Article View: comp.sys.ibm.pc.games.action
Article #3668Re: [MW2] Chances of seeing this fixed/added ?
From: bpl... Brad Plecs
Date: Wed, 09 Aug 1995 00:00
Date: Wed, 09 Aug 1995 00:00
40 lines
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1854 bytes
Here's something to fix. I get hit with ammo explosions after I've expended all my ammo. Simple fix: if (ammo) ExplodeAmmo(crit_location); Better fix: if (ammo[crit_location]) ExplodeAmmo(crit_location); Also, is the limit of 10 tons of ammo a FASA thing, or an Activision thing? I've found AC/20's Verrrrrry useful, but they gobble ammo. I was disappointed to find I had a limit of 10 tons (50 rounds). Same goes for the limit on weapons. I like Small lasers. But there's a maximum of ten weapons or so for the whole mech. :( Gotta coupla others, here -- It's frustrating that when I try to go in reverse (from full stop), my mech likes to accelerate FORWARD up to almost 50 mph first. I can understand a delay for deceleration when I'm already moving forward, but this is ridiculous. This one's certainly for FASA, not for Activision: How come bigger mechs don't have more critical slots? I mean, come on -- they're BIGGER. a 100-ton mech should have a LOT more room for weapons than a 20-tonner. It's not just a matter of how much mass it can carry... I think that's it for now... Great game! BP -- bpl...@mri.jhu.edu
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From: bpl...@yaqui.mri-nmr.jhu.edu (Brad Plecs) Subject: Re: [MW2] Chances of seeing this fixed/added ? Date: 1995/08/09 Message-ID: <40as5v$crk@news.jhu.edu> X-Deja-AN: 107795909 references: <401vck$gc@northwind.franken.de> <406q9n$2pv@news.xmission.com> <NEWTNews.807899368.22874.tonyd@dialinxx.phoenix.net> <Pine.OSF.3.91.950808232207.280B-100000@ucs.orst.edu> organization: Johns Hopkins University, School of Medicine newsgroups: rec.games.mecha,comp.sys.ibm.pc.games.strategic,comp.sys.ibm.pc.games.action,alt.mechwarrior2,alt.games.mechwarrior2 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit