Final Assault
#1
Posted 19 November 2008 - 02:09 PM
i have 4 months of nothing ahead of me,
so
seeing ive been messing around with YR lately
ive decided to finish and release something
i ended up finishing my old MOD, but never released it
HDD died and i lost it
so
im planning to complete an old plan i had
Its a simple Generic Mod
basically, ive been enthused to get this going after playing RA3
and the intro movie
i mean, i wanted to know how, we got to the point of allies on the doors of the Kremlin and where Romanov went
not just out the back door lol
yes know, its nothing off this planet, but often simple is better
cleaner, tidier, balanced
I have drawn off some ideas and units from RA and Expansions, which always seemed logical, fun and followed some interesting strategies
i have also put in the common units, that people often use in mods
As well as putting my own ideas in
so... without further a due
"The Final Assault
As a cold winter sets in, both world powers are preparing for their last bid for global control. From the West, the Allied Nations and From the East, the Soviet Republic.
Yuri Has returned faith to the communist means, after realising his hopes of creating a world of minions could not be controlled by himself
The Allied Nations are on the move into Soviet Territory with their last forces, with many generals leading the fight. This has been done in hope, that they can defeat Romanov before his forces return from the soviet turnover of Korea.
Both sides have rushed particular technologies into new and unqiue functions in a last minute hope to gain the upper hand in a fight.
The allied forces have been forced to band together in order to make an adequate attacking force, while the soviets have decided to merge together as a true example of communism.
The final assault is upon us. All Generals must be ready for war."
Basic Unit List:
***Allies***
GI
Engineer
Spy
Seal
Attack Dog
Tanya
Guardian GI
Rocketeer
Chrono Legionnaire
Enforcer
Prism Trooper (Hover Infantry, Must Land)
Medic
Sniper
IFV
Chrono Harvester
Grizzly Tank
APC
Prism Tank
MCV
Mirage Tank
Battle Fortress
Robot Tank
Howitzer (Artillery)
Laser Drone (Much like Robot Tank, but stronger)
Aegis Tank (Lethal AA)
Chrono Platform (Gun Platform)
Mobile Gap Generator (Deploy able we all know this)
Tank Destroyer
Harrier (Remodeled to be Anti Unit)
Vector Bomber (Anti Structure)
Night Hawk
CarryAll (Sky Crane)
LongBow (WAH-64 Apache Longbow)
Sparrow (MH-6 Little Bird)
Dolphin
Destroyer
Aegis Cruiser
Amphibious Transport
Aircraft Carrier
GunBoat (Fast Anti Naval)
Sword Fish (Naval Artillery)
***Soviet***
Conscript
Flak Trooper
Tesla Trooper
Attack Dog
Engineer
Crazy Ivan
Boris (Mig Strike)
Yuri Prime
Terrorist (Has Spy Makeup)
Desolator
Flamer thrower
Grenadier
Mechanic
Rhino Tank
Terror Drone
Flak Track
V3 Rocket Launcher
Apoc
MCV
War Miner
Tesla Tank
Demo Truck (affects all, but far weaker)
MAD Tank (Anti Structure Cant Hurt Units)
Black Tank (AA)
Mantis (Fast Anti Infantry)
Nuclear Corruption Tank (Nuclear Shells)
Master Mind (like Yuri)
Chaos Drone (like Yuri)
Kirov
Halo (Transport Helicopter)
Havoc (Anti Tank Helicopter)
Hind (Anti Structure and Infantry Helicopter)
Typhoon Attack Sub
Scorpian
Amphibious Transport
Giant Squid
Dreadnaught
Missile Sub
Stingray (Fast Anti Naval)
And well, there will be some fun defence structures and maybe a super weapon or two
well, what you think ?
something everyone can enjoy ?
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I will hunt you down
#2
Posted 21 November 2008 - 11:57 PM
Anyways, there is quite alot of work ahead of you, but your description constitutes good planning, and that is the foundation of any mod.
As your mod development progresses, I would really like to see and hear about what you do with all the new units you plan to add.
My only problem is the name of the mod. It sounds a little too generic and bland; oh, and a good storyline might also help. You don't need to make your own campaign if you don't want to, but a storyline that relates your name to your mod always helps.
I can offer up some support for you, but also please know that I am still currently developing my own mod, Chronostorm, so my help may be limited at some times.
