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Comment History  (210 - 240 of 654)
OmeG Mar 24 2012, 6:23pm replied:

The best way to make the game more interesting is to add lots more units, abilities, weapons, upgrades/tech & a ton of unique maps that don't look like the typical standard boring 'war in the middle' maps.

Love the John Rambo model, having more then one special hero with slightly differing abilities is also a plus. Colonel Burton on US (Tech General) John Rambo on US (Assault General) as an example. Special squads such as Delta Force, Navy Seals or Army Rangers would also be choice units based on need provided as options for the player to use.

Hope my Ideas/Suggestions help you on your mod! :)

+2 votes   mod: C&C Generals : The Last Battlefields Mod
OmeG Mar 24 2012, 5:16pm replied:

If you have the Program 'Vuze' it has a pretty straight forward way of making a torrent. That or googling/youtubing a torrent tutorial will show you how. Then provide that link on your mod page for all of us to seed to others.

+3 votes   member: [TZP]LoNer1
OmeG Mar 23 2012, 3:25am says:

Posted this Comment on your Particles Mod front page comment section, but no reply :(

OmeG Mar 21 2012, 2:48pm replied:

Hey [ppx]L☢Ner1™, Make it a torrent and I'll help seed it for you, that bypasses moddb limitations and gets your mod to everyone faster.

+3 votes   member: [TZP]LoNer1
OmeG Mar 21 2012, 5:48pm replied:

Hey [ppx]L☢Ner1™, Make it a torrent and I'll help seed it for you, that bypasses moddb limitations and gets your mod to everyone faster.

+1 vote   mod: Particle Paradise v2.2
OmeG Mar 21 2012, 7:53am says:

OMG WOW, You made me want to buy this game! Tracking!

+2 votes   mod: Warhammer - The Sundering: Rise of the Witch King
OmeG Mar 21 2012, 7:48am replied:

I believe it's mold or moss, they grow on buildings over time.

+3 votes   media: main menu
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 Mar 21 2012, 7:06am says:

Is this the Menu for version 2.5 of the mod? Gives Me A Very Creepy Feeling, Job Well Done!

+1 vote   media: main menu
OmeG Mar 20 2012, 5:12pm says:


O my... 'Independence Day' movie Déjà vu...

+1 vote   media: Battlefeel v1.03
OmeG Mar 20 2012, 5:46am says:

Definitely Want Zombie Mode For This Mod!!! Absolutely Awesome Trailer!!!

+3 votes   media: Hypovolemia Trailer
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 19 2012, 4:50pm replied:

The Kraken would be Squid/Octopus in shape, ungodly fast underwater, it's 'ink' weapon would be radar jamming ability AND/OR EMP Torpedoes with melee attack. On land, it's a slow walker, but all it's weapon platforms are able to rise outside the body weakening armor integrity but able to defend against air, 2 legs become medium ranged cannons, another 2 legs become artillery cannons, while some small ports around the body are close range lasers. Defeat would require a fleet of watercraft and aircraft to start to damage it's giant armor or one well placed nuke/elite artillery round. Sounds about right off the top of my head, hope this helps! :)

+3 votes   media: Cybran Experimental Assault Bot
OmeG Mar 19 2012, 6:09am replied:

OMG YES DO THIS!!! +1 to Spudd

The Cyborg Nation Shall Devour Your Imperfections With The Call of the KRAKEN!

+3 votes   media: Cybran Experimental Assault Bot
OmeG Mar 19 2012, 6:00am says:

Very Nice Ideas, my favorite NOD tactic was to build a lot of these units, sneak these into a base in groups big enough to kill the enemy's power plants in one shot upon De-cloaking, then target the construction center, then set them to aggressive 'Shoot Everything' mode while my main force picks off the defenses/units. It's going to be fun devising new strategies for each doctrine. Thank you for making this mod. :)

+1 vote   media: Stealth Tank (Tib Guard Class)
OmeG Mar 17 2012, 7:43pm says:


OMG... DEAD FOR... I mean RED FOREST!!! I can only imagine the ambient sounds this area will make. Roaming Anomalies, Creatures... the dead... O my!

