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Messages - Tingalz

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1
Clan Discussion / Re: Asre aseult regrant extrem stabbers
« on: March 15, 2025, 08:13:57 PM »
please don't double post

2
Clan Discussion / Re: Asre aseult regrant extrem stabbers
« on: March 15, 2025, 07:35:08 PM »
im sorry. i take it back  do you forgive me
cringe

3
Clan Discussion / Re: Asre aseult regrant extrem stabbers
« on: March 15, 2025, 07:24:53 PM »
i don't think that's how you spell it

Please stop criticizing me. I am trying my best

4
Clan Discussion / Re: Asre aseult regrant extrem stabbers
« on: March 15, 2025, 07:22:18 PM »
Leman Russ&*

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Clan Discussion / Re: Asre aseult regrant extrem stabbers
« on: March 15, 2025, 07:08:24 PM »
Ares*

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Clan Discussion / Re: Asre aseult regrant extrem stabbers
« on: March 15, 2025, 06:53:05 PM »
Lemon Ruse addon link (official Aees mod):   https://mediafire.com/a628Hej7eh

7
Off Topic / Re: hi im niksel and i still love port
« on: May 18, 2020, 02:39:07 AM »

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Add-Ons / Re: Warhammer: Space Marine Playertypes
« on: May 23, 2017, 02:22:35 AM »
i like it

9
General Discussion / Re: RandomizerDM - Thoughts?
« on: October 18, 2016, 10:38:45 AM »
I feel that for a randomizer DM, one life works the best. It forces you to work with what you're given and assess the strengths and weaknesses of your items and the items of those around you, instead of just killing yourself because you got the stubgun.

Also, having lives prevents someone with an op loadout from dominating for too long. As of right now someone can camp in a corner with a 3.0x grenade launcher and kill anyone on the map for 4 minutes straight. With lives on, starfishs like that can get their cheap victory quickly, pat themselves on the back, and then go back to being stuck with the stubgun.

With one life, getting kills was meaningful. It was fun being able to clear the map with a stubgun, because that meant something. You already had systems in place to remove the major drawbacks of having one life, like the reveal system and the 2-lives-for-a-while thing. Getting killed wasn't even that bad, because it's still pretty fun to watch other people play. Rounds are only 4 minutes.

That's not to say that no lives isn't fun. Having lives just works better with the nature of the game. I'd make no-lives-mode a special round.

also update the warhammer weapons, i hate the old boltgun particles

10
Add-Ons / Re: 40K Imperial Guard (Updated)
« on: October 16, 2016, 11:07:46 PM »
Just the default one from what I remember.
It probably still has something to do with the fact that deploying a heavy weapon changes your playertype. I'm currently working on a different system.

11
Add-Ons / Re: 40K Imperial Guard (Updated)
« on: October 16, 2016, 09:45:45 PM »
I think it was some glitch I got while messing with bots, that only happened about once, not sure if I can replicate it, i did try and nothing happened.

All I did was use the autocannon, deploy, and then when I got hit with the default gun my health would go away for a second.
What playertype were you playing as?

12
Add-Ons / Re: 40K Imperial Guard (Updated)
« on: October 16, 2016, 08:45:01 PM »
Seems deployed players have regen health, intentional?
I'm not getting this issue (on an actual fresh install this time). Post console.log

13
Add-Ons / Re: 40K Imperial Guard (Updated)
« on: October 14, 2016, 03:22:31 PM »
Nothing I just had default stuff along with the new duplicator and fillcan. Might be because I havent updated Glass yet?
http://i.imgur.com/d4PMkDb.png
Yeah I just got on my laptop and the same thing is happening on a fresh install.

Also there's a CI error for the shotgun. I'll fix everything soon.

EDIT: ok i just fixed everything. updated on mediafire and blockland glass

14
Add-Ons / Re: 40K Imperial Guard (Updated)
« on: October 14, 2016, 03:07:13 PM »
The lasgun and hellgun lasers shoot vertically
What add-ons are you running alongside it?

and can I please get a picture of this.

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Add-Ons / Re: 40K Imperial Guard (Updated)
« on: October 14, 2016, 12:12:52 AM »
Will you release someday the Space Marine playertype and the Orc one?
No.

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