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Comment History  (120 - 150 of 629)
OmeG Aug 18 2014, 6:48am says:

As long as the infantry look like they could realistically fit in a vehicle or building, I'm good; The scale & speed of units on the battlefield should make it feel like a battle of strategy and not just mass production of units that can get to the other opponents base in ~30 seconds at the same time regardless of unit type. I'd like to have to use Chinooks & APCs etc to transport foot-troops. I also think infantry should be invisible to radar & small enough to have enemy players really look at their battlefield screens for infantry ambushes. Although infantry rifles may not do much against heavy armor that's where diversity will be needed. All-in-all love what you've done in the mod!

+1 vote   article: TS:AE in: Something a lil' Different
OmeG Feb 11 2014, 8:42pm says:

Where's "Dead Reckoning" battle bus??? XD

+2 votes   media: SWAT Armored Rescue Vehicle
OmeG Sep 30 2013, 8:58pm says:

Was wondering if I could shoot down the helli for supplies? Before another helli has time to react and get to the location of the downed one?

+1 vote   media: Screenshots for October :)
OmeG Sep 15 2013, 3:01pm replied:

Well said, I understand your concept now, looking forward to playing it! :D

+1 vote   article: Hyp 0.2 Prerelease gameplay!
OmeG Sep 14 2013, 3:28pm says:

I think other players should not be visible until they are in the character's line of sight to give that feeling of "hiding" or "cover" instead of being able to see them on the other side of the wall due to camera angle. Just some constructive observations to further improve realism and difficulty :) Can't wait to play this!

+1 vote   article: Hyp 0.2 Prerelease gameplay!
OmeG Sep 12 2012, 3:16am says:

Well it'll be a great addition to the game none the less, looking forward to trying out the RC. :D

+1 vote   media: The Kodiak is back
OmeG Jun 13 2012, 5:24pm replied:

Wait what?... Sonic and Laser walls will not consume energy? I understand that being the case for static concrete walls, but wouldn't it make sense and add more strategy to add power requirements to these walls?

+1 vote   media: GDI Sonic Wall
OmeG May 10 2012, 6:29am replied:

Ah touche dear friend, you've justified and further explained your reasons, I yield. XD Also Oleander has added plausible reason. But as a combat medic, I wouldn't be in the zone unless I was ordered to, or my brothers in arms (faction) needed a soldier with medical skills to accompany them into the zone, or to some extent seeking profit.

+3 votes   media: Subway
OmeG May 9 2012, 8:16pm says:

Hmm... A stalker sanctuary, critical thinking here:

-I understand it would be a good meeting place for stalkers in the zone, but why would Doctors be in a subway? I could see a combat medic stalker charging sky high prices for their services, but I don't see a Doctor wanting to live in the zone unless they were deployed into the zone for the military; Or some Clear Sky 'Scientist' doing medical tests on patients as research.

-Subway Sanctuary it may be, but no place in the zone is safe from mutant encounters, especially wandering underground loving mutants being drawn to the talking, music & lights this place will most likely have. So part of the subway would need makeshift fortifications with guards on post.

Hope this helps, thank you for adding the new level!

+2 votes   media: Subway
OmeG Apr 4 2012, 3:52am replied:


Your Welcome Bro!

+2 votes   media: The Karlik
OmeG Apr 3 2012, 10:09pm replied:

Nice :D

I was hoping somewhere in those ~100Gigs there would be additional powers made for these welcomed new creatures.

+1 vote   media: The Karlik
OmeG Apr 3 2012, 8:35pm says:

Wow that's freaky, I guess CoP now has it's first Goblin-like creature. My thoughts would be how it survives against the other creatures & where it would "live"? The Soundbytes from 2:38 & 3:08 are what I believe should be the sounds that this creature should make.

Here's link: (Fast forward to 2:38 & 3:08 or watch it to get more ideas)

+4 votes   media: The Karlik
OmeG Mar 30 2012, 6:02pm replied:

Brilliant! XD

+1 vote   media: chimera
OmeG Mar 30 2012, 5:35am replied:

I say Replace a Standard T1 unit and keep this Zurgling like 'Chimera' as a Swarm tactic unique to the Cybran Nation. This will start to give each faction their own playing style instead of every side has arty, tank, missile vehicles etc.