#3
Posted 22 November 2008 - 04:33 AM
"Yuri Has returned faith to the communist means, after realising his hopes of creating a world of minions could not be controlled by himself"
so yes its basically sovs vs allies, not country specific
also in the Unit list is
Yuri Prime
Master Mind (like Yuri)
Chaos Drone (like Yuri)
"The allied forces have been forced to band together in order to make an adequate attacking force"
"the soviets have decided to merge together as a true example of communism"
but in any case the new units should come into use in the campaign
not looking forward to making that lol
Edited by Eagle_eye, 22 November 2008 - 04:34 AM.
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#4
Posted 22 November 2008 - 09:25 AM
what would make more sense is if(like in RA2's soviet campaign) yuri takes control of the soviet union.
this would mean that his and soviet units could be put in together fairly seamlessly...
#5
Posted 22 November 2008 - 01:52 PM
i havent planned to story out bullet proof yet
was sorta looking at the whole units / structures and stuff
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#6
Posted 22 November 2008 - 04:25 PM
yuri wouldn't just give up and go 'oh well, i'll rejoin soviets now...'
what would make more sense is if(like in RA2's soviet campaign) yuri takes control of the soviet union.
this would mean that his and soviet units could be put in together fairly seamlessly...
But Yuri is sneaky…he may only surrender to give a false sense of security and may strike once the opportunity becomes open.
#7
Posted 22 November 2008 - 04:45 PM
was sorta looking at the whole units / structures and stuff
We cannot comment on units and structures when you have only given us the names in a list. Give us some tangible substance of a mod (Like pics, descriptions, etc.) and then we can comment. When you have a playable build ready, I am an avaliable playtester.
Edited by WoRmINaToR, 22 November 2008 - 04:45 PM.
#8
Posted 23 November 2008 - 03:20 PM
these are some "plans" i suppose thats all i can show for the moment, as this is an announcement not show off thread
***Allied Nations***
GI - Normal
Engineer - Normal
Spy - Normal
Seal - Normal
Attack Dog - Normal
Tanya - Normal
Guardian GI - Deploy Defence +25% armour
- speed -1
Rocketeer - Normal
Chrono Legionaire - Normal
IFV - Normal Allied
Chrono Harvester - Normal Allied
Grizzly - Normal
Prism Tank - Normal
MCV - Normal Allied
Mirage Tank - Normal Allied
Harrier - ~30% more effective against and Vehicles, Inf.
- Less effective against structures
Dolphin - Normal
Destroyer - 20% Damage Increase on 155mm
Aegis Cruiser - Normal
Amphibious Transport - Normal
Aircraft Carrier - Normal
Enforcer - $500
Type = Infantry
Primary = Guardian GI Rocket (Dont have to deploy)
Secondary = None
Armour = Normal as GI
Speed = Normal as GI
Deploy = No
- Will not Target Infantry
Prism Trooper - $1600
Type = Jumpjet Infantry
Primary = Short Stage Prism Rifle
- Range = 4
- ROF 60% of Prism Tower
- Allround Damaging (Good VS all)
- Damage = 40% of Prism Tower
Armour = Gaurdian GI
Speed = Rocketeer movement
Landable = Yes, has to land to use weapon
Build Limmit = 20
Medic - $400
Type = Infantry
Speed = GI
Armour = GI
Primary = Healing
APC - $700
Type = Vehicle
Primary = Deployed GI
Seconday = None
Speed = Grizzly
Armour = Weaker than Grizzly
Holds = 6 Infantry
Howitzer - $1300
Type = Vehicle
Primary = Long Range Artillery Cannon
Secondary =None
Armour = Same as Grizzly
Speed = Same as V3
CarryALL - $1400
Type = Helicopter
Primary = Blackhawk gun
Secondary = none
CarryAll = Yes
Armour = Weak
Speed = Slow
Carry = 1 vehicle (3 Slot)
= 3 infantry units
Build Limmit = 3
Laser Drone - $800
Type = Robotic Vehicle
Primary = Primary = Short Stage Prism Rifle
- Range = 5 or 6
- Rebounds 1 or 2
