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Thread: Wasteland .9g Test Reports Thread
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04-21-14, 12:04 PM #61
Re: Wasteland .9g Test Reports Thread
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04-21-14, 12:09 PM #62
Re: Wasteland .9g Test Reports Thread
Last edited by SourceSkills; 04-21-14 at 12:16 PM.
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04-21-14, 01:13 PM #65
Re: Wasteland .9g Test Reports Thread
Well I have a feeling that if Rev does do what you ask we will be back to every little bump and thing you hit no matter how insignificant will ruin the vehicle. The idea of a VDM rule is a well respected one within Arma so it could be a healthy alternative if it does turn out to be that way. If it doesn't then I guess no need but it's still just an idea non the less.
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04-22-14, 06:45 AM #69
Re: Wasteland .9g Test Reports Thread
Running over enemies is a time-honored Wasteland tradition. Now, as the runoveree, you can bait someone to try, take out their tires and then cut them down as they hop out. BUT, that does mean that the vehicle damage has to be more inline with what we had before back on Stratis.
Sent from an undisclosed location.
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04-22-14, 09:49 AM #70
Re: Wasteland .9g Test Reports Thread
Question : : : Does anyone know if the removal of spawning base building material could help out with server-performance, and if so, would anyone rage or be sad if it was removed from the spawn-table? ? ? Its easy enough to get money and take a trip to your local friendly generalstore-vendor isent it?
IF it would help, would you want it removed?
There would be less stuff floating around looking ugly and clogging up the server i suspect. Yay/nay?
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