Anyone else agree? :)

+1 vote   media: chimera
OmeG Mar 27 2012, 5:59pm says:

Let's Drink to it Once More Stalkers, It was a Good Mod! :D

+1 vote   article: Mod Status
OmeG Mar 26 2012, 6:07am says:

Awesome Models, Good idea with model variations, can't wait to see the highways littered with eaten corpses & wandering herds of zombies. XD

+2 votes   article: March Update
OmeG Mar 21 2012, 7:11am says:

uh... yea... so when can you deliver them to me? :p ;D

+3 votes   media: Can't get enough!
OmeG Jan 26 2012, 6:19pm replied:

Agreed, also the blue insignia on the tail should be white like the other two insignias on the wings. Good Job making this unit!

+1 vote   media: here we are !!
OmeG Sep 14 2011, 2:02am says:


-Darker maps with flashlight toggle option (flares will be more useful)
-Fist person view toggle option
-Darker, grittier, realistic textures on all models
-new weapons
-new aliens
-new items
-Starship Troopers
-Warhammer 40k
-Dead Space
-Resident Evil
-C&C3 vs Scrin

Need More Ideas? XD

+4 votes   mod: Alien Swarm:SP
OmeG Jul 15 2011, 4:07pm replied:


+2 votes   download: Arsenal Add-on
OmeG Jul 4 2011, 2:35pm says:

Replied to your comment on Pablo's mod. Nice pictures. Happy 4th!!!

+1 vote   mod: Majesty 2 Cold Sunrise
OmeG May 28 2011, 8:13pm says:

Sorry for the late reply, just got back from a trip, but yea the zone is full of surprises. We can't assume where or why a random zombie(s) showed up in places we wouldn't expect them to be.

One thought would be zombies in the swamps by clearsky. Why? Maybe they were chasing after wild boar or other creatures to chow down on. Just imagine zombies moaning in the tall grass at night... or swamp loving snorks... or bloodsucker hunters for that matter... whoa I got chills.

I know Lost Alpha was introducing some new mutants, which is why I talked about a banshee like zombie, lol, bloodsuckers wives.

+1 vote   media: M.I.N.E. Screenshot
OmeG May 16 2011, 1:52am replied:


Would love to see the stealth warriors with plasma swords for the aliens... feel free to place the correct terms in Taxikiller ;P

Bungee was retarded not doing what you guys are doing, lotta Halo fans will love you for making this mod. Keep up the good work!

+2 votes   media: [OLD] UNSC Units
OmeG May 15 2011, 4:34pm says:

They're pretty, just wondering though why the buggy is the size of the tank???

+1 vote   media: [OLD] UNSC Units
OmeG Apr 3 2011, 5:06pm says:

The funny part about both old & new pics is that even though there are spotlights on the crates, the crates that are in the spotlight are not lit up enough to show the updated details. This game has old simple graphics, so creating a darker realistic night would require a lot of work to the games night time objects. With all the other work that Vector is doing for this mod, I'm sure they will be improved upon in later patches of the mod.

Personally, I'd like to see more detailed & scaled personnel that cannot run as fast as vehicles or are about the size of vehicles. That requires troop movement ei. troop carriers & hellis. Err sorry for the rant.

+2 votes   media: Supply Dock Night time Fixed
OmeG Feb 26 2011, 1:58am says:

Just a thought, any type of explosion emits a huge amount of light affecting a huge radius that spreads very far. The radius I believe would turn night into day depending on distance viewed which is why scientists viewed the atomic explosion tests with special sun glasses. Nice WIP so far though, would like to see the end product later, hope my thought helps the outcome to your mininuke.

+1 vote   media: the Mininuke
OmeG Feb 21 2011, 6:58am says:


Good job Loner, can you say laserflameflaregun??? It's a pretty test to see what you can do, but would definitely compromise your position upon firing. You could make it realistic ofcourse, but then again... adding a unique weapon that uses an artifact fused in the gun or ammo that emits a large discharge upon firing would be quite entertaining. Also giving the impact on a target by said weapon or ammo a huge knockback (ei. sends a bandit flying through the air at a distance with great speed) would make up for giving away the players position. I could also see a monolith sniper toting one of those bad boys. The ammo would be extremely rare and expensive, you'll scour the map looking for "rare" fireball artifacts to take to wild territories lab to convert to the extremely expensive ammo.

Again, the zone is not like the real world, so such weapons utilizing the zones properties would be possible, and quite entertaining to play with in our beloved zone.