- ROF 60% of Prism Tower (slower)
- Allround Damaging (Good VS all)
- Damage = 40% of Prism Tower
Secondary = None
Armour = Normal Robot Tank
Speed = Normal Robot Tank
Movement = Hover
Aegis Tank - $1750
Type = Vehicle
Secondary = Aegis Boat Weapon
Armour = Grizzly Tank
Speed = Prism Tank
Build Limmit = 5
Vector - $1500
Type = Aero
Primary = Similar to Kirov Bomb
Ammo = 2
Secondary = none
Armour 50% of Harrier
Speed 150% of Harrier
LongBow - $1500
Type = Attack Helicopter
Primary = Air to Ground Rockets (strong vs buildings and tanks)
Armour = nighthawk
Speed = nighthawk
Sight = 12
Sensors = Yes
Detechs Stealth and Disguise (sub / spy Hunting)
Reload From Helipad
Little Bird - $900
Type = Attack Helicopter
Primary = Air to Ground Rockets (Low Damage)
Secondary = Mini Guns (Good vs Infantry)
Armour = 60% of nighthawk
Speed = 150% of nighthawk
Gunboat - $600
Type = Naval
Speed = Grizzly
Armour = Grizzly
Primary = Grizzly
Sword Fish - $2000
Type = Naval
Primary - Long Range Large Bore Turret
2 shell burst
50% Grand cannon damage per shell
Secondary = None
Armour = Normal destroyer
Speed = 65% of Destroyer
Chrono Platform - $2000
Type = Gun Platform
Primary = Rockket Barage
Armour = Grizzly
Movement = Chrono
Mobile Gap Generator - $1500
Type = Vehcile
Primary = none
Armour = Grizzly
Speed = Grizzly
Deploys into mini gap generator
Also Base Node
***** Soviet *****
Apoc - Modified
weapon system change
- Missiles fire at inf. and air
- Very effective at infantry (insta kill except on heavy's)
- Same vs air
- Missile Speed Increased
V3 - Modified
Damage = 15% more effective
Terrorists - modified
Have Spy's Costume Weapon
Demo Truck - Modified
More damaging to units
Radiation stay
little less damaging to structures
same vs. defence structures (simple WH coding)
*****New Units*****
Flamer thrower = $600
Type = Infatry
Primary = Flame Thrower
- good is infantry - short range
armour = GI
Grenadier = $600
Type = Infatry
Primary = Grenades
- good vs vehicles - short range
Armour = GI
Missile Sub -$2000
Type = Naval
Primary = Ground - All Missiles - V3 range
- 65-75% of Drednaught Damage
Armour = 50% of Sub
Speed = 50% of Sub
MAD Tank - $1500
Type = Vehicle
Armour - Apoc
Speed - Apoc
Primary - Shockwave Bomb (very good vs buildings, very bad vs units)
- Deploys into bomb
- Self Destructs
- 6 cell spread
- good damage
Halo = $1500
Type = Transport Helicopter
Speed = 75% of Blackhawk
Carrys = 20
Size Limmit = 2
Primary = None
Amour = Hind
Havoc - $1100
Type = Strike Helicopter
Armour = 90% of Harrier
Speed = Normal Hind
Primary - Missiles - Fires at vehicles and buildings
- Effective vs. Vehicles
- Not very effective vs. Buildings
Ammo = 4
Reload From Pad
Hind - $1500
Type = Recon Helicopter
Primary - HellFire Missiles - Fires at vehicles and buildings
- High Burst Number
- Very Effective vs. Buildings
- Not very effective vs. Vehicles
Secondary - Guns Fires at Infantry
- Deployed GI damage
Speed - Normal Hind
Carry = 3 people
max size = 1
Black Tank = $1400
Type = Vehicle
Speed = Grizzly
Armour = Grizzly
Primary = Black Cloud
- Flak Track Turret in 4 shot burst
- AA only
Buildlimmit = 5
Mantis = $650
Type = Vehicle
Speed = Light Tank
Armour = Light Tank
Primary = Vulcan Base Deffense Gun
Stingray - $1300
Type = Naval
Primary = Tesla Tank Gun
- Bit Longer Range
Speed = Destroyer
Armour = Destroyer
Mechanic - $750
Type = Infantry
Armour = Tesla Trooper
Speed = Flak Trooper
Primary = Repair Tanks
Nuclear Corruption Tank - $1300
Armour = Rhino
Speed = Rhino
Primary = Radiator Cannon
- Rhino Damage
- 50% ROF of Rhino
- 3-5 Cell Spread Radiaton
and thats about all ive done
in the middle of drawing up some unit visual designs and plannign things
so... that might tide your interest for a while
Edited by Eagle_eye, 23 November 2008 - 03:31 PM.
