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John_234 Aug 15 2013, 9:45pm replied:

That is really sweet.

+2 votes   mod: New Ordnance
John_234 Aug 15 2013, 5:08am says:

So are the animations any different from the base game? I was never a fan of the rather unrealistic stock animations, so something new would be refreshing!

+1 vote   mod: New Ordnance
John_234 Jan 1 2013, 6:02am replied:

Please keep in mind it's an alpha, dude. It's not even certain the final mod is going to be on the same engine.

+3 votes   mod: Zombie Colony
John_234 Dec 24 2012, 6:52pm replied:

In the most recent video, Kojak mentions you can build maps through HL2 towards the end. You'd have to ask him for specifics, though.

+3 votes   mod: Zombie Colony
John_234 Dec 24 2012, 6:50pm replied:

Its Christmas and the mod got released like, three days ago. It's not that people don't play it anymore, lol. Its just an alpha test of a very new mod!

+4 votes   mod: Zombie Colony
John_234 Dec 16 2012, 1:41am replied:

You're supposed to take malarial pills before you go into the trouble area and then take them every week when you're there. Both the amount of pills you take, the frequency and how quickly they take effect makes about zero sense.

+9 votes   download: Dylan's Far Cry 2 Realism Mod 1.4
John_234 May 8 2012, 5:09am replied:

Yeah, it's not like Company of Heroes is based off an actual war or anything, so it's puzzling how they confidentially chose to cover a front that was a large part of said event.

+5 votes   mod: Company of Heroes: Eastern Front
John_234 Mar 17 2012, 6:03pm replied:

You could design your defenses in a manner somewhat like a tower defense game, but it's more like an RTS or FPS defense where you actively change your defense depending on the tide of battle.

+3 votes   mod: Zombie Colony
John_234 Feb 23 2012, 4:57pm replied:

The alpha build is going to be on HL2 Deathmatch, and probably most of the open betas. So, you could still play it in some form.

+1 vote   news: Sharing, Wounds, Ironsights, and Bullets
John_234 Feb 23 2012, 8:00am replied:

I'd note that the helicopter in the beginning of the game actually isn't all that realistic. It was far too agile and buoyant.

+1 vote   mod: Underhell
John_234 Feb 9 2012, 5:40pm replied:

Absolutely. We're starting with guns first, then come zombies, survivor models, then vehicles. We only have one modeler who can work in his spare time though, so it's kinda slow.

+1 vote   mod: Zombie Colony
John_234 Dec 17 2011, 5:30am replied:

My only objection is, the Panzerfaust costs the same as the Mk2 grenade because the Panzerfaust is about the same power as a grenade.

The AT-4 is a 84mm recoiless rifle. It does *serious* damage to most tanks and actually will blow massive holes in buildings. It's a whole lot more powerful than a grenade... so shouldn't their effectiveness be proportional to their cost, too? A grenade doesn't cost the same as a recoiless antitank rocket... In fact, an M67 grenade only costs about $20.

Also, I'm not sure if you guys are aware of this, but M249 SAWs are basically standard issue. One of out of every four or five guys carries one to begin with. But I guess it makes sense for the airborne doctorine because it allows you to move. Maybe an M240 machine gun as a upgrade for all doctorines would make sense, much like the Wehrmacht MG42 or the American BAR?

+1 vote   media: New Feature: Unit Pages
John_234 Dec 17 2011, 5:23am replied:

If I may ask, does "Close Area Battle" have an actual strength outside of Urban areas?

+1 vote   media: USdoctrineUI
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