Experienced in a lot of games, at playing games. Now is helping out with a friend's game.

Comment History  (90 - 120 of 547)
Dra6o0n Jul 25 2011, 2:55am says:

The only problem I see in creating game development for a mobile device is that controls always suffers for it in the long run unless you are creative enough to use it...

A third person shooter that has similar to joystick or keyboard and mouse will suffer somewhat because you will be limited in those touch screen interfaces in mid battle...

The best solution is probably converting it from a TPS to a Third person strategy.

Think Fallout, with movement and stuff decided by environments...

It is a neat idea since players will be required to plan things out, but the "fast pace" gameplay will be compromised.

Maybe adding some context sensitive buttons for zombie events would be handy?

Like Resident Evil 5's way of limiting controls so the gameplay becomes challenging in it's own way.

+1 vote   game: Desert Zombie: Last Stand
Dra6o0n Mar 23 2011, 1:29am says:

Now all you need is tweak the AI to some extent so they have different "reactions" according to the environment.


Shocked - When you approached them out of nowhere, instantly, it makes them fumble and not able to react because you took them by surprise.

Curious - When partial sighting occurs, and/or they hear you from afar, but don't know who it is exactly. They Cautiously approach the area they think you are at and investigate it.

Alert - When a npc already knows there's a opponent around, but does not know where he is, he'll search around the place and will not be possible to take by surprise.

Kinda Metal Gear Solid style eh?

Also, sound waves shouldn't go through objects quite easily unless its a thin object, like multi-story floors.

+1 vote   article: New Overgrowth a123 video devlog
Dra6o0n Oct 22 2010, 2:01pm says:

How come some of the swinging animation looks odd? Like slashing downwards with one handed but it looks like your fapping your wrist instead of moving the arm?

+1 vote   media: Gameplay Features Demonstration
Dra6o0n Sep 1 2010, 11:50pm says:

As good as the development on Sven-coop 2 can be... The source game engine must be hellish to work with, since many programmers decided to move onto newer and more "efficient" engines, or to create their own.

But nonetheless, Source will work, ONLY if you are experienced to make it work, like Valve. Otherwise, you'll end up producing something extremely buggy and disastrous! D:

+1 vote   article: Final Sven Co-op 4.5 Release Countdown
Dra6o0n Jul 7 2010, 12:16am replied:

If you look for freelance animators they could offer it at a even less price for the same quality... >_>
I know they are out there, hiding.

+1 vote   article: Initial motion capture tests [HD Video]
Dra6o0n Jun 13 2010, 1:20am says:

Hopefully, you guys will work on making the gameplay more smoother to view, because most of the time, the green trapar can blind your screen if you do flips or something... Maybe find a way to hide the particle effects when your camera is too close to it or something.

It can be a bit cool if you can enable a optional fixed camera onto the LFO, so if you flip upside down, your camera is upside down.

I'm pretty good at analyzing games, but I think I also realized that I can't program or model/animate as well because of that (I think i found my weakspot). I'm good at "seeing" it, but I can't really craft it... LOL, maybe this is why computer programmer is boring me... I prefer to test and analyze games over making them (even though I have a ton of ideas in my head).

+1 vote   article: Lift News 26 - Lift needs testers
Dra6o0n Nov 24 2009, 9:09am says:

Free but I personally find AVA to be better for a better reason, at least they don't impart slow movement in the game...

This game tends to side with paid players more, so don't complain if you get killed by a HMG wielding player 10 times in a row, or from a grenade launcher...

They use specialist as a way to overpower you...

Nexon's "Good" Games I'd recommend:
- Mabinogi
- Maplestory
- Dungeon Fighter Online

Other publishers:
- Ijji's AVA, etc.
- Might also be some other publishers that I didn't mention because they are so clouded by the bigger ones... Like Aeria games, which fails for being a "good" publisher...

+1 vote   game: Combat Arms
Dra6o0n Nov 7 2009, 1:10am replied:

Only the really really really popular mods from makesomethingunreal.com seems to be able to do it, The haunted still needs a lot of work before it can be close to that.

0 votes   article: The Ball Stand Alone UDK Demo
Dra6o0n Sep 28 2009, 11:59pm says:

Wonder if there's also play dead zombies...

And Ankle Biters that clutches onto your ankles and won't let go until you shoot it in the head...

