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MrBojangles

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Everything posted by MrBojangles

  1. The only thing I don't like about hunters is the rediculous invisible wall jumping...I know that's not really the topic of this thread but I felt like contributing.... I'll go back to sitting in the corner now
  2. Your witch sound effects are marvelous..."eehhhh, ehhh ehhhhhhhh"
  3. rocket jockeys +3 on landing, or +5 but as an achivement This, I like...
  4. I think jockeys are ok as the situational infected they currently are. I can think of a few maps where they're used extensively, which is in keeping with the norm for infected picks. Teamwork is also key to consistent jockey success, which I like and think this server consistently encourages. For all these reasons, I would say keep it as is.
  5. except for biggs Well, there are always exceptions...
  6. Just to add to what's already been said: The admins and folks at GC are great at immediately responding to in-game problems and issues with membership and the server. I can speak from personal experience in saying that you won't encounter a more conscientious and community oriented group of people in any other gaming community...well worth the $15 per year fee.
  7. MrBojangles

    Hello

    I don't get it...
  8. I've been away from the server for a few months and for some reason it isn't recognizing me as a member anymore. I talked to Peanut about it and he said that I'm still listed as a member with my steam ID and everything but the server isn't seeing it for some reason. He recommended posting here...so I am! Thanks for the help. -Boj
  9. Anything that promotes teamplay is well worth exploring...I like this idea.
  10. I don't think we should be messing with safe room doors personally. If the person is rushing then they get kicked. If it's a strategic rush and the infected don't catch him, then that person deserves to be safe and sound in the room. After all, it only takes one infected to kill a lone rusher, strategic or not. I just don't think this mechanic is broken...why fix it?
  11. would definitely be interested in trying this out...lookin forward to it.
  12. Hey, i tried to connect to the server this afternoon and I got the following message in console: Connecting to public(216.52.148.77:27015) Sending UDP connect to public IP 216.52.148.77:27015 Invalid host version, expecting 2123, got 2122 BinkOpen( c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4dead2\media\l4d2_background01.bik I know that valve patched the game today, so I'm wondering if that's the problem and the server hasn't caught up yet. Anyone else having this problem or know a way to fix it? Thanks.
  13. Hope you decide to come back, was fun playing with you.
  14. Are we laughing at the tree limb in the back of the truck, or the fact that cub4n4tor<3bob has 29 points and still hasn't gotten up yet...
  15. It still works, it's still better than a lot of other weapons. I don't really see what the problem is...
  16. I think custom maps would be a nice way to change things up. Maybe put up a forum vote for a few of the more popular maps so that people know which to download and pick maybe 1 or 2 to incorporate onto the server and see how things go. Could be fun.
  17. I think the biggest turn-off for this one is that people haven't really played it. I know that I've never gotten past the first map, though maybe I'm in the minority...
  18. Looks like a cool concept, looking forward to trying it out. This is going to make the server even less new-player friendly however...but hey, more motivation to become a regular.
  19. As a player who has often been a victim of continuous tank spawn phenomenon, (on the recieving end, and I know that you've been personally frustrated with me Paro, and I apologize profusely for my newbish tank skills) I would like to see some fix to this implemented as well. If we can't necessarily control who the tank goes to, could we perhaps implement a command that would allow you to pass the tank and reset your spawn timer? I know that you can pseudo pass the tank by going !afk then rejoining the team, but it only allows you to do that two or three times before you're locked out from transfering teams for that round...happened to me last night as a matter of fact. Unless the current system is just a cruel way of making it easier on survivor teams that are having multiple tanks spawned on them....
  20. As an individual who deals with pseudo-lag on a daily basis, (ping's usually from 100-150...the side-effects of living in Alaska) I can safely say that a lag disadvantage works both ways. I can't tell you how many charges I've missed as a result of it. Or I may just suck at charger...
  21. I'm weighing in here kind of late, but I think we should do away with respawns, and here's why. We've all been in games where one team is drastically superior to the other and !votescramble commands aren't working like they should. Respawns allow the drastically better team to progress through levels with relative impunity, even when the opposing teams gets a lucky death-charge or something similar. Nothing more frustrating than working really hard as the worse team to kill someone, only to have them instantly revived. I like the defib mechanic...it adds a great risk vs. reward element to a standard game, but when a guy dies and he can't be reached by the other survivors, for whatever reason, he should stay dead. Just my two-cents.
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