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Topics - ~{PLA}~ Seth

#21
So people are always talking about how if you really know what you're doing, space battles take like 5 minutes even when the points are cranked up to 300 or so, right? Well, I just thought up a little mod map to stop that. Here's what I have in mind:

The points possible for the match: 1,000 (!)
The era: GCW
The Map: Death Star Space
Layout: 2 Imperial capital ships, 1 Rebel capital ship, 1 ground rebel base, (Yavin 4 Temple CP, with X-wings and Y-wings in it, you glide over the trees for a second or so (Hangar is above the trees) and you see a brief space hyperdrive type thingy, and poof, you are in space.) and for the Imps: The Death Star itself.
Death Star: Glide over the surface for a bit, then there is a long, narrow trench. At the end lies a small thermal exhaust port (Or something that looks like that, maybe just a whole in the trench. I don't know.) Which the X-wing can lock onto and fire its missiles at, destroying the death star. The Empire, of course, has the two hangars in the Death Star to launch their ships from. (CPs 1 and 6) Beyond that, is the Death Star: Interior map, minus CPs, or at least no capturable ones. Along the trench is TONS of auto-turrets.
Points: Standard, 1 point for each kill, 18 points for capital ship systems, and for the Rebs: If they manage to get an X-wing in the trench and destroy the DS, they get the full 1,000 points right then and there. (Heck YES!)
Ships: No landing craft/transports for either side, besides that all ships for imperials, but for the Rebs: Mostly X-wings with a couple Y-wings here and there. Like a 6:2 ratio of X-wings to Y-wings. (6 being X-wings)
Obviously, this would be dead hard as the rebs, but dead fun. Any thoughts?
#22
Just a topic for the sharing of weird/disturbing/amazing/insane/awkward SWBF moments. The one I can think of right now is a couple days ago I was playing a SWBF2 Tantive level as the rebels, I got to the engine room, and I see a stormtrooper up on the ledge, so I chuck a nade at him. It hits him smack on the head, bounces off, and the stormie is running around in circles, panicing. Oh, and once on Kashyyyk:Docks in SWBF1, I was being a reb vanguard and shooting the walkers from the pier, and I jumped onto one for fun. The walker freaks out, turning, looking up, shooting, and then out of nowhere it explodes and disappears into thin air.

Crazy stuff.
#23
So, I've had SWBF2 for like 5 days, and I do like it, (SWBF1 is still my favorite though.  :tu:)
with the space battles (If you crank up the point count to 300 or so) the new units, the fact that you have to EARN the special classes and there's a 4 unit limit on them is a HUGE improvement for multiplayer, to prevent the frequently-reported "Jet trooper" incidents where EVERYBODY on the Republic team is a JP. Dead fun as the clones, downright annoying as the CIS. I also like the new maps, new game types, the improved campaign, and all that, (Except for the heroes, makes it too easy, I turn 'em off. :tu:" but I absolutely LOATHE the award weapons. The award rifle is just weird, the auto repair should be given to the engineer and pilot automatically, rather than all classes being to use it and the engineer having to earn it. The beam rifle is just APPALING. It's a one hit kill sniper rifle that can go through multiple enemies. But that's not the worst part. If you get a headshot, 0 health off their bar. A legshot/body shot kills instantly though, like I said. The precision pistol is fun to use, but it's basically just a sniper rifle that can fire like a blaster rifle. 3 hits and they're dead. They don't even know what hit em. There's more, but I don't feel like going into them. Anyway, I was wondering if these can be disabled, being unable to earn them. Or stopping the number I've times you've gotten it at 0, so you can't go on to Veteran, Elite, and finally Legendary award statuses. Is this possible? Anybody willing to work on this?
#24
Requests / New Droid Looks (Somewhat)
October 08, 2009, 04:33:32 PM
So you know how in GCW, the unit's armor or clothing differs in the maps? Like on Yavin, Endor, and Kashyyyk for the rebs, they're all camo. And the snowtrooper is on Rhen Var and Hoth. Well, I think the droids should have some camoflouge too. Like, for Yavin, Kashyyyk, and Naboo: Plains, the Droid Vanguard, Droid Pilot, and Assassin droid should have like an army camo paintjob all over. And on Rhen Var, something to blend into the snow. Maybe just white or maybe like gray and white camo pattern. That'd be cool. But only for the vanguard, pilot, and sniper. More realistic that way. Everything else remains the same, just new looks for the B1's. Normal everywhere else.
#25
So I've just been thinking about the "secret" places to capture CPs, and I thought "Why not make a list on MPCGamers?" So here it is. Feel free to contribute your own places, and I will add them to the list. Kind of like Ryanoceros's Custom Map Review. Here are all the ones I know of:

Bespin Platforms:
The Command and Control Cps can be taken on the small ledge above the ramp leading up by the Anti Air Turrets. The Extractor can be taken from behind those little wall type things sticking out from the ceiling. Not so secret, but it sure beats standing out in the open. The Extractor can also be taken from atop the thing right around the CP, but is difficult to get to unless you are a jet unit.

