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Comment History
Mataro
Mataro - - 16 comments @ Suicide Survival is looking for an experienced coder

I will weep if this doesn't make an epic comeback. This is one of the most amazing and simple game ideas I've ever seen and it deserves some serious polishing (and when it's all said and done, maybe a $5 price tag).

Just don't lose the suicide screams or the quotes. I beg of you.

Good karma+1 vote
Mataro
Mataro - - 16 comments @ 30 Days of ORION

Haha, glad to hear to it. I truly want to help out, but I only just noticed the event today.. With currently no more than $2.35 to my name, and none of that on credit.. There is little I can do. I hate to sound like I'd only give money if it gave me some sort of edge. And in fact, if the unique weapons are just generally better than everything else available to other players, I wouldn't want them. It's just nice to get some extra content as a thank you. (Preordered Brink via Steam for instance, got a little bit of extra character customization.. Or Minecraft during alpha, with all future versions free. Both great ways to say thank you to players. Obviously, I wouldn't donate a thousand dollars to Splash Damage. They don't need it. But I know what it's like working independantly, and I know every bit helps.)

I'll definitely swing by when I've got the cash to give. If things turn out on my end, that should be in a month or two. Here's hoping things go well for both of us. :)

Good karma+2 votes
Mataro
Mataro - - 16 comments @ 30 Days of ORION

I'm somewhat unfamiliar with Kickstarter.. It seems the project funding ends in six hours? I don't have any cash right now.. But give me a month or two and I would absolutely donate in excess of a thousand dollars. Hope I can still snag some of those nice perks by then too. :P

Nevertheless, I'd try to make such a donation anyway. I've forever been a proponent of free DLC and simply playing to the players, it and it sounds like exactly what you guys are doing. I wish to do it myself at a later date, but I have no qualms about putting my money where my mouth is in the here and now.

Good karma+1 vote
Mataro
Mataro - - 16 comments @ Portal Map_01

I wish this map would make me a friend. :V

Might want to stick a better preview image up than that, brochacho.

Good karma+4 votes
Mataro
Mataro - - 16 comments @ Final Changelog BK v3.0

I use ultra on everything. 8D

But I have a stupid computer. :(

Good karma+1 vote
Mataro
Mataro - - 16 comments @ Final Changelog BK v3.0

I don't believe that's doable, Shellamala. However, the computer always produces units based upon what you have fielded (lots of tanks? They'll pump out AT guns). An easy way of funneling a computer towards a desired strategy is producing that which will be easy to kill for your desired foe until they have taken that path. Then switch gears.

For instance, if you pump out a lot of light vehicles to handle early infantry, it's almost certain you'll see hordes of enemy tanks later that match. If you're just holding a couple of bridges and you want to set up some AT to pop tanks all day, rush with light vehicles early, they'll nearly always go engineer/armoured/blitz/tankhunters, etc.

Good karma+1 vote
Mataro
Mataro - - 16 comments @ Final Changelog BK v3.0

Been playing Blitzkrieg religiously over vanilla (I don't touch vanilla ever, and in fact, I'm about to play Blitz right now) since I first found it which was, needless to say, a long time ago. Every other person whom I know who plays CoH I have reccomended it to. Heck, I've commented a few times in the past (particularly about the RAF losing their shared timers (glad to see that's finally in there :P)). This new update is shaping up to be pretty awesome, and I can already see myself playing CoH through Christmas.

Off the top of my head, I can only think of two things. Are some of the spelling errors fixed? As hilarious as it is having my commanders give "boni" to my troops, I'm none too sure they appreciate it. If you got a couple of free minutes fixing those (should be "bonuses" of course, but it's an understandable error as I understand the mod is translated from German) would be nice. More seriously, is the "Zimmerit" armor upgrade still increasing the armor of German tanks? Because Zimmerit in real life was nothing more than a past applied to the side of the tank to prevent magnetic mines from attaching (which was a device the allies didn't make use of anyway). The actual benefits in terms of stopping high velocity shells would be negligable at best. It would be like putting a sheet of paper on your kevlar vest to improve it's capacity to stop bullets.

