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Old Chivalry thread Platform: PC (Microsoft Windows) Developer: Torn Banner Studios (indie!) Genre: Multiplayer First Person "slasher" New Chivalry DLC: Chivalry: Deadliest Warrior Purchase Price: $14.99 Reviews: Metacritic: 7.9 Forbes: 8.0 IGN: 7.9 Ausgamers: 9.0 Two Minute Review: 81/100 (video) What is this?: Chivalry: Medieval Warfare is a first/third person multiplayer PC game where you run around screaming and attacking other like minded individuals in a typical deathmatch setting. Originally a Half-Life 2 source mod Age of Chivalry, C:MW is a stand-alone game running on the Unreal engine. Think Counter-Strike but set in the medieval ages. Instead of guns and grenades, you can select from a wide variety (and still more being added) of weaponry including swords, maces, crossbows, spears, and many more. If you've played games like Mount and Blade or War of the Roses, the core concepts are similar but differently executed (more below). If running around screaming, hacking away at other people's limbs, chopping their heads off, and watching it roll down a hill interests you, then read on! How does the combat work?: Each weapon has a horizontal slash that covers a wide area, a slower but powerful overhead chop, and a quick thrust attack. You can block with a shield or parry/deflect if you have a weapon and parry right before an attack. Players can feint/fake a swing to make their opponent block prematurely and can simply kick to push back an opponent or to break a turtling shield haver. There's a lot to do, and spamming the same attack will get you killed fast by someone who's half-decent. Game modes: Chivalry features typical multiplayer game modes found in most FPS games and a few new ones.
The Archer I'm a special snowflake, how can I stand out in the crowd of Internet knights?: As of the release of the customization patch, instead of just fancy veteran helmets, there's now a whole bunch of customization available! Time to represent ye olde Third Street Saints colors! How do unlocks work?: Weapon unlocks are awarded by successful kills on the opposing team (team killing doesn't count!). For first tier weapons, it takes 25 kills for the first unlock and 75 kills for the last unlock of that weapon type. Also, if you unlock all primary weapons for a particular class, you can unlock the veteran helmet for the class. YouTube videos of interest: Combat Tutorial #1 <-- Watch this to not die as horribly. Combat Tutorial #2 <-- Watch this to not die as horribly. Funny/Silly fan video Criken2 is amazing. Watch his other stuff! 64 Player Battle A "Let's Play" by a guy named Nova. Low Gravity Server! Here is a current weapons chart detailing damage values on each class and each anatomic place for you sperglord types: Spreadsheet goodness. (Google Docs) Tips!:
Links: Official Forums WARNING! Lots of whining and butthurt, but some good stuff if you are willing to sift through all the crap to find it. Chivalry Wiki A pretty good Archer guide for those who aren't xMLGx360NOSCOPEHEADSHOTSALLDAYxMLGx types. A brief guide on using the maul. Random Pictures: --- System requirements: Minimum (Don't go by this unless you like playing the PowerPoint version) OS: Windows XP+ Processor: Core 2 Duo E6600 (2.4 GHz) or AMD equivalent, or better Memory: At least 2GB Hard Disk Space: 3 GB Video Card: ATI Radeon 3870 of higher, Nvidia Geforce 8800 GT or higher Graphics card memory: 512MB+ Sound: Windows compatible sound card Recommended: OS: Windows Vista / Windows 7 Processor: 2.4 GHz quad core or better Memory: 4 GB system RAM Hard Disk Space: 9 GB Video Card: DirectX 9 compatible with 768 MB video RAM or better (NVIDIA GeForce GTX 460 / ATI Radeon HD 5850) Sound: Windows compatible sound card War of the Roses vs. Chivalry Medieval Warfare: Both games are similar, being medieval multiplayer games where you slash and chop your opponents into a bloody pulp, yet they differ in a few ways. Take a look at this video that compares the two games and you can decide which you play. Mount and Blade: Warband is also a great game very similar to C:MW and WotR, but in a different class of its own, including a singleplayer campaign, army/kingdom management, RPG elements, great modding abilities, and "meh" vanilla multiplayer (Give Napoleonic Wars and cRPG a try!) Where to purchase: Price: $25. This game has a tendency to go on sale on Steam once in awhile. I'll make note of it when it does. Torn Banner Steam Gamestop PC Download Gamers Gate Play with Goons! Steam group: [url=http://steamcommunity.com/groups/chivgoons[/url] Mumble/Steam Group info! Private Servers! Baby Nanny's Server Gamer Haus: Lost Limb Emporium Party Princess Palace Feel free to PM me if you have any suggestions, comments, private server additions, goon groups, or whatever Edward_Lapine fucked around with this message at 22:58 on May 21, 2014 |
# ? Mar 21, 2013 16:55 |
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# ? Jun 8, 2024 09:42 |
If anyone is on the fence about buying this, I strongly recommend doing so. I've been playing this game since the early days of the original mod and gotten hundreds of hours of playtime on it. The combat system is a lot deeper than you may think on first glance and you'll always find someone better than you if you try.