Bespin: Cloud City
The Walkway command post can be taken from slightly out of the room in the little door that connects the CP room and the bridge. The Chamber can be taken from both above and below. Not so secret, again, but different positions can be better depending on the situation.

Endor: Bunker
Nothing here. Move along. Although you might be able to take some CPs on the ramps. Not sure though. I'll test it.

Geonosis: Spire
One of the BEST CP capture points in the game, is atop of Derelict. Fly/Grenade-a-pault up there, and boom, you are beginning to capture the CP. Even better if you are lying down (It is very hard to get up there without a jet. You need a PERFECT nade-a-pault.) and away from the part on top where you can be partially seen.

Hoth: Echo Base
In Echo Base, you can nade-a-pault or jet up to the Millenium Falcon, and close to the edge you can take the CP. The Bunker and Outpost command posts can be taken from the top. Any unit can jump on the rampish part to get up to the roof. The Bunker and Outpost can also be taken from slightly inside the halls linking them to the Shield Generator (In the Bunker's case) and the Control and Echo Base hangar (In the case of the Outpost).

Kamino: Tipoca City.
I don't think there are any here.

Kashyyyk: Islands
Either of the Harbors (East and West) can be captured from any of the huts around the CP. The North Village can be captured inside the long hut. The Landing Zone can also be captured in the long hut nearby.

Kashyyyk: Docks
I don't think there are any here. Let me know if you find one though. ;)

Naboo: Plains
Again, I don't think there's anything special here.

Naboo: Theed.
Once more, I don't think that there any here. The Embassy can be taken from inside the fountain though.

Rhen Var: Harbor
On the Fortress CP, as a jet unit, you can fly up to those tall, skinny things and take the CP from up there. Works on all of them. In the Ice Caves, you can take them from inside that little thing of ice jutting out with the ramp leading up and inside it.

Rhen Var: Citadel
The COurtyard can be captured from slightly up the staircase out of view.

Tatooine: Dune Sea
The Bluff CP can be captured on the edge of the ledge behind it. If you didn't know, you can access this rock platform from a small ramp by the Sarlaac.

Tatooine: Mos Eisley
Lots here. The Housing CP has several buildings around it, and they can all be used to capture them if one the ledges. The best one though, is the one that is in the direction of the Market, where you can lie down and capture it undetected. The Warehouse can be taken from the edge of the house with the stairs on it. The Market can be captured on top of the building with stairs on it and a turret. (If built)

Yavin 4: Temple
The Fountain command post can be captured from atop one of the many similiar squarish platforms in and around the circlular fountain.

Yavin 4: Arena
None that I know of.

Tatooine: Jabba's Palace
None that I know of.

Again, please contribute any information on this topic that you can add and I will add it to the list. Also, if you are having trouble knowing where I'm talking about on some of the places (Likely, as I think my descriptions started to droop towards the end. Some of them are just hard to describe though)
Thanks for reading!
#26
Requests / (Maybe) A New Idea
September 21, 2009, 03:57:23 PM
So you all know that BF2 has space battles, BF1 doesn't. Well, I just started knocking some ideas around, and I was thinking, why not? Well, how I assume you could do it, is like this: On certain maps there destructible CP's, so, why not take the data or whatever from those DCPs, and take it into a big ship, then rename it. But make the health bar smaller, so that it can be destroyed with unit weapons. The Shield Bunker on Endor for example, that would be the DCP data I'm talking about, since it's the only CP that can be reallistically taken out with a soldier/rocket/wookie. So put 3 of those on a ship, and change the name to match those of BF2 if you can, (Shield something, Life Support System, Engines) and make the CP in side uncapturable. Then, just put in an open background, all spacey, then put another big ship on the other side. Then, just put several ships in each side's hangar accordingly. Turning the gunships in CW era to semi-mobile (Land in hangar) CP's would be cool, but not necessary if it's too hard. Units to match the space battles in BF2 would be really great too. (Commando pistol, fusion cutter, time bombs and auto-repair ability for pilot, blaster rifle, rocket launcher, grenades for marine) I think this would be a cool idea, not sure if it would work though. What do you think?
#27
SWBF1 Modding / Modding Questions
September 13, 2009, 09:31:49 AM
Hey guys, lately I've been wondering how to make custom maps. Where do you get the mod tools? How do you do it?  Because I've been wanting to make my "dream" map for a couple of weeks. Oh, I've noticed that on lots of custom maps, they use parts from other maps. I'd like to do that on it.