+2 votes   media: The Crawler Concept Art
Dra6o0n Aug 11 2009, 6:41pm says:

Soft armor variants for Camouflaging, should be use of leaves covering soft armor, to hide the user in the environment. It would be interesting if branches can be taken from trees and bushes to be used as tools to extend and camouflage even further... Then throwing those tools away just as easily when attempting a ambush.

+2 votes   article: Armor Types in Overgrowth
Dra6o0n Aug 7 2009, 12:07am says:

Fun if you can set up a commander mod = controlling zombies thru ai?

Supply drop = Spawn zombie group
Artillery = Viral outbreak (more zombies but more naturally hidden)
UAV = dark clouds covers the sun and light... Allows scanning of survivors?

+1 vote   mod: Zombie Mod
Dra6o0n May 7 2009, 7:18pm says:

For good racing map, i suggest you make a ancient underground ruins with mazes and traps and maybe the timer can trigger once you've taken the item from the altar, which triggers a deadly trap that can seal you in!
No need for checkpoints to increase timer but maybe pathing can be different and escaping comes in a variety of paths you choose and each one is connected to the exit.

The the player didn't leave the exit in time, the ruins collapses and means death.

Since this game has character using ninja like moves, obstacles can be the basic wall to wall jumps, long jumps, dodging traps, and outrunning a giant rolling boulder...

+1 vote   article: Overgrowth race course demo - HD Video
Dra6o0n Nov 3 2008, 11:16pm says:

All these customization... So Oblivion is going Gmod?

+1 vote   mod: Oblivion Customization Mod
Dra6o0n Oct 17 2008, 7:29pm says:

You may need to tweak the zombie's health and ability when making a zombie mod, since your mod is more closely related to dead rising zombies.

They should be able to be knocked down at least, as zombies withstanding a hit on the head with a guitar seems un-plausible. Should look at Zombie Survival's (Gmod) zombies that gets back up, although its a player model.

+1 vote   mod: The Mortewood Plaza
Dra6o0n Jun 10 2010, 6:28pm replied:

Really? Drag and drop, so no "enter properties and change values" at all?

+1 vote   game: Supersoldat
Dra6o0n Jun 10 2010, 6:22pm replied:

More like cybergenetic fingers, because the shells actually comes out between his fingers, not from the wrist.

+1 vote   media: NS2 Shotgun
Dra6o0n Jun 10 2010, 1:26am says:

Apparantly, everyone is focusing too much on the creative aesthetic looks, rather than balancing it out with functionality and standards.

Plus the area where the shells are inserted are too close to the barrel... Maybe make the slots even bigger so it'll look like the center of the gun flips open to allow you to load it?

+1 vote   article: The Shotgun
Dra6o0n Jun 10 2010, 1:24am replied:

Then for reloading, if you really want to keep to the top loading, make it so the player holds the gun pointing upward or downwards to load a shell in. If you want to pop the shells out, have the player aim the gun up and open the slot for the casings to fall out.

Otherwise, provide a plausible explanation for it, other than saying it looks cool. Confused player base is not a good sign to keep staying on the idea btw.

+1 vote   article: The Shotgun
Dra6o0n Jun 10 2010, 1:16am replied:

For the shell to load, rather than holding it normally and having the hands insert the shells from the top, have them hold the gun diagonally so the slot which the ammo is inserted in, will be closer to the bottom of the screen, making it easier to pull ammo into the screen without making it look like magic.

Maybe have a rack that shows the shells on the side of the gun (could work as an upgrade that increases ammo capacity of the gun for reloading)?

Other than that, a better visual would be clips you can insert into the shotgun to reload it. But it usually would be on the bottom side... Maybe clips of shotgun shells can work if it's horizontal, and is inserted through the side of the shotgun. Otherwise, vertical and inserted from the top.

+1 vote   article: The Shotgun
Dra6o0n Jun 8 2010, 10:57pm replied:

They should give you a knife or something so you can knife the onos in the struggle, maybe really make it vulnerable while devouring a marine (being stabbed from the inside isn't good whilst your in a battle against marines).

+1 vote   article: Damage Types in NS2
Dra6o0n Jun 4 2010, 7:35pm says:

as usual, it looks like modding always seems to hit a ditch whenever it comes to mapping, modeling, and animating...

+1 vote   article: NMRiH Monthly Update - May/April 2010
Dra6o0n May 30 2010, 11:17pm says:

Actually, 4v4 team based modes can be interesting but you gotta be innovative with the weapons.