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# ? Mar 21, 2013 17:17 |
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I really enjoy this game, especially the big battles with theaaaaaAAAAAAaAAAAAAAAAAAAGH!
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# ? Mar 21, 2013 17:19 |
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https://www.youtube.com/watch?v=lt0_V666Cjc Please add "F10 = party mode" to the tips section, tia.
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# ? Mar 21, 2013 17:27 |
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Pro Tip: Malric is a Doob
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# ? Mar 21, 2013 17:53 |
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Is being decapitated and watching your head roll away in 1st person still in the game? Because that should really be in the OP somewhere.
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# ? Mar 21, 2013 18:19 |
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Shoehead posted:Is being decapitated and watching your head roll away in 1st person still in the game? Because that should really be in the OP somewhere. Yes. Or at least it was last time I played, which was about a week ago.
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# ? Mar 21, 2013 18:36 |
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Low gravity servers are absolutely hilarious. Being airborne for a few seconds activates the falling scream, so everyone is constantly screaming at the top of their lungs. Well, more than usual, anyway. One of the Agatha classes screams exactly like Goofy, too. It's also fun to suicide in the air, raining gibs on everyone. Yes.
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# ? Mar 21, 2013 19:24 |
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C is the only button you need to know how to press in this game.
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# ? Mar 21, 2013 19:34 |
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Just joined a match where I spotted a vanguard with his back turned. I figured I'd make short work of him with my mace, so I dodged into his back right as he was finishing up a horizontal with the billhook. It somehow connects and I'm killed instantly. I think I'm done with this game until the devs fix the horseshit that needs fixing, rather than buffs to vanguards and nerfs to everything that can counter them.
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# ? Mar 21, 2013 19:58 |
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Robot Randy posted:Just joined a match where I spotted a vanguard with his back turned. I figured I'd make short work of him with my mace, so I dodged into his back right as he was finishing up a horizontal with the billhook. It somehow connects and I'm killed instantly. Yeah, that's kinda why I stopped playing. Too many bullshit deaths to stupid things like the backswing of a handle decapitating me. These things "shouldn't" be too hard to fix, but when a seemingly vast majority of the community still thinks and is obnoxiously vocal about archers and MAAs being OP because the vanguard isn't invincible. Seriously, gently caress the official forums. I hate them and humanity by proxy.
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# ? Mar 21, 2013 20:55 |
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The saddest thing is that one of the things that drew me to this game was the diversity of weapons, but as it stands I feel like there's little incentive to play anything but the sword tree for Vanguard and Knight, the other options are supposed to have trade-offs on their stats, but the Zweihander (and to a lesser extent the Messier for Knights and the other 2h swords for both classes) offers equal or better damage, more versatile attack types with equivalent or better reach and or speed than the Halb and Spear line for Vanguard and the Hammer and Axe line for Knight - to say nothing of the poor Polehammer (which I still think is p cool) and Flails. I feel like I'm intentionally handicapping myself picking something other than the swords when I play VG and Knight (I am a terrible MaA and Archer) and while I love the Brandistock, the Spear and Fork seem strictly worse since the gains in speed don't seem to be enough to actually get hits in quicker than the swords and your attacks are so much more easily telegraphed since you can only really deal damage with one attack angle on slightly different timings (that often seem slower than sword thrusts anyways.) But then again I'm pretty terrible at this game so maybe I'm totally off base with my analysis, and I don't really know what the fix might be for this.
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# ? Mar 21, 2013 21:44 |
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ATP_Power posted:The saddest thing is that one of the things that drew me to this game was the diversity of weapons, but as it stands I feel like there's little incentive to play anything but the sword tree for Vanguard and Knight, the other options are supposed to have trade-offs on their stats, but the Zweihander (and to a lesser extent the Messier for Knights and the other 2h swords for both classes) offers equal or better damage, more versatile attack types with equivalent or better reach and or speed than the Halb and Spear line for Vanguard and the Hammer and Axe line for Knight - to say nothing of the poor Polehammer (which I still think is p cool) and Flails. If you're still looking for a game that has a ludicrous amount of weapons (in the same style except block is a hold instead of a quicktime button hit) I'd recommend you play Mount and Blade Warband. Have there been any recent updates to this game? Last I played was a few months ago and besides the initial first patch they released (I believe in november) I haven't heard anything.