+1 vote   media: Visual Improvements
OmeG Feb 6 2011, 1:28am says:

Leave the symbols azuza, you did a good job on them. Plus the symbols will add character to the new faction models.

+1 vote   media: Tech Center v1
OmeG Aug 24 2010, 3:28am says:

-The first to join was Russia, being the second largest military force in the world, this was to be a genuine threat. Russia and the Taliban shared a common enemy, the United states of America and their allies. (Hate to say this but even this incident would not get Russia into a war with US/NATO forces. Russia, Iran, China & North Korea however are quite close; And knowing this, Al-Qaeda manages to set off a dirty bomb in Israel, saying that Iran will provide them with a nuke if US/NATO/Allies do not leave all of the middle east.)

+1 vote   article: Initiation, History and Backstory
OmeG Aug 21 2010, 3:52pm says:

Npc's scavenge items of dead bodies, so what happens when a expert dies & a rookie chances upon his remains? Weapons are continuously fed into the Zone through Military, Freedom, Traders & Mercs. Duty obtains weapons through Traders. Even Bandits have their black market weapons. Guns also go by "survival of the fittest" so your most likely to see very deadly guns in the zone, not little pea shooters, maybe rookie loners might start out with their own pistols, but they won't survive long unless they get their hands on better guns. Trying to make gun progression harder defeats logic. The only way to hinder progression would be to make better guns sold by traders very expensive, but once again I can just pick up a weapon up from any dead bodies from firefights near me & save my money for ammo.

Hope to try out this mod soon!

+1 vote   mod: S.T.A.L.K.E.R. - Oblivion Lost 2010 Mod Pack
OmeG May 8 2012, 4:18am replied:

P.S. Keep up the good job XD

+2 votes   media: Lightning...
OmeG May 8 2012, 4:16am says:

o_o ... *gulp

0.0 ... I just **** myself...

+1 vote   media: Lightning...
OmeG May 8 2012, 4:01am says:


Would hate to see what happens with more then one Missile...
Good Job XD

+1 vote   media: Wispercraft heavy missiles "Perseus II"
OmeG May 7 2012, 1:51am replied:

Thank you for your response & your unique contribution to the Zombie Genre. :)

+1 vote   media: Zombie Colony Podcast: 001
OmeG May 6 2012, 6:26am says:

Hi KojaK,

I was wondering if you'd be able to use Left 4 Dead Models in your mod. Your mod is exactly what I wished the Left 4 Dead games had as another mode of gameplay. Looking forward to your next podcast. :)

+1 vote   media: Zombie Colony Podcast: 001
OmeG May 2 2012, 7:45am says:

Love these models you're adding, can't wait to see them in MISERY. :)
I'm assuming he's not using the scope?

+2 votes   media: Champion of Freedom
OmeG May 1 2012, 10:53pm says:

Hmmm... So GDI's answer to NOD's Stealth tank? I thought NOD would be the leader in Stealth technology, so the cloaking nearby allies should probably go towards the NOD stealth tank while this tank has "mirage" stealth on just itself?

Either way nice mod! :)

+5 votes   media: ZOCOM Mirage Tank
OmeG Apr 22 2012, 5:45am says:

Albino Alien XD

+1 vote   download: AVP Ivory Aliens
OmeG Apr 17 2012, 4:21am replied:

Agreed, was hoping to see submarine units too, as NOD likes its sneak attacks. Also wondering if the bigger vessels utilize cloaking tech as well. I'm assuming GDI will have Massive Carrier/Destroyer Class ships? Amazing work, looking forward to your next update. :)

+1 vote   article: nod fleet week part 1
OmeG Apr 16 2012, 9:37pm replied:


Was gonna comment about that too, but his comment says it all.

+4 votes   media: Efreet Demonstration
OmeG Apr 13 2012, 8:22pm says:

Looks like NOD is really going to have to be stealthy now XD

+1 vote   media: GDI's new power, the Economy Recovery Drone
OmeG Apr 13 2012, 4:10pm replied:

Ah ok, I'll PM you the FATAL ERROR part :)

+1 vote   mod: Old Good STALKER Evolution
OmeG Apr 13 2012, 9:52am says:


"Exception Reason":

XR_3DA.exe caused BREAKPOINT in module "D:\Program Files (x86)\Steam\steamapps\common\STALKER Shadow of Chernobyl\bin\xrCore.dll" at 0023:00717CB5, xrDebug::backend()+165 byte(s)


EAX=4937AD28 EBX=2CE40018 ECX=4937AD30 EDX=4937AE62
ESI=007422A8 EDI=0018D418 FLG=00200212
EBP=0018CF90 ESP=0018BF88 EIP=00717CB5
CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B

Hope this helps :)

+1 vote   mod: Old Good STALKER Evolution
OmeG Apr 11 2012, 5:20pm replied:

Just saw where you get the "2 packs", they should be added to the mod though for automatic installation if those options are picked.