An ability that improves armor universally however is welcome, but I think something else should be figured out for it. Like, perhaps, experienced tank crews (not in terms of veterancy) in that they know the base armor isn't always enough, and apply jerry-rigged (ha ha) enhancements, such as sandbags and extra sheets of metal welded on, etc. The overall effect would be the same, but it would be a great deal more sensible and frankly more interesting I think. Just a thought.

Eagerly awaiting an AI ally that doesn't just spam engineers though! :P

Good karma+1 vote
Mataro
Mataro - - 16 comments @ Knights

I actually already went through the manual for the ingame items. And, in fact, I dug a great deal through the game's data files. I feel I could start modding as is with a few caveats.. I can't work around the problem of only two slots for monsters. I could quite easily change the two monsters, but I can't extend the enemy list beyond that without changing the game itself.. The documentation I was talking about was more for the code of the given items, and in the future, the Lua you're implementing (which is an awesome addition, by the by). For instance, I see that the Wand Of Undeath has scripting to turn targets into zombies, and to instantly kill zombies. However, the part where the zombies fear it is actually not scripted into the wand itself, but into the zombies with an ai.fear command regarding that particular item. And in this sense, it would be quite easy to, say, make an ice demon, and a torch. And script said ice (or shadow, even) demons to fear fire (or light, etc). Mostly, it's just a matter of making the game a little more open-ended (like the two monster limit).. Once the fullstops are removed, this game could expand exponentially. And, like I said, I'd be more than happy to help out with that content generation. Whether you'd be interested in cooperating on it directly, or whether I'd be simply generating content as a player. Up to you, really. :P

Good karma+2 votes
Mataro
Mataro - - 16 comments @ Knights

W, A, S, D; movement.
Enter/T; chat.
Left Arrow; attack/set bear trap/use wand/activate held item/etc.
Down Arrow; open door/activate object/pick up item.
Right Arrow; access menu/manage drop-ables (gems and the like).
Up Arrow; throw dagger/etc (select activated secondary weapon via Right Arrow menu).
I; inventory, for more advanced stuff later on such as armor management.

I would personally like to see an indepth explanation of the functions for items and such as well as a great deal more functions added for various things. If you were to add the above control features, as well as making modding more accessible, we, the players, could begin to help turn it into an expansive action/hack'n'slash or adventure/action-RPG or any number of other similar styles with the right tweaks. Additionally, more extensive enemy lists (or better yet, more extensive/better explained modding possibilities so we can make our own enemies, especially given the resolution of the art being so accessible). And finally, options for persistance. EG, coop campaigns with towns and levels/skill systems and such? All in all, you just have to put the features in the game, really. I would be more then happy to provide the content, like many others I'm sure.

Oh. And a personal request. Make it so that only the host can change settings?

Good karma+2 votes
Mataro
Mataro - - 16 comments @ Blitzkrieg v2.0.0.3 Update Installer for v2.0.0.0+

Apparently (I haven't tested this), but if you toggle all commanders/etc off of scout mode, and toggle all AT guns out of camo mode, it should allow you to bring in SAS. I do know I was able to use SAS at one point, but I didn't know how I unlocked them. I'm told this is how, so you can give it a try.

Good karma+1 vote
Mataro
Mataro - - 16 comments @ Blitzkrieg v2.0.0.3 Update Installer for v2.0.0.0+

Then why don't the Americans have a shared timer? It's silly to nerf the British and not the Americans just because "oh noes, what if a Brit and an American play together?" Well what if four Americans go Airborne? There's really just no good reason for the shared timer.

Good karma+1 vote
Mataro
Mataro - - 16 comments @ Blitzkrieg v2.0.0.3 Update Installer for v2.0.0.0+

After playing the SAS twice, I'm still not quite sure why the planes have a shared timer but the Americans' don't. They cost too many munitions to spam so it would seem to make sense that if you wanted to use the bombing run and the typhoon at the same time, for instance, then you could. But anyway..

The SAS squads can't be called in until seemingly you've built just about everything and have the entire tree unlocked. I'm not sure exactly what is the requirement for them, as unlocking them in the command tree results in a callin icon greyed out with "Requires: ". Shouldn't we be able to call them in right when we get the unlock in the tree, or is there more to it, and if so, what do we need/can text be added?

