base != mod
Yogi said:Uh, OGL base competition easily beat that number. Over 200 at one point.
marantz said:i just dont understand how all these shitter/renegaydes morons can honestly think their mods require more skill than base. they all have overpowered turrets and vehicles that rack up kills instead of how it was MEANT to be played in base base (a mod which relies MUCH more heavily on player skill than deployables).
in short, how can you think that deploying something to kill ppl takes more skill than killing the person yourself
NAT Mav said:Is is that much better to be pubbing in base and have 3 LD, 2 Snipers, and a HoF to go against with 1 or 2 O? I can't speak for Renegaydes or Shitter, but the better cappers and HO in Havoc could render all of those turrets and sensors useless if not deployed properly. Everyone pictures it as a turtle fest because of all the defense-oriented stuff that was added, but the firepower available really outweighed it if used properly.
Cavalier said:Thats nice, and base has been considered a mod since when?
insidious said:base != mod
NiSm0- said:Mod means "Modification"
TAC, Ren, Havoc etc. are mods
Base is the standard. every mod is based on it..
race I never got into but you know I was always down for some arenaThrax Panda said:Race & Arena
I played too much arena with Piltdown and Chopbucket.Panda Star said:race I never got into but you know I was always down for some arena
Cloaked objects worked fine in OpenGL, software they were still visible though. Although if it was a cloaked player, their IFF would still show up.NAT Mav said:Yes, T1 had a problem with cloaked objects when running in OpenGL. I don't think it was a problem in T2, since it was designed from the ground up to have cloaked players.
NAT Mav said:Yes, T1 had a problem with cloaked objects when running in OpenGL. I don't think it was a problem in T2, since it was designed from the ground up to have cloaked players.