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Now that Crysis 2 has mod capability, will we be able to run this mod regardless of version ? Or will you need to test what happens on the later versions first ? And how soon will we have a version of this to activate in the Crysis 2 mod menu ?
By the way, does this work on the steam version of Crysis ?
Hmm ... will later versions feature Nano-Suit Marines that fight along with the Army Rangers ? I figure that would help balance out the Marines not having an elite or heavy unit that could survive gunfire as well as enemy vehicles and tanks.
The Main Download doesn't seem to be working, it just times out. -Wait mirrors were not working, not responding to clicking, but it's downloading now.
Hey Carnius, could this new one feature a weapon upgrade you could choose for it? Cause I liked the variant of harvesters GDI had in Kane's Wrath (Missle & Garrison).
If Sensor Arrays are going to be available for GDI units, could they also feature the artillery strike support ring that the snipers have to help juggernauts strike at long distance targets ? But difference is the arrays have twice the support range of the snipers ?
I'll give this a try, seems like the only mod available, but I guess it's the SDK issue. One question though, are you able to adjust fire-rates on weapons ? Since I figure for the drum magazine upgrades for the mp40/43 the fire rate could be increased along with the magazine capacity.
One thing I hate about certain games is they AWAYS give you too much ammo. I never had to resort to conserving ammunition by using melee moves which was sad.
The combination of extreme mutilation from the nuclear explosion and being warped by Alma's psychological emissions.
Hate to say it, but I'm also getting the blur, plus when I start a game it either lasts either 5 seconds to a minute or so into the level then it just freezes up or gets a critical error, this is running with my Vista with all graphics settings maxed out.
I also still get that Stun Baton text when I look at the machete too.
FCAM 2 ? Is that a new FCAM mod or is it something to be released in FCAM v2 later on ?
Hey Garcy, I it says ProjectX 4.4 in the mod summery, does FCAM use or support it ? Or is that something else you've worked on ?
Hey Vlad, I'm curious as to the new weapons as there's no description about them, I don't suppose you could tell me what they are and any special feature to each one ?
Also are the Mercs armed with some of them as well ?
Well in the meantime is there a way to 'isolate' file responsible for the weapon drop bug from the 1.8.3 patch update and install the rest of the update to FCAM ?
Just testing this out in Singleplayer, quite awesome so far. But could you bring back the Garrison Repair feature for the Engineer ? I find it hard to believe he's able to enter some hi-tech building and restore it to 100% and yet he cannot for some low-tech garrison bunker or simple structure.
If this is a 'epic' unit for the GDI, maybe it should have some 'hardpoint' locations for infantry to customize like the MARV.
Are you planning on Replacing this in a later version ? The Mammoth is cool an all, but the MARV is really the definition of Epic, plus you could probably have it fire high explosive warheads than sonic rounds.
With the GDI harvesters, since there were 3 different types are they all going to be included ?
If so does it randomly pick between the 3 when you build a refinery ?
Was hoping to find something like this.
Hmm ... So with this mod are you able to play the normal GDI, NOD and Scrin single player campaigns with this ?
And from what I understand, each side can use ALL of their 2 fraction units ?
It's a shame they didn't use the Arachnotron in the official release of Doom3 as the Trite didn't quite cut it as a scary spider.
But if the Arachnotron is making a return, does that mean we'll see the bigger brother, the Master Mind ?