SimplyYuri Mar 2 2012, 9:50pm replied:

+1 vote   download: OGSE R2 official english version (fixed)
OmeG Apr 11 2012, 5:11pm says:

Hi KamikaZzeRu,

When you say "Argus Textures", you mean both Add-ons (Absolute Nature Texture Pack & Absolute Structures Texture Pack) must be installed after the OGSE installation is done, and not to overwrite your textures.ltx? (Asking for Clarification)

What is the "Creatures Pack"? Does it need the Argus Textures Add-on to work?

I think it would be best to include what's needed in your mod installation such as the "Argus Textures" to avoid confusion when people want to select that option. The Installation cuts off part of the words after "MUST" in the OGSE installation options menus.

Thank you for making this mod, going to play standard installation, can I re-install the mod with other options later on? Or do I have to uninstall the entire mod, then reinstall when I want the other options added in later?

+1 vote   download: OGSE R2 official english version (fixed)
OmeG Apr 10 2012, 6:06am says:



+1 vote   media: Dream Army Screenshots
OmeG Apr 9 2012, 11:32pm replied:


+1 vote   article: Should Warp Pillars Replace Gantrys YES/NO ?
OmeG Apr 9 2012, 9:23pm says:

I think you should have both, keep the gantry for the smaller/vanilla expies, and warp in the bigger expies. :)

+7 votes   article: Should Warp Pillars Replace Gantrys YES/NO ?
OmeG Apr 6 2012, 6:03am says:

I'd like to beta-test this mod, nothing is OP when you have skill and knowledge of how to defeat it. GDI's Ion Cannon & Sonic Weapons are GDI's unique advantage/strategy, whether it's OP or not depends on the player & that's where beta-testing comes into play. This concept is interesting and shows a lot of thought was put into it. Well Done :)

+1 vote   media: Ion Cannon Defense Network
OmeG Apr 5 2012, 12:56am says:


Brings back memories for both console & game

+2 votes   media: Nintendo 64 commercial
OmeG Apr 5 2012, 12:54am says:

I was thinking about that too, and yes fair trade.


+1 vote   media: Planet Cutter POC
OmeG Apr 4 2012, 4:59pm says:


Wow Pin Point Precision across a wider radius!? Extremely Awesome & Deadly Weapon Concept Azuza!

+1 vote   media: Planet Cutter POC
OmeG Apr 4 2012, 3:06pm says:

Ah, yes now I remember, but I thought it was for one of the Zero Hour mods. XD

If I actually had time, I'd change the maps for you. :D

The last part I guess I just wanted to see a flashier new model rather then a rectangle flying through the air. XD Maybe with some vapor trail or motion blur effects under the model, it would portray the sense of thrust that the unit is creating to propel it through the air.

Always a pleasure to read your replies! :D

+1 vote   media: GDI Sphinx and Griffin
OmeG Apr 4 2012, 3:50am says:

Hmm... two hovering units? It would make sense that these units would be able to "hover" over water, providing GDI with a unique strategy. So I'm baffled by your previous picture description that they cannot traverse water.

As for the jump-jet ability, I'm hoping you might add Orca look-a-like side boosters or jump-jet pack like objects to the sides of these vehicle models. This would visually give the effect that they have the actual ability to lift their ~200+ ton frames and ordinances into the air for a limited distance. Maybe for added realism's sake, the vehicles are made of polymer, and cannot sustain heavy damage.

Great progress! Hope my thoughts help! :D

+1 vote   media: GDI Sphinx and Griffin
OmeG Apr 3 2012, 11:03pm says:

LoL, guess that answers my question from the last picture XD

+1 vote   media: Ballistic Missile Juggernaut
OmeG Apr 3 2012, 10:15pm replied:

That would be an awesome weapons variant! Since it would be self propelled, having a longer range would also be realistic too right? Making it truly "elite"

+1 vote   media: Rail Mammoth / Rail Predator / Direct Juggernaught
OmeG Apr 3 2012, 8:43pm replied:

Or what Azuza just wrote...



