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Yer while not relevant to this thread this is a far bigger issue. If you are gonna come out of the hatch on a tank you should expect to get shot in the face as your head pops up, not appear in a random position outside the tank to get the jump on the person waiting for you.
As for weapon...
Even that sounds a bit complex - you could just have one button that throws the gun to the ground and automatically switches to the next weapon (not grenade). Sorta like how the reloading works - one button.
Xendance TW have a licence for the Unreal Engine 3 do they not?
THey have a fantastic game ATM running on an aging engine for reasons noted (ie 32 player limit) and the quality of the graphics is not proportional to the rig required to run the game well. These things aside I still think this...
Look good - go for it SgtHenry!
The only comment above worth considering is the negativity issue, in that there has been some negativity, not sure if its mostly negative. "A lot" maybe?
Some good ideas on this page. How about this one: each player has a limited number of respawns so that one run n gun noob doesn't ruin it for the whole team? That way the run n gunner's would be more careful and the campers would have to get amongst the action at some stage before they find...
Harry Truman you've gone off track. These guys are talking about the realism of the gun itself, not how to do well with the gun. All your tactics aren't relevant to this conversation (I'm sure they're great however) - all that is relevant is how does the gun behave. Is it accurate to real life...
Most of you folks are missing the point. Its not just a netcode issue, the Unreal is very cpu-hungry and for each player you add it requires a ton more cpu. The devs were saying you would need a server with 8ghz cpu to run a 64 player server simply because the engine was never designed to host...
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