MegaMek
#21
Posted 18 November 2011 - 07:08 PM
#22
Posted 18 November 2011 - 07:32 PM
#23
Posted 18 November 2011 - 08:58 PM
How are we going to do this?
#24
Posted 19 November 2011 - 04:14 AM
#25
Posted 19 November 2011 - 06:28 AM
#26
Posted 19 November 2011 - 07:45 AM
#27
Posted 19 November 2011 - 07:49 AM
Patriot, on 19 November 2011 - 07:45 AM, said:
I have a pretty good rules setup for my server, a blend of the not idiotic TacOps rules and some RPG settings.
add my MSN, matthew_yeager@hotmail.com, and we can maybe get a small game going today.
#28
Posted 19 November 2011 - 12:20 PM
Lucky guy gets all the ammo rack kills
#29
Posted 19 November 2011 - 02:27 PM
#30
Posted 19 November 2011 - 02:38 PM
#32
Posted 19 November 2011 - 11:04 PM
#33
Posted 20 November 2011 - 03:17 AM
#35
Posted 20 November 2011 - 11:43 AM
#36
Posted 22 November 2011 - 07:33 PM
#37
Posted 22 November 2011 - 09:29 PM
#38
Posted 22 November 2011 - 09:41 PM
Did they ever fix the squirrely dice code? Main reason I quit playing was the statistically aberrant numbers of headshots and critical hits in earlier versions.
#39
Posted 22 November 2011 - 09:57 PM
Edited by Cik, 22 November 2011 - 10:18 PM.
#40
Posted 22 November 2011 - 10:06 PM
CaveMan, on 22 November 2011 - 09:41 PM, said:
Did they ever fix the squirrely dice code? Main reason I quit playing was the statistically aberrant numbers of headshots and critical hits in earlier versions.
A lot of that feeling was just the adjustment from playing pure TT to online, especially at the higher tech levels. Not only do you have a wider variety of people to play against (including some of the best players in the world) but you also start seeing more of the cluster weapons since you don't have to roll individually/mark off bubbles.
There are several log analyzers out ther, and every server I've played on (which is most of them) was statistically accurate over the course of time.
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