When I do learn how to do it, here's a quick preview of what the map will look like. (If you care)
It'll be a Rhen Var map, with lots of parts from Harbor and Citadel. There's a big, open arena in the middle, with a CP close to the center of it. (I imagine this will be a very contested CP) There will be about 5 or 6 doors leading out, with 2 or 3 of them big enough for tanks and other vehicles (Excluding speeders, they can go through any of the doors) but only one big enough for the AT-TE or AT-AT. This map will have all but a few of the aerial vehicles in the game*. In the southeast corner of the arena, there will be a really high tower with stairs to climb, with each floor getting slightly smaller, with a CP at the top in a small room with health and ammo droids. (I imagine snipers will LOOOOOVE having this for a CP) Underneath all that, there's a series of underground tunnels, with a cp in the middle of them. These tunnels will look like the Crypt in Citadel, except for the fire in the middle. Last thing about the arena: The walls are about as high as an AT-AT, but the tower is higher still. Now, outside the arena, vehicles are free to roam, with vehicle repair droids here and there. Also, the Empire's AT-AT or the Republic's AT-TE starts on the middle of the south side of the map. Then, there are fortified CP's on opposite ends of the map, where most of a side's vehicles spawn. These cp's will be the heavy kind, taller and take longer to capture.
That's basically it.

******** There will also be a no-vehicle version of this map, with all vehicles removed. Note that speeders and staps will remain because it will be a big map. This is for people who prefer it this way AND mostly for online play, to keep tankeers from parking their butt at your last CP and blasting anything that turns his reticle red in sight. I  really hate when someone does that.  :td:
#28
Star Wars Battlefront (2004 Original) / AT-TE vs. AT-AT
September 12, 2009, 10:08:51 PM
Note: This is for the IN-GAME walkers for Battlefront 1. Also, don't say anything like, "It looks cooler." Please. Please give a reason why you prefer one or the other, too.



So, just thinking, I was wondering about the two big walkers in battlefront, the AT-TE (Republic walker) and the AT-AT (Empire walker) and wondered which most people would think was superior. So, feel free to post your thoughts, why you chose the walker that you did, and why you didn't choose the walker that you didn't.

I personally feel that the AT-TE is a better walker, given it is superior (IMO) in several ways. First, it holds three people instead of two. Second and foremost, is that the AT-TE can fire in all directions. YOu have the green heavy lasers in the front controlled by the pilot to fire in front of the walker. Then, you have the madly powerful big turret on top that shoots the big, blue, slow laser to give extra support in the front, extra support in the back, and to cover both sides, given it's a 360 swivel. Then you have the great gun in the back that shoots lasers in 6 doubles, rather than 2 quadruples, unlike in the front. It also fires fast. Lastly, it's shorter and slightly faster. SLIGHTLY. The reason shorter is good is because no CIS vehicles can fit under the walker, whether on Geonosis or Rhen Var Harbor. With an ATAT on Rhen Var Harbor, a human tank pilot can easily keep behind or under you, leaving you powerless to stop the walker's destruction.
All in all my opinion is:    AT-TE>AT-AT
#29
Star Wars Battlefront (2004 Original) / Keyboard Technique
September 07, 2009, 10:00:07 PM
This is a pretty random thing, but I was just wondering about keyboard technique. Like what fingers on what buttons, etc. Mine is middle finger on W for forward and S for back (I'll switch as needed) When I need to strafe, I'll use my third finger to press A to go left and first go right. (I'll have those one all the time) I'll also keep my thumb close to the space bar, should I need to jump or roll. BTW, I think using the letters instead of arrows to move around is a better idea because you're closer to your "Switch weapon" keys, i.e. Rocket launcher to pistol, grenade to mine, etc. And then I'll keep my right hand on the mouse all the time. So, does this sound like your technique? A bad one? A good one? Just give me your thoughts.
#30
Requests / BF2 Kashyyyk
September 07, 2009, 08:20:09 PM
The Kashyyyk from BF2 is probably my favorite map in both battlefronts. C'mon, there's something for everybody. You have the sea wall (I don't care if it isn't destroyable) and the piers and platforms to snipe from, lots of open sky for jets, open spaces and enclosed places for fighting, vehicles to blow up, (We'd have to replace the snail droids with the other CIS tank though) see, there's everything all in one convenient map. I'd love to see a BF2 Kashyyyk for BF1, since as I already said, it's my favorite.
Thanks!
#31
Hi all, I just joined today at the request of my clanmate jedikiller, (Good call jedikiller, I like it here) I recently joined PLA  :cheer: :tu: :biggrin: and wanted to introduce myself, I play Star Wars Battlefront (This site is for more than that right? Man, this is gonna be kinda embarrassing if I later learn that this site is just Star Wars Battlefront) Anyway, I definitely will be on MPCGamers frequently and I already love the downloads section! (For the SWBF2 maps that have been ported over) So yeah, I like this site already, and hope that Star Wars Battlefront lives a long life.