+1 vote   media: Rail Mammoth / Rail Predator / Direct Juggernaught
OmeG Feb 22 2015, 7:39am says:

Ah, I see, good to know. You'd think since this game is quite old and released to the public, people would have access to the source code and be able to make those types of changes. Thank you for your responses.

+2 votes   media: DTA v1.1388 Naval Warfare
OmeG Jan 30 2015, 2:46pm says:

O My... ;)

+2 votes   media: Enhanced Create-A-Character
OmeG Dec 18 2014, 9:11am says:

Traditionally troops wore their sides colors or had banner carriers to identify themselves on the battlefield, so this would fit as is, but it would be cool if you could create icons/symbols of the factions on the units ei. White Hand, Iron Crown, Horse Lord (Head) etc...

+8 votes   media: Do you need housecolor?
OmeG Aug 7 2014, 9:17am says:

A: yes
B: no
C: no way!
D: yes
E: yes!
F: yes basically what ^he said... XD

+1 vote   article: Poll
OmeG Jun 9 2014, 12:47pm replied:

Thank you for the additional strategies, would be nice if each Signal Fire had it's own theme such as Ent Gathering, Dragons Lair, Balrog's Sacred Flame, that dirt diving fire-breathing wurm thingy, Goblin King/Army mini kingdom or Orc Infestation, Mountain/Troll Dwelling, Eagles Nest WITH AREA MIST to Stealth them! Same with Elf Forest that cloaks their "homeland"! Or the Wizard's Tower where their Magic Damage/Cool Down is amplified.

Would also be cool to have these Signal Fire defenders respawn after a certain amount of time as a way of retaking the Signal Tower. This would also allow "lesser" themed creatures to make surprise attacks on the occupying player in a more frequent occurrence then the legendary ones. Creatures such as: Goblin attack, Barrow wright haunting, Spider infestation, Wildmen Raid, etc.

+1 vote   media: Master Hero Mod 1.8.1 Defenders of the Signal Fire
OmeG Apr 20 2014, 1:42pm says:

I hope so, maybe this new chapter will be based on the actual current events that are happening in Ukraine right now. I can see the three factions already:

PLA (People's Liberation Army) = Russia
GLA = Seperatists/Terrorist groups

The CWC (Cold War Crisis) could be started anew with this event, with current weapons of war shown in the news along with futuristic & hypothetical things included.

All-in-all glad to see this mod team back in action, can't wait to tell those future stories with the next mod! :)

-2 votes   article: Let's celebrate
OmeG Jan 29 2014, 10:02pm says:

Ah, so a bug free, vanilla-ish game as the base of this mod has been set. I guess I was more interested in #6 and what you are currently planning/ideas that will be implemented in the future. Happy modding MasterHero :)

+1 vote   article: 1.8 of Master Hero Mod for BFME2: Rise of the Witch King ( Coming Soon )
OmeG Jan 11 2014, 3:09pm says:

Holy **** that's Scary!!! Now just imagine it doing 'The Ring' "fast forward" movement towards you! o_0

0 votes   media: Memories
OmeG Dec 31 2013, 11:41pm says:

Compatible with latest steam patch?

+1 vote   download: Normandy 44 1.1 Part 1 of 5
OmeG Dec 29 2013, 8:19pm says:

Mine Drone?

+2 votes   media: Something...
OmeG Dec 20 2013, 2:35pm says:

What about the retail version? Wouldn't you have to manually install updates? So you'd only install the update that you are modding to, for us to play your mod... while you work on the steam version mod or fix. ;)

+3 votes   article: Grim News...
OmeG Oct 5 2013, 2:11pm replied:


+2 votes   media: Minigunner
OmeG Sep 15 2013, 2:41pm says:

0_0 wow... sept 29 needs to get here already, I need to play this!

+2 votes   media: Task group
OmeG Sep 3 2013, 3:15pm says:

I'd say make the game you want using real/true/futuristic life weapons systems/units that can't be "copyright"-ed and call the game C_ontrol & C_rush (C&C) how's that for spiritual successor? XD

+3 votes   media: USA Supply Center (Unity 3D)
OmeG May 23 2013, 2:06am replied:

Love your depth of thought, hope to see more of your creations!

+1 vote   media: Meet the new GDI Firewall Barricade
OmeG May 20 2013, 3:59pm replied:

XD My bad, I kinda went with the 'firewall' instead of barricade way of thought. It's a great buffer strategy, most useful for terrain & urban chokepoints.