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I will hunt you down
#9
Posted 24 November 2008 - 12:44 AM
1) Build limits. Not only are they annoying for the player, but IMO anything that's powerful enough to need build limits needs to be nerfed (it prevents spam, yes, but there are better solutions to that)
2)This goes especially to your Aegis tank and the prism rocketeer guy:
Trust me, that is a bad fit on ANY unit, no matter what. You MUST give it a weakness and a counter. Don't make it strong versus everything, because then what is the point of making any other unit if that one unit covers all the counters. It makes the game much more interesting if the player is forced to mix units for an assault force, rather than having one single unit that can dominate over all or one unit that can be spammed and be more effective than a mixed force can.- Allround Damaging (Good VS all)
Havoc - $1100
Type = Strike Helicopter
Armour = 90% of Harrier
Speed = Normal Hind
Primary - Missiles - Fires at vehicles and buildings
- Effective vs. Vehicles
- Not very effective vs. Buildings
Ammo = 4
Reload From Pad
Hind - $1500
Type = Recon Helicopter
Primary - HellFire Missiles - Fires at vehicles and buildings
- High Burst Number
- Very Effective vs. Buildings
- Not very effective vs. Vehicles
Secondary - Guns Fires at Infantry
- Deployed GI damage
Speed - Normal Hind
Carry = 3 people
max size = 1
Have your units work by design in tandem just like you designed these two units. One is good against vehicles, one is good against buildings. This is the kind of design that forces a good player to mix his forces to win.
#10
Posted 24 November 2008 - 01:41 AM
Eagz here is a veteran modder, he knows what he's doing
Edited by Rawlo, 24 November 2008 - 01:43 AM.
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A final good night Burnie, sleep well mate, rest in peace
Goodbye Tig, you are sorely missed.
Goodbye to you aswell till, you'll also be missed
Xeno, RIP mate
"I'm going to go on the record and say that any substance abuse problem which creates women like that is ok by me"
#11
Posted 24 November 2008 - 02:59 AM
so yes he gets a good shot off, but to have any real effect you would have to use all 20 of them
i have designed alot of units in tandem
eg. re moddelling the harrier so its more effective to one role, and include an alternative to suit a better role
normally when i play, i select units to complete one role, not every unit to do everything at once
Aegis tank is sorta still to be worked out, also did you ever see the aegis cruiser's original rules that have been commented out of rulesmd
that may be something i go for with this, so slow reload, great if they spam some planes over or something, but as soon as the second wave comes, yer you screwed
the Hind Havoc deal is based some what on tactical roles
the hind plays more of an attack role, carries 3 units, maybe engies or flack or tesla maybe
runs in, picks off the odd base deffence and lets out engines
or have a load of them, bust in and slaughter the base,
have the ability to mawl off th GGI hanging around
and the Havoc, this is a recon / defence role to quickly run out, pick off your enemies miners and use it as a defensive unit when you being attacked
lol not to be rude
but ive been here since June '03 when cncguild moved its forums to revora, and id been on cnc guild forums for 2 years
ive had lots of time to sit and play this game over the years lol, ive played some of the bets mods around and talk to alot of ppl
im pretty good friends with rawlo and pad, so i get the good know how on ra2/yr modding
ive learnt from some of the best and even had some of the best use my coding/vxling/mapping and to an extent shps
so i do kinda know how to balance things up
obviously this is to be done after ive actually got the base script all working and made all the vxl's and shp's, clearly this is pretty much a solo effort here lol
so ill keep you updated and if you have some criticism i would be glad to sit and listen because i do take things on board. to be honest the build limmits are just a balancing coy at the moment, its to be balanced out later in hope of limitting this
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#12
Posted 24 November 2008 - 03:56 AM
hmm something to remind you of worminator, is that having your weapon be equally effective against all units does not make the unit a one stop solution, for instance a seal or tanya, or even a couple of snipers could easily take out 5 or six of the prism troopers, or bring in a flack track while it's in the air and it's hopeless. and while the prism robot tank thing can attack aircraft a couple of harriers could easily take it out, or you could use artilary.