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# ? Mar 21, 2013 21:52 |
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Kreczor posted:If you're still looking for a game that has a ludicrous amount of weapons (in the same style except block is a hold instead of a quicktime button hit) I'd recommend you play Mount and Blade Warband. There was a large content update released in the end of January, and another patch around the end of February I think. There's another update (mostly balancing) that's in beta at the moment and should release sooner than later.
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# ? Mar 21, 2013 21:58 |
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I'll add that I still really enjoy this game, I'm just a little frustrated with certain aspects of it given how much potential it has. I've tried playing M&B a bit, but the differences between its UI and Chivalry's has kept me from getting too deep into it.
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# ? Mar 22, 2013 02:41 |
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Pro tip = if you are sprinting and NOT screaming your head off, you are automatically a doob.
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# ? Mar 22, 2013 08:14 |
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I just got this earlier in the week. Even as a relative newbie, its really, really obvious how broken parts of this game are (namely, hit detection and shields). Which is really disappointing, because its pretty drat fun otherwise.
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# ? Mar 22, 2013 08:34 |
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Der Waffle Mous posted:I just got this earlier in the week. A recent patch hosed up a lot of the game balance. I'm really hoping that the devs will realize their dumb mistake and revert the game to how it used to be and focus on fixing bugs, because when the classes are balanced and you aren't getting ruined by buggy stuff, it's so drat fun.
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# ? Mar 22, 2013 08:42 |
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It's true that Chivalry still has a few kinks that need to be worked out in terms of gameplay mechanics and miniscule bugs, and I think more content (maps and game modes) should be added soon — but aside from that, this is a seriously solid game. The combat system, classes, and range of available weapons leave a lot of room for strategy and skill. It is easy to distinguish newbies, mid-level players, and advanced players when watching in spectator mode just by noticing their footwork, use of feints, timing/pacing, combo-attacks, etc. The main draw is that this game is simply a ton of fun. I can't emphasize that enough. It's not overly realistic and not "fantastical" either — combat just "feels right". Oh, and no other multiplayer FPS has ever made me laugh out loud as much as I do when I play Chivalry (not to mention the voice commands... you can laugh, snicker, taunt, shout, and scream at your opponent). It can be hilarious sometimes, even when you're the one who just got his head lopped off by a massive axe. What I really like about this game is that I can log on for 20 minutes after work and run around like an idiot, have a good time, not care about stats, and just blow off some steam. Then later, over the weekend, I can play for two hours straight on a more competitive server against crazy skilled players, which to me is a very challenging and thus enjoyable experience. I like the freedom. Also, the dev team (Torn Banner) is very dedicated to their game — they have in essence been developing it since its original form as a clunky Half-Life 2 mod — and they have plans to continue beefing it up with more weapons, features, and general awesomeness over time. The current beta, which is slated to be go live within the next few weeks, also addresses a ton of bugs/annoyances and I can't wait to see it go live. I'm confident that it will help straighten out a lot of the little kinks that sometimes detract from the game's main appeal. It will be exciting to see this game continue to get polished up... Fake Edit: One other cool thing I noticed a few days ago about Chivalry is that it is much easier to get servers populated than, say, Red Orchestra 2. In Chivalry all you need are two players and the two of you can have fun dueling 1 vs 1 while you wait for another player or two to join (and then from there the server fills up really fast). I think in the long run this "unintended benefit" of not requiring lots of players on a server to have fun will actually help ensure the game's servers maintain healthy populations.
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# ? Mar 22, 2013 09:32 |
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Der Waffle Mous posted:I just got this earlier in the week. While what Slappy Moose said about the parrying issues is true, I also think you should just try to play more. You might be surprised how sensitive certain aspects of this game are, as well as how precise the hit detection really is in this game. Putting up a shield and just assuming you're going to be safe is a typical mistake lots of new players make. It takes skill to use a shield well because advanced players know how to get around them. Relying too much on protecting your front with a shield leaves your sides and back vulnerable to stab attacks, and a skilled player will take advantage of this. It's difficult to explain, but if you join spectator mode and carefully watch people fight against shield users, you'll see what I mean. This is one of those instances where the combat system is actually more complex than you give it credit for. Here is a video from a very skilled guy showing you how to get around shields. He is really good at it: https://www.youtube.com/watch?v=Q7cTvQklWvU (Skip to 5:33) Note how easy he makes it look. From the perspective of the guy holding the shield — whose view might be partially obstructed — it might not be very clear why the hits are "getting passed his shield".
