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About scaR

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  1. It's probably just because people haven't played any decent competitive games that encouraged the use of ADS in so long.
  2. Alright I'll take a step back, multiple snipers would be the issue specifically. I agree with what you've said here, but it's also unrealistic that it'd happen (I was being hypothetical). Agreed, again. But if you think of any decent map, whether it be from CoD1/2/4/CSGO, there's more times than not a cross that can ultimately dictate whether an attacking side goes A or B if the scope manages to get a few picks. And yes, for the most part smokes work well, but if you were to implement multiple scopes into a defensive side on a map such as something like Strike, you can probably imagine the issues that'd be caused from it. Again, if an economy based system was used I wouldn't have a problem with having multiple scopes, but Joe has already mentioned they're working on something special so I guess it'll be another wait and see type thing. Of course all of my opinions here are directed to the competitive rule set, I've got no problems with having no restrictions in pub servers / casual play.
  3. I can't think of anything more annoying than a team full of scopes watching a vital cross on any map. If there's no economy in the game, there must be sniper limits.
  4. That's from a cod4 sp mission, where it made you take into account wind etc. Not the actual mechanic it used in mp.
  5. Is it going to be a thing now that whenever someone doesn't get something their own way... they'll make a thread about it? Come on guys you're heavily critiquing a game before it has even reached alpha, let alone a proper gameplay reveal trailer. I'm not sure where you're getting your spray pattern / RNG theories from, it's the first I've heard of it. Every piece of communication that I've read from the developers thus far (not just suggestive posts from community members) has all pointed towards a CoD2/4 mechanic, which does not include spray patterns or RNG. The developers haven't indicated any real clear direction or as to what they want to do specifically in regards to skins, so I think you're jumping at conclusions waaaay too early and are just getting worked up by the amount of people that are in favour of the CSGO style compared to the authentic style that clearly you're after. And you're getting upset over non-cookable grenades? Come on now, how is that a game breaker for whatever side of the fence you sit on in regards to competitive or casual? I just don't see the point in people complaining about the same points that have already been discussed to their death previously without even opening the game up first and giving it a crack.
  6. The fact that you PAID for a config and the majority of auscod with half a brain only remembers you as a delinquent who regurgitates garbage which you'd probably refer to as words is hilarious. Oh, did the config you paid for change the game engine too? CoD2 only had DirectX 7 & 9 mate. So.. jokes on you. I'm beginning to wonder if you even knew how to open up the main menu by yourself, let alone run a config?
  7. I'm honestly not sure if you're baiting or just stupid, but CoD2 didn't support dx11. The fact that you also bought a well-known fps config that was free to the community is pretty funny. Thanks captain obvious. What point are you actually trying to make here?
  8. Don't think so, but when the Australian scene was still active it was. Might not have done much good against blocking the majority of paid hacks, but did at least block a few commands within the game itself to stop easily available exploits (hence my point). And I don't see how it'll be any different this time around either? Battalion will bring the same great core game that CoD1/2/4 did, just like it'll bring that same platform that will allow mods to be developed for casual and competitive gamers alike. No ones denying that there'll be a casual side of the game dude (a big one most likely too), but clearly at this stage in its development competitive is taking the charge due to being the immediate target audience of the devs. I can see where you're coming from, but I believe you'll just have to be patient and see what you think upon Alpha release. It's really too soon to start dismissing the direction of the game.
  9. Would love to see a legit screenshot in CoD2 with ambient occlusion off where you see through "basicly thick smoke". With PB on and a server running PAM. CoD4 promod addressed any issues with people seeing through smoke by forcing you to have a certain command set at a particular value. The devs are well familiar with the CoD2/4(&promod/pam) so if you believe that some of these problems encountered in these previous games wont be considered in battalion I don't think you're giving the devs the credit that they deserve.
  10. The majority of those exploits found were also blocked/banned in either later updates by the developer themselves or by 3rd-party mods or even through forced rulesets implemented by competitions. We're not dealing with the quake engine anymore, and I know you're just using it as an example, but you can't rule out giving users the ability to run the game how they want to just because a much older and different engine had problems. I'm not saying we wont hit any potholes with the unreal engine the game's being developed with now, but we're already quite aware that the developers are in it for the long haul so I'm not worried in the slightest about any possible problems not being addressed. I think you're jumping to extremes here pal.
  11. Brammertron has already said that if they decide to implement the custom/crazy skins an option will be available to turn them off, which I'm presuming will be client-side, or possibly an independent setting for servers. So why are people still arguing?
  12. It's not as if playing on lower graphics gives you wall hacks mate. Every decent CoD to date (cod1,2,4,waw) had methods of tweaking your settings through your config files. There were even publicly available FPS configs like the yitch series that people with lower-end computers used in order to be able to play the game at a stable FPS. All this might mean is that you wont be able to sit in your favourite bush in the corner of a map like a pleb and not be seen.
  13. For someone whose currently an owner of a 970, this is great to hear! I'm guessing though I wont be able to do any 333 fps silent running with it though ;). Thanks very much for your quick response @[DEV] BRAMMERTRON.
  14. EDIT: Found these on the battalion store page on steam. @[CM] BigTuna can we expect a more detailed recommended hardware list at some point so we can make sure that we're alpha ready? MINIMUM: OS: Windows 7 SP1 (x64), Windows 8 (x64) Processor: 2.4 GHz Dual-Core 64-bit CPU Memory: 6 GB RAM Graphics: Geforce GTX 570 or AMD Radeon HD 7850 DirectX: Version 11 Network: Broadband Internet connection Storage: 5 GB available space RECOMMENDED: OS: Windows 10 (x64) Processor: 3+ GHz Quad-Core 64-bit CPU Memory: 8 GB RAM Graphics: DX12 Compatible GPU with 4 GB VRAM DirectX: Version 12 Network: Broadband Internet connection Storage: 5 GB available space
  15. I was referring more to how the smoke itself behaves rather than the quantity haha. Being that if the smoke is h00ge like CoD2, 1 smoke per team, but CoD4-like smoke obviously you could get away with a few more.