Do the towers regenerate as well when they are destroyed? As in a section of the barricade that is targeted is temporarily down while the rest of the structure stays intact?

Can't wait to see what other concepts you're going to add-on! :D

+1 vote   media: Meet the new GDI Firewall Barricade
OmeG Apr 28 2013, 12:29am replied:


+4 votes   media: The return of fake structures
OmeG Apr 8 2013, 11:46pm says:

"Eye of Solaris"

+4 votes   media: Satellite Ion Cannon
OmeG Dec 23 2012, 10:28pm replied:

No problem, but did my well meaning comments really deserve negative karma???

+1 vote   media: VRM 0.4 Release Video (Part 1/3)
OmeG Dec 23 2012, 8:15pm replied:

Indeed, scaling of units would give this mod a realistic visual effect. Also tanks/turrets/reloading/speed would move at a slower pace for that extra visual realism that I believe this mod is working towards. Constructive thoughts for the mod team :)

+2 votes   media: VRM 0.4 Release Video (Part 1/3)
OmeG Dec 9 2012, 7:35pm replied:

Very true, seeing as how Contra is known for quality, I'm sure they'll be able to incorporate both our thoughts at a later stage.

+1 vote   media: GLA RPG Trooper
OmeG Dec 9 2012, 3:57pm says:

Was wondering if it's possible to have rpg troopers and similar units have limited ammo before a timed ammo reload is needed to simulate a restocking of ammo. Seeing as this trooper has 4 rpg's total. Would add another sense of realism and strategy. Beautiful models as always, keep up the awesome work contra team! :)

-1 votes   media: GLA RPG Trooper
OmeG Jun 11 2012, 12:58pm replied:

I know, but isn't the coding based on the original? KW was an expansion afterall, it wouldn't be possible to splice & inject parts you need into your mod? If not, I still wish you the best on your mod! :)

+1 vote   download: KW Reloaded 2.0 Final (KW only)
OmeG Jun 10 2012, 6:42am says:

Would "Kane's Wrath Mod SDK" on moddb help you with that issue?

0 votes   download: KW Reloaded 2.0 Final (KW only)
OmeG May 14 2012, 5:33am replied:

Wondering if there could be similar tunnels like these where Dark Valley leads to Cordon & Garbage tunnel with the train leads to Agroprom.

Since this is the Zone, in all it's mysteriousness, who's to say the Zone didn't create this "metro" for stalkers it favors?


Again looking good Smrtphoneusr :)

+5 votes   media: Metro Station w.i.p.
OmeG Mar 29 2012, 5:06am says:

Now That's Awesome!

+1 vote   media: Legion Jump Technology
OmeG Mar 27 2012, 11:15pm replied:

Love the way he wrote that suggestion! XD

+2 votes   article: CoH: Back to Basics. Progress update for v1.3
OmeG Mar 26 2012, 5:04pm says:

Beware of Zombies in the port-a-potties! XD

+2 votes   media: March Update
OmeG Mar 25 2012, 4:52pm replied:

Your Welcome ^^

+1 vote   media: USA Anti Air Vehicle
OmeG Mar 25 2012, 3:37pm says:

Was hoping you would have the oil depot as a requirement before having to build small energy generators next to buildings that require energy, and also as a requirement to buildings that produce vehicles. Still a nice model by the way.

+1 vote   media: oil power plant
OmeG Mar 24 2012, 11:34pm says:

Very Nice Model, the non-Laser variation to the Laser Generals Anit-Air Vehicle for the other US generals

+3 votes   media: USA Anti Air Vehicle
OmeG Mar 19 2012, 5:06pm replied:

Agreed was about to type the same comment, the people in the open-top jeep are scaled, just need to scale the other infantry to that size and I assume reduce their speed so we will have to use transports for our infantry to traverse the battlefield.

+1 vote   media: HUMVEES!
OmeG Mar 15 2012, 4:57am says:

Umm... not to sure about the venom "light, fast, and stealthy air unit" using what takes a Medium Sized Building to produce an Elite Laser. Trying to be a little realistic, as Valherran said, a little OP. Maybe the Tiberium Guard Doctrine could equip it with Napalm Bombs and/or Hellfire Missiles that can be strategically used to create firestorms/walls. This would bring more meaning to the Tiberium "Guard" Doctrine.