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# ? Mar 22, 2013 09:49 |
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Soaring Hawk posted:Here is a video from a very skilled guy showing you how to get around shields. He is really good at it: This video is also kind of old. The recent patch did something that, I think, made large weapon parries much more effective, and shields far less effective. It's to the point where I, someone who used to be able to get around any defensive player's blocking, am having people looking the opposite direction of my hatchet swings parried by vanguard spears and poo poo. Everything that Soaring Hawk said is true, except that I think a loving lot of the gameplay was genuinely ruined by the last patch. I do really, really like the system that the dev team has set up though, with how weapons are handled. If you type "draw_tracers 1" (I think that's the command) you can see how swings work; the actual weapon blade is, for the most part, accurately simulated in space. The biggest problem I have is that latency issues can just gently caress everything through the wall. I've had Vanguard sword charges (the king that does the floor sweep thing) hit me when I was literally 6-12 feet away from them, taking me down to maybe 10% health. I've had knights and vanguards swinging left and right hit me with their sword/hammer and insta-gib me as I tried to get up behind them, without them even having turned around to look within 150 degrees of my location. It is also frustrating to thrust your sword forwards, and kill a teammate who is to your left or right side, and not even visible on your screen. There are just so many horribly frustrating bugs that the super awesome melee system (I'd even wager it's one of the best ever made) appears broken and clunky. I played Chivalry back when it was a Source mod, and god drat the company and game have both come a long way. I just think they listen to the whiny retards on the forums too drat much because they seem to have made some piss poor balance decisions recently. That being said; the game is still fun. I just don't find it half as fun as it was maybe a month ago, for whatever reason. I'm really looking forward to the bar fight mode, though. Oh GOD that is gonna be fun, as long as they don't make any changes to fist fighting. Everyone who cries "Fists OP" on the forums can eat a thousand dicks.
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# ? Mar 22, 2013 10:13 |
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Fists are the best weapon. I've used them exclusively for the past couple weeks and routinely get votekick attempts because people don't realize how fast they are and think I'm speedhacking. It actually takes a whole different style of fighting than using weapons and I have a hard time going back to an occasional weapon because you're rewarded for being really aggressive with fists since you can't block but still have to close distances on people without blocking. It's fast enough that you can usually easily take on 2 average players by moving and alternating attacks between them so that they spend all their time stunned or moving to catch you. Feels so good. If any of you run into Space Wizard on some of the east coast/midwest objective servers, that's me so say Hi and join the punching.
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# ? Mar 22, 2013 13:46 |
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Jymmybob posted:routinely get votekick attempts because people don't realize how fast they are and think I'm speedhacking. I get this quite often when I feel like punching poo poo as an MaA. I'm also so conditioned to it now since just yesterday I KO'd someone and they immediately cried "BULLSHIT SPEED HACKER". Waiting for the votekick, I just about to simply leave the server, the guy replies "jk jk lol". The Chivalry community is making me bitter. The Something Awful Forums > Discussions > Games > Chivalry: Medieval Warfare. Fisting is OP.
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# ? Mar 22, 2013 17:22 |
I don't understand why Maas are considered weak now. They routinely two shot me as a knight with their high damage, super fast one handers and they get around my blocks easily with sidestepping. Incredibly frustrating.
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# ? Mar 23, 2013 10:42 |
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So I just picked this up, and am having a blast and would love to play with some fellow goons and kill some other people! Steam id: http://steamcommunity.com/id/VicRomano But a lot of people apparently get really pissy if you either do really good by using a 2 handed weapon (claymore) or if you get an double kill. I got one by accident earlier and I got vote kicked, saying I was cheating? And I've been playing a lot of duels lately, and Maas are the only thing I can never hit or kill, they keep dodging backwards after I attack, dodging forwards and slicing into me like crazy.
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# ? Mar 27, 2013 03:08 |
thefullmetal999 posted:So I just picked this up, and am having a blast and would love to play with some fellow goons and kill some other people! It doesn't usually work on cautious MaAs, but if you're using a long weapon with either Knight or Vanguard, you can sometimes bait aggressive MaAs with a backpedaling overhead. If they try to forward dodge in and interrupt your swing, your backstepping can make them whiff, and then you cut their head off. Delaying your horizontal swings(turning against your attack) can work the same way. Feinting helps too if you can get in the right rhythm with it, but if a good MaA really doesn't want to get hit, you probably aren't going to be able to hit him.