In zero gravity, why not make the weapon the ability to grab and pull players to make them fly into environmental hazards, and powerups that pushes players.

+1 vote   article: GraviNULL: New road, New progress
Dra6o0n May 29 2010, 4:31pm says:

Probably a good idea to make jet-packs have 2 functions:
1) A Jump Jet function where it uses 100% of it's boost to propel a person quickly over a distance or height, useful for long and high jumps.
2) On-going typical thrusters, for hovering and flying, although not as fast as boosting...

Not sure how you'd want to control it, or if you'd want it into the jetpack upgrade scheme so you can have more variety...

Having more vertical and horizontal areas would be interesting, especially when flight or high jumps are noted in the map.

I mean, if some of the environment involves space, can't there be a airlock that leads to a broken area of the space station that requires skills to navigate?

Btw, can aliens survive in space without having to breathe?

+2 votes   article: Friday Update - Build 148, Jetpacks and...Legos?
Dra6o0n May 12 2010, 4:31pm replied:

Maybe allow players to use their back booster (if equipped) for some LFOs, so whilst your falling, you can boost toward the board that got knocked a few distance away.

+1 vote   media: Scud Bike In Game
Dra6o0n May 9 2010, 1:04pm says:

I gots it for 52 cents...

... What? That's all I had in paypal.
I've already preordered Overgrowth, and I used my paypal before for L4D2, thus only 52 cents left.

+1 vote   article: Introducing the Humble Indie Bundle (pay what you want)
Dra6o0n May 1 2010, 1:56pm says:

The movement of the rabbit keeps reminding me of that disney character... Goofy?


+1 vote   article: Angular and linear keyframe blending
Dra6o0n Apr 20 2010, 1:45pm says:

Hmm, it's inevitable that someone will make a...
Zombie Mod!

No really, the engine seems perfect for it, if you are creative enough to mod it.

+2 votes   article: Engine Test Follow-Up and Custom Mods
Dra6o0n Apr 17 2010, 5:34pm replied:

Why not robotic mules that the commander can control? They are basically Unmanned Robotics Vehicles that has multiple purposes.
URVs can be used to construct and build things, but can be limited and have a fuel bar to keep it moving.

I know the idea seems to be ripped off of Starcraft 2, but can you at least suggest something decent rather than complaining?

+2 votes   mod: Empires
Dra6o0n Apr 17 2010, 5:32pm replied:

Hmm, Sea and Air vehicles doesn't have to be controlled by players.
What about Sea/Air support abilities that the commander can use? Like parachuting players into a area to spawn (if they are dead and have no barracks) for example.

Having support abilities for commanders to use can be interesting as it brings forth more ways to turn a battle about. This is because a match is always won if one side has the better or more players.

+1 vote   mod: Empires
Dra6o0n Apr 14 2010, 3:34pm says:

A good unarmed attack, for especially Rabbits, Cats, and Dogs, is to get the jump on a target, thus stomping on them (in a grab kind of fashion) and doing crushing damage and turning the target into a rag doll. Especially if the character is falling from a really high height where fall = death, and breaking their fall on another character.

+1 vote   article: Initial Movement Features (HD Video)
Dra6o0n Apr 14 2010, 3:32pm replied:

This is also so in the future, when the game is released, you don't have ninjas that can jump off of steep slopes and near impossible terrains, and making it impossible to get a hit on those jumping ninjas.

Plus this makes jumps more tactical, meaning for multiplayer purposes, you can't jump all over the place just to **** off your opponent.

+1 vote   article: Initial Movement Features (HD Video)
Dra6o0n Apr 13 2010, 5:55pm says:

It can be improved to have different variations later on.

Say one with a camera overlooking a large area, and from time to time you see some things occuring:
- A squad of marines is seen entering a structure.
- An alien flies overhead, leaving a shadow as it flies.
- several shadows are seen in the horizon, indicating a group of aliens.
- Muzzle flashes are seen far away, in the dark.
- Squad of marines retreating from the structure.

Maybe able to have the camera to be able to change it's view, spinning while being stationary at a slow speed, allowing you to view the environment and the scenes that occurs.

+2 votes   media: Natural Selection 2 In-Game Menu
Dra6o0n Apr 13 2010, 5:47pm says:

Add friction use when landing on a slope, so if you are jumping too fast down a side of a hill, depending on how the terrain is, and the angle of the slope, the character can "slip and fall" if they aren't adapted to it.