The main reason I mentioned that at all was because He didn't mention anywhere in the unit description any weaknesses in the Prism trooper. Yes, there are some implied weaknesses like anti infantry guns and such but mainly I think i just got it out of the way he worded it. He said Good VS All. To me, that implies that the unit is effective versus all types of units (Infantry, tanks, buildings...). If there was some clarification in it, like perhaps he could have said it does Medium Damage Vs All, (I think the quote: "so yes he gets a good shot off, but to have any real effect you would have to use all 20 of them" Implies this?) Then I would have gotten the idea that it is decent against all, but is still defeatable. Good Vs All could mean alot of things to different people, but I think Medium Damage Vs All (Or something to that effect) would more effectively get the point across that way you meant it.
the Hind Havoc deal is based some what on tactical roles
the hind plays more of an attack role, carries 3 units, maybe engies or flack or tesla maybe
runs in, picks off the odd base deffence and lets out engines
or have a load of them, bust in and slaughter the base,
have the ability to mawl off th GGI hanging around
and the Havoc, this is a recon / defence role to quickly run out, pick off your enemies miners and use it as a defensive unit when you being attacked
First off, I was just using those as a simple example. In thier unit descriptions, you said that they were both choppers, but one was good against vehicles and one was good against structures. For the sake of argument it worked to make my point.
Not to mention that what you said just went on to further prove my point.
lol not to be rude
but ive been here since June '03 when cncguild moved its forums to revora, and id been on cnc guild forums for 2 years
ive had lots of time to sit and play this game over the years lol, ive played some of the bets mods around and talk to alot of ppl
im pretty good friends with rawlo and pad, so i get the good know how on ra2/yr modding
ive learnt from some of the best and even had some of the best use my coding/vxling/mapping and to an extent shps
so i do kinda know how to balance things up
In all honesty, that IS kind of rude and quite unnecessary. Your credentials are not in jeopardy. I am not questioning your modding skills and abilities. The fact that you went and said this comes off to me as being very defensive and when taking criticism from a fellow modder that is not a good way to be about it; it comes off as very arrogant and it comes off like you have something to prove to me (which you shouldn't).
Edited by WoRmINaToR, 24 November 2008 - 03:59 AM.
#13
Posted 24 November 2008 - 07:16 AM
I dont see how that was rude at all. He was simply stating the fact that they know what they are doing... there's nothing rude about that.
They did not use argumentative language nor any thing else which could be taken as being rude.
It sounds like you are the one getting defensive...
anyway, your prism trooper sounds almost exactly like the cosmonauts... are they?
Edited by some_wierdGuy, 24 November 2008 - 07:17 AM.
#14
Posted 24 November 2008 - 10:00 AM
you know i completely forgot about them lmao
i suppose they are rather alike
actually Worm, im studying product and transport design at university
and ive learnt how to take criticism, but something else ive learnt it that when taking criticism, its good to try deffend your designs to gain the maximum criticism back, and see if people will sway to reason, or develop new ideas
so
yer
sorry if you personally took hat as rude, but that was not an intended meaning
i was simply trying to convey the idea, that yes i do know a fair bit about modding, and how important balancing things up are
and to the extent that i have learnt such ideologies from some of the best ra2/YR modders we have seen
ok language interpretation is a common fault to everyone
as you asked for some descriptions, i just grabbed that from my personal file, so it was worded for my understanding and originally just for my sights, i apologize about that
yes the hind havoc idea was, extending your point, i was adding further understanding for clarity and used another appropriate example with the harriers
as i said ive still got alot of testing and actually building to go through, and alot of things change when u start hitting developmental stage and prototyping, so i mean, i was considering making my aegis tank have like a 24 missile burst, so 12 shots from 2 gun ports, and have like a whole minute reload
so brutal to a bunch of kirovs, but better hope teres only 1 wave.
