I can't speak on behalf of batista, i don't know much about him, but i don't doubt he was a horrible person, but going from him to castro was frying pan to fryer
anyhow castro did not rely on civilians, castro relied on media support and bribes. A few photoshoots here, a staged train...
i'd have to disagree with you, in smod remastered redux they added iron sights and had between custom cvars added in and the old cvars that were already in the vanilla game, you could tweak damage, health, accuracy, and burst duration of the enemies.
If you up the combine health by about 2 or...
how many people were trying to row free of cuba before batista, how many after?
It used to be a 1st world country before, 3rd world after
Used to have a sizable middle class before, vast majority poverty stricken now unless they are high up in the government.
used to have freedom of speech...
batista's was corrupt, but it didn't have secret police seizing property and sending people to firing squads or jail around the clock. And the communist government ruined the economy pretty fine by itself well before the embargo took effect. Hell, Cuba's government makes a killing every year...
this ain't a hissy fit, this is a solid dicussion on game design specifically related to weapons, i haven't tried to belittle you, so i'd appreciate if the reverse were true.
most of my gripes, anyway, stem from what i see as all this trouble going into making a really believable setting...
the guns matter because its an FPS, an FPS that for the past 4 years has had the exact same guns with only a strider buster added.
after using the same guns for the past 3 iterations of the game, is it wrong to expect to see some new uses for the old stuff, or new weapons altogether?
I'm...
"micromanaging rpg crap" is a far cry from having immersion adding features that make combat feel more real.
Whats the big deal anyway, too much work to rightclick for better accuracy and the feeling that you are using a gun correctly? Anyway the story is only fresh through the first...
From my point of view, valve's strongest point in the HL series has been the narrative. It is what most people respond to and with good reason. They provide a very good one where as most other games don't bother. And then they added the physgun, which added the ability to use loose...
they were added in one of the many versions of smod, and were fun to play with, i don't see why not.
Seriously, hl2's weapon loadout is already showing its age, and has been doing so for a long time. Where other games are exploring different ways of handling weapons, halflife is still stuck...
the real answer is more often than not comes down to
"will adding this feature make a difference in terms of sales? No? then its not a priority, maybe we'll get around to it"
Valve is not a perfect company, they make good games, but they don't seem to focus too much on small scale...
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I'm normally all business when it comes to mic use unless its congradulating some skillful move by another player.
Also wow, looking at some of these ages, i guess i forgot that we aren't all 20 somethings and older. Jeez, some of you kids must've been in kindergarten or preschool...
Scout- Nailgun, behaves like medic's needlegun but the shots go farther and do a tad more damage, replaces the doublebarreled lever action, bears the appearance of an industrial strength construction nailgun. 2nd Alt. Caltrops, replaces pistol, behave like the old tfc caltrops. i.e. an enemy...
Something you should know, and i've seen this first hand. Just about every game out there has stuff cut during development.
A lot of stuff gets cut because there isn't enough time or budget to implement it, or it doesn't mesh with the rest of the gameplay or story, its not as fun as it could...
i think what the crowbar needs to set it apart is to finally stop it from being little more a zero range pistol that never has to reload.
The swings should be more vicseral and powerful, and connecting should really feel meaty with the appropriate camera shakes and sound fx. But aside from...