+3 votes   media: Red Forest
OmeG Mar 16 2012, 4:43pm replied:

Love to help & support the community :D

Based on the reply, will most enemies that are shooting show the player a jammed weapon "reloading" animation, or will they not mimic the need to reload their weapon after a jam? Also, would that mean that most weapons are teetering on the brink of the weapon breaking? I'm pretty sure Military/Mercs/Maybe Freedom and Veteran to Elite Stalkers would only carry well maintained weapons. What I'm wondering, is what/how the Monolith carry/maintain their weapons in the more severe environments of the zone, or are they just another form of bandits? Will the creatures (New Creatures?) have a place, or will they be meaningless bullet fodder?

+2 votes   mod: S.T.A.L.K.E.R. Whispers Of The Zone
OmeG Mar 16 2012, 3:42pm replied:

XD Ty, Maybe it could be done later on for the mod, or you could outsource the texture to other texture artists to get the variations done quickly. You're already amazingly quick with updating your mod, can't wait to see the updated texture. :)

+1 vote   media: My first texture xD
OmeG Mar 16 2012, 6:22am says:

Also make the six red lights in the front have a brighter touch of red so they look like lights with the darker red looking like a reflection against the black metal. Great first texture for what looks like a unit that has flown quite a few missions. Is it possible to have the texture change once the unit achieves veteran status, from a newer off the production line texture?

+1 vote   media: My first texture xD
OmeG Mar 16 2012, 2:20am says:

"Idea"/thought: If there are "thousands" of stalkers in the zone with "deadly skirmishes between factions", what will you do about players that scavenge loot/supplies off the dead or pick off remaining stalkers to take what they have and amass a huge fortune and deadly arsenal of weapons & ammo from the start of the game?

The idea of the Zone was that it was a deserted, lonely, abandoned land retaken by Nature and the creatures that adapted within the zone. The only few humans that dared to venture into the Radio Active, Creature infested zone were Military/Scientists/Traders or STALKERS that looked for artifacts or evaded authorities.

For the most part I could see outposts or small camps where humans would go for safety/relief. But having thousands dying and littering the zone with loot and weapons, takes all the danger, mystery and excitement of obtaining/restoring rare items/weapons/artifacts etc. from the zone, that STALKERS make their niche from. Instead of, wait for factions to destroy each other, grab their loot, become filthy rich, kill anything in the zone, get bored of the zone... play another newly released game. I hope my thoughts help with the creation of this welcomed addition to the STALKER modding community. :)

+4 votes   mod: S.T.A.L.K.E.R. Whispers Of The Zone
OmeG Mar 15 2012, 6:52pm says:


I'm just happy you're adding more variety in every aspect to the game. The more options the player can do to/for units or the environment, the more re-playability and different outcomes the game produces to the gamer. Can't wait to see the next 4 units and their intel.

+1 vote   media: Sector Venom
OmeG Mar 15 2012, 4:55pm replied:


Would still like to see another weapon load out other then lasers. But I guess NOD is laser orientated. Either way can't wait to try out the next version.


+1 vote   media: Sector Venom
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 Mar 10 2012, 4:44am says:

Beautiful Trees that emit toxins that can control, kill or morph enemy units into monsters?

+4 votes   media: Colony Structure Update
OmeG Mar 10 2012, 4:41am says:

I wonder if this unit can burrow or travel underground

+1 vote   media: Colony Update
OmeG Mar 8 2012, 3:43pm says:

...Spyder Monkey...

...King Kong...


...Silver Black...

...Big Black Dong... XD ;P

+2 votes   media: Cybran Battle Bot \ Spider Bot
OmeG Mar 6 2012, 6:53pm says:

Hmm... for some reason I'm thinking of Zombies when I look at him... Zombie mini game???

+1 vote   media: Wounded Payne
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 Jan 22 2012, 6:09am says:

Whoa my Frames Per Second (FPS) just said, "AWW HELL NO!!!" XD

+6 votes   media: Boom
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
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