Just some Constructive thoughts for your clever mod. :)

+1 vote   media: Sector Venom
OmeG Jan 11 2012, 4:53pm says:

I feel sorry for that boat... :(

+2 votes   media: screen
OmeG Dec 4 2011, 11:47pm replied:

I could see this vehicle being used as a decoy with it's siren & lights, that would force idle zombies to run/walk after it and attack it.

+3 votes   media: Policemen and Squad Car
OmeG Dec 4 2011, 11:40pm replied:

yea, until they get stuck in a zombie herd and zombies start smashing in the windows... Dun dun dun... XD

+1 vote   media: Policemen and Squad Car
OmeG Oct 17 2011, 6:28pm says:


+2 votes   media: M.I.N.E. Screenshot - They Walk
OmeG Oct 6 2011, 3:23pm says:

Yea the infantry are nice, but they are giants. Scaling the model and most likely their speed down, will give players a more realistic feel for such nice realistic infantry. :)

+1 vote   media: MSF Force
OmeG Sep 10 2011, 8:02am says:

One thing I'd like to see would be garrison enabled building or buildings that have firing ports. Those towers would be perfect for sniper infantry or whatever the player chooses to garrison the building.

+1 vote   media: AW Landbase
OmeG Aug 26 2011, 7:33am says:

Sound fx are as alien as the unit should be, I'm assuming only fast units can get past this defense?

+1 vote   media: Aeon Tech 3 Heavy Plasma Artillery Installation
OmeG Aug 23 2011, 5:08am replied:

My bad, he's a hero, and heroes don't need helmets. XD

+3 votes   media: Mornamarth
OmeG Aug 23 2011, 1:28am says:

No helmet? So less armor stat then?

Still a nice model though. :D

0 votes   media: Mornamarth
OmeG Jul 28 2011, 3:41am says:

O.M.G. O_O

Wish the actual trees looked like this in the game. Seriously beautiful menu.

+5 votes   media: Main menu
OmeG Jul 25 2011, 4:17pm says:

I think reducing the speed of the units a tad would get rid of the "float" effect, other then that the unit's animations & sound are believable.

+1 vote   media: Small vid of new footstep sounds
OmeG Jul 13 2011, 10:38pm replied:


...just had to do it bud...

-2 votes   article: Update 13-07-11
OmeG May 24 2011, 4:41pm says:

LoL, I guess even the Chinese prefer Japanese hardware, but then again all made in China does come to mind. XD

+3 votes   media: [Concept] Hacker
OmeG May 24 2011, 4:36pm says:

LoL, where are the smaller looking turd looking guys or cannon fodder I should say?

+1 vote   media: [OLD] Covenant Group
OmeG May 16 2011, 4:25pm says:

I thought Cybran were more laser precise focused, while UEF was more spray rockets everywhere you can? Looks nice though.

+1 vote   media: New Cybran T3 Rocket Battery model
OmeG May 1 2011, 7:51am says:

I'm thinking that the nuke cannon should be a lot more devastating then what the blast radius looks like in this vid and a lot longer ranged. I'm going by the nearby bunker's scale size. The nuke cannon should be China's improved version of it's regular artillery unit. It's major drawbacks should only be cost, AT & explosive weapons, reloading time, and explosive &/ radiation leakage radius around it upon it's destruction.

+2 votes   media: Nuke Cannon Test Effects Vid
OmeG Apr 29 2011, 10:41pm says:

I'm pretty sure that guy would want it as long as possible, seeing how "backfire" wouldn't be fun at all. XD

+3 votes   media: Soviet Stuff
OmeG Apr 28 2011, 12:42am says:

XD all good, this was just a teaser ;)

+4 votes   article: RCOM Final Feature List
OmeG Apr 23 2011, 9:17pm says:

I like the other zombie type that has no weapon, if you could add stalker camos to those zombies and add lots of them that would be awesome. Some normal zombies in building would be scary fun too!

+2 votes   mod: Dusty Sky
OmeG Apr 23 2011, 8:25pm says:

Shockwave & radiation would affect a lot bigger radius with that huge "wonderful" glow... XD... So pretty...

+1 vote   media: Nuclear Missile
OmeG Mar 30 2011, 12:58am replied:

It's very good Predator, could you also add in the stamina bar under the health bar? I believe people are able to tell when they're about to run out of breath; and how they are on health. Not sure people can keep track on the amount of bullets in their gun, but definately the type. Add in the hunger icon and have all the other ones as in game ques ei. sleep = blurred vision or blinking black screen to simulate eyelids an I guess detectors for anomalies and radiation. Then your hud is cherry!

