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Comments on modified Scattered Hills map, Mostly for Bastille
*goat starer*
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seen bas do the jumps on many an occasion
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Posted Feb 1, 2013, 11:12 pm
*Bastille*
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hehe, lost 2 5Lv8 ospreys last time though,.. thats what I get for jumping 5 cars in 5 turns over the jump (they all hit each other when the first one failed the run up) replay has died now :(

I don't find this map much more dangerous than it used to be... in some ways, its easier.
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Feb 2, 2013, 12:56 am
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its much easier

tyhere were ambushes before that were lethal
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Posted Feb 2, 2013, 12:57 am
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yeah, I ahve not had one in that spot yet (that spot should still be there, but its priority seems to have been taken up by another spawn)
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Posted Feb 2, 2013, 12:59 am
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well put it back.. was the most realistic ambush in the game
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Posted Feb 2, 2013, 1:02 am
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its still there (theres just more variety now)
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Posted Feb 2, 2013, 1:03 am
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is it??? you sure?
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Posted Feb 2, 2013, 1:04 am
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it should be... I think
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Posted Feb 2, 2013, 1:10 am
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Juris said:
Sam has no love for unarmed travels

be that as it may, i really dont give a flying ?!@$. no offense to sam, i'm a big fan and all that, but he just sets up the world. it's up to us what to do in it. if the physics makes it possible and it's in the rules, whats the issue. usual method to hire new gangers is to hire best available in sars (usually low single digit scout), throw em in a 2l hotrod, and see if they can make it to badlands. this was much more challenging before you could control your travel speed, btw. i might be flattering myself, but i honestly doubt if anyone has done more unarmed travels down south in their first 9 months than me. (puts flame retardant undies on...)
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Posted Feb 2, 2013, 1:53 am
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Just to keep on topic, are we supposed to go fast or slow to avoid ecnounters? I couldnt give a flying frog about travel time..
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Posted Feb 2, 2013, 1:56 am
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Cool, thanks for the comments Bast, hopefully someone at some point will find and post an event where lorries were run through your new areas.

Goat said
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A bunch of stuff to try and annoy LF, but nothing useful to the conversation. I can't wait to do it again and again as I have nothing better to do


:p
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Posted Feb 2, 2013, 2:02 am
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I had like a really good example but its now over a month back. Plow Rams are your friend.
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Posted Feb 2, 2013, 2:31 am
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*Bastille* said:
I had like a really good example but its now over a month back. Plow Rams are your friend.


No biggy, I had my concerns about it being viable for lorries. If lorries can be successfully run through your new areas around the bridges, then my concerns no longer exist. It was not about Risk, it was about viability.  ;)

Though if an event can be obtained showing it done I'd love to watch it.
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Posted Feb 2, 2013, 6:25 am
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Lord Foul said:
Cool, thanks for the comments Bast, hopefully someone at some point will find and post an event where lorries were run through your new areas.

Goat said
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A bunch of stuff that annoyed LF because it pointed out that a) he was wrong, b) he was tring to make the game easy and c) it reminded him Sam had already made mis opinion on running with inadequate guns clear so our illustrious and unelected rules council was just mouthing off because he finds the wilderness a little challenging


:p
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Posted Feb 2, 2013, 9:47 am
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its all about taking that bottom bend right, or the s bend on the other track ;)
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Posted Feb 2, 2013, 9:51 am
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goat starer said:
All the ai has problems.. but their pathfinding is building... You really need to understand how stuff works.


Seems the AI's problem is trying to follow me at too high of a speed.  Does the Pheremone tracking also track speed?  The Vampires, Apachees and Racoons follow you quite well but the cars like the Windy II, and the Pho seem to have issues with drifting and fly right off the cliff instead of making the top-o-the-hill corner going down.

idk what part im supposed to understand.  to me it seems the AI problems have more to do with Chassis characteristics than with their knowlage of a path.

What works in a Racoon (90 degree turns at 65Mph or more), doesnt work in a Windy II.  Not for the AI.  Not for a Human.
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Posted Feb 2, 2013, 11:28 am
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It just depends on the individual car.

Some cars go too fast, some take it well, across all chassis as far as Ive seen, this goes for anywhere really.

Sometime the AI is amazing, sometimes its nuts and gives you a chance. This goes for their fighting skill, driving, tactics.
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Posted Feb 2, 2013, 1:13 pm
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Can't be just that, think there's a lot of places where a lorry would get stuck on terrain. Still would like to see it done...

*Bastille* said:
its all about taking that bottom bend right, or the s bend on the other track ;)
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Posted Feb 2, 2013, 1:16 pm
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Call me crazy, but seems realistic to me. I just imagine the kind of drug addled hyper aggressive crazed lunatics that populate the lower ranks of most post apoc gangs in movies like the road warrior, and their driving makes total sense...

*Bastille* said:

Sometime the AI is amazing, sometimes its nuts and gives you a chance. This goes for their fighting skill, driving, tactics.
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Posted Feb 2, 2013, 1:19 pm
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Leaving New Longoville, I moved about a dozen lorries out of there and hit this map several times. Rule of thumb is bring a squad that can depend your lorry... I have driven numerous lorries down and up the ravine here. It not an easy fight...but hey, its BL? I tried to pull up some events but they appear gone (whats the retention now...1 day?)
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Posted Feb 2, 2013, 4:24 pm
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