weapon designs are always difficult because of effectiveness, i mean chances are ill be making a new War Head code for every weapon thats normal and veteran
ok just to clear up, i dont have anything to prove, im doing this for some fun and own personal enjoyment
i stopped modding ra2 years ago, but occasionally messed around with little things
i mean im so far out of whack with things its crazy
like i had to think what Soylent was the other day, stupid me
but yer, ive got a few people to talk too, and things to consider
i havent even been down the structure / SW path yet, so
hopefully be majoritabbly done by the time i go back to uni
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I will hunt you down
#15
Posted 24 November 2008 - 09:48 PM
You see, this is what I mean. you do not at all need to go out and verify to me that you know what you are doing. I understand perfectly well that you know well what you are doing and I am not trying to question your knowledge. The entire basis and subject of my argument was about the mod itself. It has NOTHING to do with your modding skills, it has to do with the content of the mod and nothing else. Now do you understand why I say that listing and defending your credentials is unnecessary?actually Worm, im studying product and transport design at university
and ive learnt how to take criticism, but something else ive learnt it that when taking criticism, its good to try deffend your designs to gain the maximum criticism back, and see if people will sway to reason, or develop new ideas
so
yer
sorry if you personally took hat as rude, but that was not an intended meaning
i was simply trying to convey the idea, that yes i do know a fair bit about modding, and how important balancing things up are
and to the extent that i have learnt such ideologies from some of the best ra2/YR modders we have seen
Alright, that's no big deal. It was mostly understandable enough, just those little details that can throw the reader (like me) off.ok language interpretation is a common fault to everyone
as you asked for some descriptions, i just grabbed that from my personal file, so it was worded for my understanding and originally just for my sights, i apologize about that
That's a good point. Things change alot when put from paper into game.as i said ive still got alot of testing and actually building to go through, and alot of things change when u start hitting developmental stage and prototyping, so i mean,
Now this Aegis tank is a purely AA tank, right? If so, that's fine. My reason for asking is because if that was anti ground as well, the player could just run in to the enemy base, fire a massive barrage of 24 aegis missiles, and then run away before the enemy could respond. However, for an AA tank, I actually like the idea.i was considering making my aegis tank have like a 24 missile burst, so 12 shots from 2 gun ports, and have like a whole minute reload
I always make a new warhead for every weapon I make. It allows for more customizability and more flexibility when you need to make balance changes.weapon designs are always difficult because of effectiveness, i mean chances are ill be making a new War Head code for every weapon thats normal and veteran
#16
Posted 25 November 2008 - 12:48 AM
He's not going all out to 'verify that he knows what he is doing.' I interpretted it as him apologizing for the misunderstanding. It seems to me that you are the one being defensive.You see, this is what I mean. you do not at all need to go out and verify to me that you know what you are doing. I understand perfectly well that you know well what you are doing and I am not trying to question your knowledge. The entire basis and subject of my argument was about the mod itself. It has NOTHING to do with your modding skills, it has to do with the content of the mod and nothing else. Now do you understand why I say that listing and defending your credentials is unnecessary?actually Worm, im studying product and transport design at university
and ive learnt how to take criticism, but something else ive learnt it that when taking criticism, its good to try deffend your designs to gain the maximum criticism back, and see if people will sway to reason, or develop new ideas
so
yer
sorry if you personally took hat as rude, but that was not an intended meaning
i was simply trying to convey the idea, that yes i do know a fair bit about modding, and how important balancing things up are
and to the extent that i have learnt such ideologies from some of the best ra2/YR modders we have seen
Edited by myself, 25 November 2008 - 12:49 AM.
Hello everyone. I am back.
#17
Posted 27 November 2008 - 04:33 PM
Basically, what I am trying to say is that is it unnecessary for him to try and defend his credentials, or even mention them. His modding skills are out of the question; it is the mod itself that this conversation is based around, so nowhere should there be anything mentioned about modding skills.
The reason I find it rude to use credentials to defend yourself is because it gives off the message of:
"Even if I am completely and totally wrong here, the fact that I have more experience than you makes me right."
And that kind of logic is really stupid in a debate. It not only comes of as obscenely arrogant, but it makes you seem very defesive and negates any constructive criticism you may have otherwise recieved.
Edited by WoRmINaToR, 03 December 2008 - 01:12 AM.
#18
Posted 28 November 2008 - 04:23 AM
Hello everyone. I am back.
#19
Posted 28 November 2008 - 07:59 AM
it seems to me like you dont understand our point...
we understand your point, we just dont agree with what you are saying.
it is not rude to state your cridentials, as it shows that you know what you are doing, and wont be making noob mistakes with balance and stuff
and you are the the one coming across as arrogant now...
you are coming across as arrogant yourself with statements like this, where you are saying that you are right and they are wrong, when they aren't.pretty obvious that you realised the other person was right, but you don't want to admit it.
but dont take any offense to anything im saying, im just trying to get you to understand that we get what you are saying, but Eagle knows what he is doing when it comes to mods...
((whoa, i repeated myself alot in that... sorry))
Edited by some_wierdGuy, 28 November 2008 - 08:01 AM.
#20
Posted 29 November 2008 - 12:38 AM
I remember the last mod I made (or rather, actually finished) , It was always a rush to see who could build the uber pwn everything bomber first XD
Ctrl+Alt+Del - A webcomic for the gamer in all of us
A final good night Burnie, sleep well mate, rest in peace
Goodbye Tig, you are sorely missed.
Goodbye to you aswell till, you'll also be missed
Xeno, RIP mate
"I'm going to go on the record and say that any substance abuse problem which creates women like that is ok by me"
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