+1 vote   media: Work on FFCS
OmeG Mar 19 2011, 2:23pm says:

You crazy modder genius you! XD

+1 vote   media: Shoop da whut?
OmeG Feb 23 2011, 4:11pm says:

God that is freaky, can't wait to see it's animation.

+2 votes   media: Skeleton
OmeG Feb 21 2011, 7:18am replied:

Usually if the mod has not been worked on and the original modder/s cannot be contacted the material is considered abandoned and therefore can be considered public domain.

It's nice to credit others for there work, but it's even "nicer" to enjoy there work when a modder wishes to entertain us with there creative works, the work of others were originally made to entertain and I thank this modder for not letting the other modders efforts go to waste.

+5 votes   media: Stryker, Tomahawk Launcher, Humvee and Comanche
OmeG Feb 21 2011, 7:12am says:

I see that the after effect gives a more eroded look of metal then the before pic. After so many years of zone weather & blowouts, I would believe the after would be the realistic look. Just my opinion, I would say depends on how far into the zone the metal is located.

+1 vote   media: Texture Content: Image 1
OmeG Feb 21 2011, 7:07am says:

Good movie, wish they would make another one, they showed the time void anomaly and used the screw marker a lot in the movie. Just goes to show apparently how numerous anomalies were in the zone. If it was like that in the game, gun fights and population would be extremely limited... you would spend more time throwing a screw which could turn a lot of people off the game due to screw boredom. XD

It's a hard balance trying to stay true to the movie's zone and the games gun/monster entertainment huh?

+1 vote   media: Visual Improvements
OmeG Feb 19 2011, 3:18am says:

I find this version more interesting then the more simplistic model, but either way they both look great!

+1 vote   media: Choose your flak-cannon, general
OmeG Feb 19 2011, 12:22am replied:


just playin... all in good fun my friend, can't wait to try out 0.4.5 keep up the great work!

+1 vote   media: Rostok Bar in CS Level Editor
OmeG Feb 18 2011, 10:18pm says:

Fluffy, ur so Foxxxy! ;P

Can't wait to play with you... it... I mean it...

+1 vote   media: Rostok Bar in CS Level Editor
OmeG Dec 4 2010, 5:18am says:

I agree, which is why I believe all creators should share their content freely to provide infinite variety and gameplay with wonderful units such as these.

+2 votes   media: Remix Screenshots
OmeG Nov 29 2010, 7:33am says:

There's nothing wrong with it Dezo, our world just happens to be bright and colorful :D

Unless you want the foliage to have a a dark, rusted, worn look? And maybe have the atmosphere have an orange-brownish haze to make it look like the fallout still lingers in the zone after blowouts.

Oh, and lol to your description comment! XD

0 votes   media: Lost Alpha
OmeG Nov 16 2010, 4:28am replied:


+5 votes   media: girl
OmeG Nov 8 2010, 3:34am says:

I hope you take this as positive criticism because it is meant in that way. It's a nice model, but, take one of those men along side of it. Put that man in the cockpit...or turret? Put a steering wheel in front of him, is he looking through a tube to drive forward? Have him step on the gas pedal on the...where he sits. Step on the gas pedal to pump gas from the...gas tank? get to the... engine?

Like I said, it's a nice model, like a fortified jeep. Maybe a rescale is all it needs to realistically serve its purpose. Otherwise, allies remote control, mobile bomb makes this an interesting unit.

+2 votes   media: New model: Daimler Armoured Car MK1
OmeG Nov 3 2010, 11:55pm says:

It would help the structure a bit more if you had mist coming out of & around the black "hole". This would give the arm animation a more 3d look as if it was coming out of a hole rather then a black object. It would also fulfill the name "misty mountains". Just some constructive advice for an awesome mod. Love the animation & sound by the way.

+3 votes   media: Fissure
OmeG Aug 24 2010, 3:25am says:

- The main terrorist force in Afghanistan is dead. (This country never had a military force, just warlords, and "terrorist" is usually a term given by oppressors to people fighting for their way of life... Think Robin Hood. HOWEVER, Taliban, "Students" way of life was a very strict society, which could also be viewed as oppressive to the woman of that country...this gave the Taliban a negative image to the world view)

+1 vote   article: Initiation, History and Backstory
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