Because you can't jump down a steep slope, hit the slope with your feet and NOT fall over (you'll basically try to break your fall using your heels, but if your falling faster, it'll be imminent).

+4 votes   article: Initial Movement Features (HD Video)
Dra6o0n Mar 27 2010, 2:57am replied:

Mods do take that long to make, if you get members, lose members, plan for months, code for months, go braindead for months.... etc. etc. etc.

0 votes   article: NMRiH Monthly Update - March 24th, 2010
Dra6o0n Mar 27 2010, 2:56am replied:

Wait... Aren't Frisbees made of plastic? And in order to break your teeth over them, you'd either:

A) Fall face first into a Frisbee that you yourself is holding.

B) Someone else tossed a Frisbee at super high speeds less than 1 meter away from you, slipped out of their hands, and whipped you in the face?

C) Option B but your hand slipped while holding the frisbee and it backlashed into your face.

D) An invisible frisbee ninja launched a sneak attack aiming to steal your teeth to thwart the team's effort......

+2 votes   article: NMRiH Monthly Update - March 24th, 2010
Dra6o0n Mar 27 2010, 2:51am says:

Crysis had some kind of command line when playing with physics, that increased the fps by x3.

I wonder if there's a way to make big physics occur without huge fps loss...

+1 vote   media: Physics Editor Preview For Overgrowth
Dra6o0n Mar 22 2010, 7:45pm says:

Good idea for a game, but no thanks. Game industry is drastically changing so I'm saving my money for other games that are coming out.

If they really want to profit out of this, they have to provide enough content and stuff so in the end result, it will provide at least 40 hours for the average player?

No online modes of any sort, kinda kills it's profit potential btw, and only the fan base keeps it alive at this point.

Deciding to flame? Don't bother, seeing how I expected this to happen when the truth gets out. Comparing this game to other games can be a nasty method as the other games are most likely well funded and developed.

-3 votes   game: Cortex Command
Dra6o0n Mar 22 2010, 7:39pm replied:

But it's moddable with a LUA, and other neat things programmers can do.
Online play isn't provided, but can be modded to provide multiplayer.
Just hope that DATA doesn't intend to make it impossible to mod it to play online...

+1 vote   game: Cortex Command
Dra6o0n Mar 20 2010, 1:58am says:

GGTL: Who is the 'Old man with the shotgun'?
He is an old dude with a shotgun, stricken with partial blindness and a hatred for "them skateboard-ning, rap-scalling teens", who snapped when his wife of 35 years was eaten and will stop at nothing to ensure revenge is dished out on the undead. Cheesy, I know - but I like it.

WTF an old man is usually around his 60-80 so... WTF!?

0 votes   article: Weekly Interview: "The Mortewood Plaza"
Dra6o0n Mar 17 2010, 3:07pm replied:

Source hammer editor and unreal editor does this too, they allow you to use lower quality textures or colors to fill in the stuff, so you can focus on the geometry of the map, rather than the details, and allows you to switch to working with details later.

Maybe a option to make blocks and shapes shown as geometry (colored blocks, instead of textured or wireframe), so it doesn't need to render complex pixels.

+1 vote   game: Overgrowth
Dra6o0n Mar 17 2010, 1:11pm says:

Think its possible to work this with the multiplayer version?

+1 vote   article: Star Wars Conquest Released
Dra6o0n Mar 15 2010, 10:47pm says:

You need a simple crosshair, as many third person mmorpgs are now using them. It IS a PC game...

It doesn't have to be accurate, just simple, like a small dot or a " ^ " or even symbol could work.

+1 vote   article: Sweet Sweet Release!
Dra6o0n Mar 15 2010, 12:31am says:

Not even sure how the heck did this get on the updates tracker...

-1 votes   article: Modulated world for Modular Combat!
Dra6o0n Dec 16 2011, 9:53pm replied:

No, it's not a brand new engine, but the way Bethesda worded out their 'new game engine' is that it wasn't made from scratch.

You can take a old bike and fix it up, and sell it to someone saying It's good as new now.

This is why the game is still very very very buggy, because Bethesda didn't just rewind and re-programmed their engine, they also failed to debug it because Bethesda never EVER debug their stuff properly before selling it.

This is why major conflicting bugs occurs, because their engine has bugs, that attempting to program content of the game on it, causes more bugs. You must have a near perfect game engine, before you start working on the game itself, so bugs that occur, may not be from the game engine themselves.

It's like using a scratched CD to burn your game on it, and hope that it doesn't glitch... And then sell it to people.