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# ? Mar 27, 2013 03:55 |
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So the site seems to be down, and there's a 1gig update?
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# ? Mar 29, 2013 14:57 |
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Shylock posted:So the site seems to be down, and there's a 1gig update? Probably the balance patch that may also introduce drunken brawls in a boxing ring.
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# ? Mar 29, 2013 14:59 |
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havenwaters posted:Probably the balance patch that may also introduce drunken brawls in a boxing ring. I have been away from Chiv for too long, I thought the drunk brawl poo poo people were talking about was a joke. Excellent!
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# ? Mar 29, 2013 16:58 |
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There's a video of the drunken brawl happening.
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# ? Mar 29, 2013 17:10 |
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edit: wrong thread
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# ? Mar 29, 2013 17:19 |
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Just came to ask about the GB patch myself. Website is back up again but I'll post the changes in case it goes back down. Apparently this is only patch one, a second part to this patch is current;y in beta and will bring even more changes. UI General: -Fixed an issue causing veteran helmets to be unusable. -Fixed bodkin and broadhead arrows having their icons reversed in weapon select. -Updated Polish localization. (Earlier mini-update) Scoreboard: -Fixed team score cutting off with four digit numbers. -Removed overall progress bar. Server browser: -Improved text and scroll bar alignment. -Darker background color. -Added perspective lock filter. -Added duel to game mode filter. -Added the ability to save/reset/load/apply filters. -Fixed the server list not fully populating. -Fixed an issue with steam authentication causing incorrect player numbers. -Fixed some filter settings. -Server browser has also received several bug fixes and optimizations. Server/Console: -Added new config variable for duel mode: bUseCustomNumberOfGamesToWin -Added new command to change the length of the attack queue window: SetQueueWindow -Fixed certain system messages not showing in chat (e.g. admin logins). -Fixed being able to vote to change to the tutorial map. -Fixed mistyping a map name in a vote triggering the delay between being able to call a new vote. Maps/Game Modes Duel: -Reduced ship speeds on Shipyard, fixed collision issues. -Spawns moved to the center on the flat variation of Arena. -Fixed exploit spots in Courtyard and Frostpeak. CTF: -Victory is now awarded to the proper team when the map time limit expires. LTS: -Added "Press E to use" indicator on fire trap switch in Arena. -Various framerate optimizations on Frigid. -Fixed CTF flags in LTS variation of Ruins. -Fixed being able to jump on some of the boulders on Moor (for all variants). Team Objective Citadel: -Aggressive optimization work has been done to improve framerates. -Fixed defenders taking fall damage when jumping from their fourth spawn. -Fixed invisible wall blocking ammo box. -Fixed the ability to enter certain spawns. -Fixed textureless blocks. -Fixed many collision issues. -Fixed nonfunctional warning pyre particles that were meant to alert defenders when attackers are in a certain area of the second slave objective. First Objective -Reduced the playable space on the first area, shortening the run for attackers. -The palisade has been moved back. -Defenders now spawn behind the palisade rather than on top of the wall. Second Objective -Number of slave cages reduced to 8 from 11. -Locks require 7 hits to destroy from 5. -Some locks removed from cages to funnel attackers. Final Objective -Added two ammo crates on the stairway wings. -Moved attacker spawn back to the base of the stairs. Hillside: -Signal Fire reduced to 30/10 seconds to Capture/Extuiguish, down from 45/15. -Trebuchet 3 removed. -Number of ballista hits required to sink a ship down to 7 from 10. -Collision overhaul - stuckspots, exploits and bugs fixed. -Fixed torch pits deflecting attacks. -Fixed collision on trees. -Fixed some areas in the first attacking spawn blocking arrows. -Fixed collision on trees. -Fixed being able to enter spawns. -Fixed respawn area on the FFA version of HillsidePyre allowing players to change loadout on the fly. Stoneshill: -Fixed being able to get on the castle wall after the gate is destroyed. -Collision fixes and smoothing. Sound -The bird is no longer the word (on Battlegrounds). -Added missing commander VOs for Citadel. -Added missing "All Clear" VO for Agatha Man-at-Arms. -Fixed an issue with ballista bolts playing sounds too often. Gameplay -Fixed an issue causing blocking to sometimes require more precision than intended. -Fixed an issue related to attack queueing which caused shields to appear up for the client while not actively blocking. -Fixed kick/shield bash recovery time on some weapons being .1 longer than intended (Broadsword, 1H Longsword, Flail, Heavy Flail) -Fixed