Good karma+1 vote
Mataro
Mataro - - 16 comments @ Blitzkrieg v2.0.0.2 Update Installer for v2.0.0.1

It indeed was in 2v2 games. My ally was a PE Tank Destroyer. But that still doesn't change the fact that I was much better off building Panzerjaeger tanks than building bunkers. Certainly, my bunkers took a while to go down, but my P4 was mobile, ultimately scored far more kills, and thus costed less for it's overall effect. My popcap took a huge hit just trying to use my bunkers to their fullest by pumping out a few mortar teams and even counting those, easily the best contribution I made was a single Panther supported by pioneers that gradually took back 75% of the map by itself. I just have a hard time bunkering up with defense when ultimately the most useful thing you'll do is pumping out a few tanks, which is done faster and better with other doctrines. It used to be that the bunkers could easily hold their own against infantry tides giving the Defense player a more flexible way of holding the line. One artillery bunker with an extra MG in it could catch infantry on the sides, suppress them on the front, drop mortar fire on blobs, and in dire circumstances a victor target for your arty. Now the mortars are almost useless and the victor target isn't worth paying 100 munitions for an MG in the bunker on the off chance you might actually need to use the target.

And just getting an MG bunker alone is 450mp, 30 munitions if memory serves. Might as well just go for an MG pit, a squad of infantry, a Panther, and an AT gun in the back. Providing a much more solid and flexible defense. Yes, it costs more, but you can cover a great deal more area with them because all of it save for the MG is mobile. You can advance the line if you need to, or reface it, or shift it in any way. Ultimately you just get more bang for your buck NOT using the bunkers. :(

Good karma+1 vote
Mataro
Mataro - - 16 comments @ Blitzkrieg v2.0.0.2 Update Installer for v2.0.0.1

Those things aside, I'm not sure I'm a fan of the new ammo system either. It would appear to me it's just yet more micromanagement and even more expensive, but otherwise identical to the old system. If anything, I'd rather that we paid a premium at 125 munitions or perhaps even a bit more for a given tank, and that gave us free access to that type of round for that tank's lifetime. Or even better, if you can add counters to abilities, have us pay a lot of munitions and we get as many of that type of round as the actual tank would have gotten in real life, and then whenever we fire one the counter goes down one. When it reaches zero we can't use it. Probably isn't possible, I wouldn't know. I just know that so far the ammo system got senselessly more expensive and Defense got awful.

Good karma+1 vote
Mataro
Mataro - - 16 comments @ Blitzkrieg v2.0.0.2 Update Installer for v2.0.0.1

Defense doctrine still horribly underpowered. :(

Where we used to have artillery bunkers that could drop observed fire every fifteen seconds to decimate and turn back infantry hordes, we now have an overpriced machinegun with the lousy ability to point all available mortars (which are probably already in range since they're going to be defending that line anyway) at a nearby target FOR MUNITIONS. The mortars themselves fire free, but to use this (only once every ~2 minutes) it costs fifty munitions? Basically, you pay 450MP and a 100munitions for a bunker that has an MG and the ability to place victor targets for any extremely expensive howitzers you might have. To even make it's other ability *somewhat* viable, you need at least four or more mortars spread around the map using up an additional 4popcap each. Now who thought that was a good idea? My bunkers were doing so lousy compared to what they used to, even when they did get raped by mortars, that I actually just abandoned them altogether and built a panzerjaeger.

That P4 went on to score more INFANTRY kills than all of my bunkers combined. And then with a single Panther and some pioneers I pushed the enemy back to their base. I can do that with Terror or Blitz, but I still used to play Defense because I could fortify AND use Panthers. But now the only good thing is that I can use Panthers. Aside from stopping the mortar rape, Defense just got nerfed out the ***. I won't be using it at all any longer. :(

Good karma+1 vote
Mataro
Mataro - - 16 comments @ Blitzkrieg v1.7.0.0 Full Beta Installer

Just wanted to point something out. Everything seems just about right, but.. Nebelwerfer high angle salvos have zero cooldown no matter. Additionally, the 300mm Nebels high-angle salvo is taken from the 150mm, thus it costs 35 munitions instead of the proper amount (and still has no cooldown, but I'm not sure if it's explosive properties are different from it's other salvos).

In any case, been playing it all for a while now. It's a lot of fun. I'll come back and report anything else we find to be broken. :X

Good karma+1 vote