQB fits into that category.

So, no. I don't want to see CQB's speed significantly reduced. IMHO: Fast, tight, but realistic tactics.

I hope that helps.


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PostPosted: Thu Jul 29, 2010 12:03 am 
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Master
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nyc_paramedic wrote:

IMHO: Fast, tight, but realistic tactics.



That sums it up for me!
8)


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 Post subject:
PostPosted: Thu Jul 29, 2010 10:02 am 
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Groove Six Studios
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Quote:
but i figured that the gravity was too low instead of twice as high.

If you want to test this for yourself on your own private server simply do this: (Im hoping this is as close as possible to CQB physics according to coroners blog post even though he didnt give any specifics.)

Start game open console and type:

*/seta sv_official 0
*/devmap obj_northport ( or any map that u might want to test )
*join a team
*the warmup duration is probably at 60 so just /g_warmup 10
*in console again, type /developer 2
*now type /g_Gravity 1000
*now type /g_Speed 272


Unfortunately, the gravity should be changed to 400 if you want to test like this. The two variables are in old game units (0.0254 meters) and converting the gravity of 9.81 m/s^2 yields about 390 units/s^2. You can't really test the new behaviour nevertheless, since you cannot change the jump velocity via console. Furthermore, I currently adjusted only the 'run' speed while all other speeds are the same, a behaviour which cannot be accounted for by changing console variables.

I very much agree that this, by no means, would be a turtle game. I do not agree that current TCE or CQB is very slow compared to the videos of RS cited above. These old games have totally off-scale environments which require apparently faster movement to compensate for the environment. Its a similar issue with AmArmy2.


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 Post subject:
PostPosted: Thu Jul 29, 2010 11:56 am 
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Sharp Shooter
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I have no idea how a handful of VERY skilled exploit-users play the game on a regular basis. I do not count how many bugs or the like are getting misused on each maps. I keep average and more serious gameplay under review and think that most players are having a good time without destroying the whole experience for others to a certain degree. Result: it is played QUITE civilized most of the time.
If you are playing with a handful of strangers then what do you except? Do you really expect sophisticated tactics and sedulous discipline? I for one do not! Changing game mechanics is only one major part to achieve a more "whateveryouwannacallit" - behavior. You can also change map layouts, but in the end you will fail on the inconsistent variable called: human being!
I do not want to piss anyone off here, but my point is that you can already carry out nice tactics with the right human resources. Minimal adjustments regarding current speeds, scale and maybe weapon behavior, adapting a new radar, better appearance, quality of the game as a whole and ironing out the most critical bugs is already a milestone in my opinion. There is no need in questioning EVERYTHING and each detail.
If you really want to change the whole experience then you might want to make a minimod by your own (based on cqb)? I would really like to see what such a man of vast reading has to offer.
One question: who in here still plays the game and who is the philosopher?


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PostPosted: Thu Jul 29, 2010 3:49 pm 
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Sharp Shooter
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Hey coroner
Why not create a 'promod' in tce:cqb?
Well, tbh, the only thing I want in this 'promod' CQB is :
- TCE .49b with no more (at least, less) bugs
- r_wolffog "0" allowed
- keep the movements/speed/gravity etc of actual TCE (or, increase speed (just a little) (tce is a very slow game in my opinion))
- short rounds (2min30) (server side)
- no radar, just a compass
- no crosshair btw
- attachments / no attachments? I don't really know :)
- cl_maxpackets enforcement to 100 (server side)
- snaps enforcement to 40 (server side)
- rate enforcement to 25000 (server side)
- com_maxfps limit fixed @ 125 FPS (server side)
- Armement Availabity fixed @ 5 (server side?)
- No lag at the end of the warmup (is it possible?)
- Possibility to move on the map till everybody presses ready (on warservers)

To recap, create a promod will make the game more enjoyable in wars or in leagues.

PLEASE NOTE : it's just an idea!

so, what do you think?


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 Post subject:
PostPosted: Thu Jul 29, 2010 4:14 pm 
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Former TCE Contributor
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Joined: Thu Jul 29, 2010 2:01 am
Posts: 14
Fluid posture and movement. I loved how in the old Splinter Cell games you controlled the movement speed with the mouse wheel. And in the Rainbow Six 3 you held a button and moved your mouse to control your posture.


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