+1 vote   article: Creation Kit Coming in January 2012
Dra6o0n May 7 2011, 1:21pm replied:

No I think it helps him scale unscalable places like tiny holes in the walls etc.

+2 votes   media: Hanging on a hook blade
Dra6o0n Mar 16 2011, 12:22am replied:

Cheaper than getting a studio for a high quality motion capture... The cost can rise higher than the thousands...

Also, you don't have to buy more Kinects, just borrow some from a friend since the device was sold a lot in the market.

+1 vote   article: New Overgrowth a122 video devlog
Dra6o0n Mar 15 2011, 3:16am says:

Try this, take TWO not one kinect, and put em on opposite sides of the room, then make it capture depth on both sides...

Now imagine if you can combine 4 of these, with one on each side, and sync them into a program.

With kinect alone, poses, emotes, and stationary moves can be used maybe...

Like sleeping characters, etc.

+3 votes   article: New Overgrowth a122 video devlog
Dra6o0n Jan 4 2011, 3:04pm replied:

The small weapons doesn't override the animations for the character, but it should be a main priority to have each weapon class to override animations to suit it's attack styles.

+1 vote   article: Overgrowth Alpha Video: more weapon implementation
Dra6o0n Jun 19 2010, 2:36am replied:

Have anyone found a way to bypass such limits in the entities? Maybe manage how they appear when players approaches certain entities.

Having it so entities "disappear" when nobody is around it, can balance it a bit, but there will be needs for a "reserved" entity list. And the complexity gets harsher!

+4 votes   media: oc_harvest Apples
Dra6o0n Mar 14 2010, 3:39pm replied:

It's on steam, the free one that is.
It's not the new one btw, it's a older trackmania.

+2 votes   game: TrackMania
Dra6o0n Mar 11 2010, 7:05pm says:

When you create the interiors, can you add attics and hidden areas too?
Larger structures usually is more Tenchu styled and has hidden pathways in lots of places for ninjas to sneak into.

For example, proning and crawling under a house is possible with the japanese house.

Not sure how are you gonna implement a climbing system so ninjas can climb on ledges.

Some of these structures have tatami mats or straw mats on the interior floors, and ninjas can use them for many sneaky purposes, and some of them might have a hole or tunnel to hide in.

Also, Tatami mats can block shurikens and arrows.

+2 votes   media: General Hanako Castle Shots
Dra6o0n Mar 11 2010, 6:58pm says:

All you need is to have the character use the correct posture with the correct weapon and add in more animations, and you got yourself a basic sword combat system.

+1 vote   media: March Gameplay Footage
Dra6o0n Feb 13 2010, 7:43pm replied:

make a gameplay video to see how much force a close up shot can do...
Maybe play zombie blasting by blasting their body as far as possible off of a roof...

-1 votes   media: The Mortewood Plaza - Dual Sawn-off Shotguns!
Dra6o0n Nov 20 2009, 8:25am says:

Err... It looks like it's made in mspaint...

+4 votes   media: Milestone Update #2
Dra6o0n Sep 17 2009, 6:55am says:

Action rpgs have many variants but nowadays, these generations calls for new ideas and better action games than those in the past (diablo now seems like a semi-action game)...

+1 vote   article: Character Stats vs. Player Skill
Dra6o0n Aug 21 2009, 10:30am replied:

LOL... that means Naruto gets tranformation, along with Sasuke... But then no super version for Sakura...
It would be easier to balance if they made a Shippuden Addon, but that would take even more work... Since Sakura is more battle-ready in that version.

+1 vote   article: Friday Update #67
Dra6o0n Aug 21 2009, 10:20am replied:

They HAVE no SOUL... Its a video game...

Also, if they can have a clone army, that means the aliens are in the same position to have a army of aliens.

It's not about sending real civilians to take up the job of a marine, its about sending marines only. Does Natural Selection look like a RPG to you? Does it look like human civilization is at large to you?

They probably have to clone their own guys mainly because 'the human race have evolved' and they separate themselves from the older generations.

+2 votes   article: Infantry Portal Reveal
Dra6o0n Aug 11 2009, 2:55am says:

Note that Bill is holding a MP5? With a Scope?

+2 votes   article: More Left 4 Dead DLC Announced
Dra6o0n Aug 11 2009, 12:49am replied:

Camouflage would work great with ninja characters, especially for those who excels in using lighter armors to avoid producing sounds and assassinate their targets.