Billhook and Bardiche using the wrong damage type for sprint attacks. (changed from Swing to Pierce) -Fixed flinch not applying in deflected state (hitting the ground/being parried). -Fixed attacks queuing during an active parry, potentially causing you to launch a second attack after a counter-attack. -Narrowed attack queuing window for some states to prevent some unwanted inputs (the queue time can be configured in UDKSettings.ini if you want it longer or shorter) -The game now remembers the sprint button being held down, putting you into sprint again if your sprint is stopped for some reason. -Broad Dagger stab damage from 40 to 35 -Broad Dagger overhead damage from 35 slashing to 40 piercing -Hunting Knife overhead damage from 40 to 45 -Thrusting Dagger stab damage from 45 to 40 -Thrusting Dagger overhead damage from 30 slashing to 45 piercing Animation -Fixed camera offset issue with 2handed knight swords when crouching in first person. -Fixed grand mace overhead to slash combo releasing from the wrong side. -Hunting Knife overhead animation is now a slash to match its damage type. -Updated some alt swing animations to be consistent with normal swings throughout the entire release. - Citadel optimizations. - Fixed Mason knight helmet and archer quiver belt not working on server. - Fix queues not working when queue window is longer than the state animation. - Remove parry queuing during active parry (still queues during recovery). - Fixed pessing sprint key during duel ready-up unfreezing you. - Blocked use of the -benchmark launch option. - Hillside -- Fixed some map exploits. -- Fixed fall damage from final defending spawn. -- Fixed trebuchet 3 still being labeled as 4 in the chat message signaling its destruction. - Default weapon queue length included in DefaultSettings.ini - Throne room in Citadel brighter. - Fixed missing commander VO from stage 4 of Citadel. - Fixed silent mine cart and removed riot sounds from old cage positions. - Removed soundcues from citadel workers. - Fixed a hit registration issue in the tutorial. - Fixed server browser not displaying all servers on refresh. - Made sure all commander VO was in chatter so players can turn it off if they don't want voices. - Fixed a server crash that can only happen when server is running UDKGame.exe (though servers shouldn't be running UDKGame.exe; use UDK.exe or UDKLogging.exe!)
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# ? Mar 30, 2013 00:13 |
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Played it during the free weekend but didn't buy it. I used the GMG credit I got for buying Simcity to get it for free. But Simcity sucks so I pretty much paid 60 bucks for Chivalry. Which is fine. I should download this and play it though.
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# ? Mar 30, 2013 00:17 |
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Mega Comrade posted:-Trebuchet 3 removed. Yessssssssssssssssssssssssssssssssssssssssssssssssssssssssss Mega Comrade posted:-Fixed an issue causing blocking to sometimes require more precision than intended. Also looks pretty good, might fix some of the stupid poo poo that happens in combat.
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# ? Mar 30, 2013 00:21 |
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I thought they fixed the tutorial map change quite a few patches ago. At least we got our vet helmets back though
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# ? Mar 30, 2013 00:25 |
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Not that it matters because none of the servers in the OP are still active, but to join a server by knowings its ip and port press ~ to bring up the console then type <open "ip:port"> without the angle brackes.
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# ? Mar 30, 2013 04:39 |
Shima Honnou posted:Yessssssssssssssssssssssssssssssssssssssssssssssssssssssssss I spent the last two days on that map stuck at treb 3 because blue can't get their poo poo together Also there is a surprising amount of goons in the game.
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# ? Mar 30, 2013 05:29 |
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az posted:I spent the last two days on that map stuck at treb 3 because blue can't get their poo poo together It wasn't even blue not getting their poo poo together. It was it being so loving easy for red to defend because it is right by their spawn. Unless you go and take it first (which loving nobody does, idiots always take all the others first) you are not going to get it unless your team is far better than the others.
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# ? Mar 30, 2013 06:03 |
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The changes to citadel objective 1 makes this patch worth it for that alone. That poo poo was impossible if the Mason team was remotely competent. Also aww yiss vet helmets.
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# ? Mar 30, 2013 06:03 |
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# ? Jun 8, 2024 09:42 |
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Mega Comrade posted:-The bird is no longer the word (on Battlegrounds).
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# ? Mar 30, 2013 14:09 |