+3 votes   article: Armor Types in Overgrowth
Dra6o0n Jul 27 2009, 5:03pm says:

Err not very scary enough and it might be too dramatic and loud...

What these music need is more ambiance so it would sound natural.

You ARE in a zombie apocalypse, so it should be quiet, a bit too quiet...

+1 vote   media: Old School Preview #3
Dra6o0n Jul 25 2009, 12:30am says:

More character related wallpaper in the background can make it look more interesting, especially if you have a army against army kind of thing (archers, warriors, assassins, etc.)

+1 vote   article: Overgrowth wallpapers
Dra6o0n Jun 30 2009, 12:23pm says:

Resident Evil Outbreak had one where you have to set off a bomb to end to level but... A bomb case?

+1 vote   media: Bombcase_Render
Dra6o0n Jun 12 2009, 10:20pm says:

uh... try changing the top part of the brows to be shorter... maybe ask the team that does the hl1 naruto mod for modeling advice?

+1 vote   media: Ichigo Front
Dra6o0n Jun 11 2009, 11:42pm replied:

Wrong, that just makes it even more stupid...

A good mix of ideas, is:

The apc is carrying the survivor back to the safe zone, and all of a sudden a giant slab of concrete is seen flying at the front of the apc. The driver has no choice but to dodge the Concrete, but in doing so they rammed into some vehicles and lost control, and the APC nearly fell off of a half broken bridge (a hole in the middle of the bridge).

The survivors needs to get out quickly, and while doing so, the tank jumps at the APC. The survivors got off the APC in time but the driver weren't as lucky, as the APC toppled over from the tank climbing on it, causing both the tank and driver to die from the fall.

The bridge starts to collapse from the sudden collision of the tank and the APC, and the survivors moved on, unable to take the bridge back to the [city].

> This is where the survivor starts, on the broken bridge, it's road leads to where the main map is.

+1 vote   mod: Allegheny Asylum
Dra6o0n Jun 8 2009, 5:18pm replied:

Millions of gamers exist, but not all of them play L4D... So get the numbers right or it wouldn't and shouldn't count.

So you take x and minus that by the numbers of boycotting...

That's around a few hundred thousand players in total I think...

Also, people who buys games and don't play them often enough shouldn't really count as a gamer... Which probably cuts off like 20-40% of the gamers...

You also forgot that people have a habit of buying games that seems hyped up, bored, and stopped playing them too (in the case of L4D after the content dryed up, i switched to other games to play).

0 votes   group: L4D2 Boycott (NO-L4D2)
Dra6o0n Jun 5 2009, 12:12pm says:

Sooo... They are looking into sneaking the software into the black markets, hoping to make money off of it?

+1 vote   media: Cover
Dra6o0n Jun 5 2009, 2:49am says:

The AI must work a bit like the Monsters in Monster hunters, but set a bit so they are still smart enough to judge your actions (they are still animals).

Velociraptors may retreat if it's alone, but with a group of them they are confident enough to attack.

+2 votes   article: Update
Dra6o0n Jun 2 2009, 11:39pm says:

Yay... More monsters... Hopefully later on they can be adjusted so they aren't psychic and can't gang up on you from everywhere...

+4 votes   article: Modular Combat v1.74 Release!
Dra6o0n Apr 20 2009, 8:26pm says:

what about TA:Spring then?

+1 vote   game: TA3D
Dra6o0n Jan 25 2009, 12:31am replied:

Use this map for zombie mods?

+2 votes   article: Quarantine release!
Dra6o0n Nov 25 2008, 2:20pm says:

Since the nazi zombie mode is already there, the modders can expand on it a whole lot more.

+3 votes   download: Call of Duty: World at War SDK
Dra6o0n Oct 4 2008, 9:55am replied:

how about both?

+3 votes   article: Modular Combat v1.6 is coming
Dra6o0n Oct 4 2008, 12:21am says:

Hmm, If you think about it, the barnacle would be perfect in player Vs monsters, especially when the monsters can't shoot it at an angle (if there are walls on the ceiling). Do barnacle grab you if you touch them? Of course, the TF2 phasing thru players is one thing, but barnacles was scripted to grab anything that comes under it, including props.

+3 votes   article: Modular Combat v1.6 is coming
Dra6o0n Aug 9 2008, 3:24am replied:

It's a tactic against men lol... Leaves them open to stare while she disintegrate them...

+1 vote   media: Anime
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