Vazix@AFS

Open forum for new Pilots.
Locked
BillyBishop
Posts: 476
Joined: Thu Sep 02, 2010 7:52 pm
Location: Calgary Montreal Vancouver (depending heh)

Post by BillyBishop »

Vazix wrote:QUOTE (Vazix @ Apr 15 2012, 01:18 PM) I already noticed some orientations messed, tho I think it was usually 180 degrees.
Prove it.

Vazix wrote:QUOTE (Vazix @ Apr 15 2012, 12:18 PM) Teleports.
Don't care.

Vazix wrote:QUOTE (Vazix @ Apr 15 2012, 12:18 PM) As there is no real direction in F3 view, players should be advised to align the view.
No. They should do nothing. No one changes orientation for fun and giggles.
Last edited by BillyBishop on Sun Apr 15, 2012 3:57 pm, edited 1 time in total.
Vazix
Posts: 44
Joined: Tue Mar 13, 2012 1:45 pm

Post by Vazix »

Okay, the first one I really remember, as not sure about another, is Belters garrison:


As for the few teleporters that are exited one way, maybe it doesn't matter much for the team that uses them, but hell, I can prox rix and tf teleporters now. By the shape, OH telerefs are also only one-way.
BillyBishop
Posts: 476
Joined: Thu Sep 02, 2010 7:52 pm
Location: Calgary Montreal Vancouver (depending heh)

Post by BillyBishop »

Updated Belt Garr typo.
HSharp
Posts: 5192
Joined: Fri Aug 11, 2006 11:18 am
Location: Brum, UK

Post by HSharp »

Vazix wrote:QUOTE (Vazix @ Apr 15 2012, 01:18 PM) I already noticed some orientations messed, tho I think it was usually 180 degrees.
I'm 90% sure that garrison's and other bases which are already there on game start (custom maps) can have base orientation's being different to what a base built by a constructor will have.

Por example



Also didn't juckto make this door guide?
Image
Image
fwiffo
Posts: 1525
Joined: Fri Sep 07, 2007 4:38 am
Location: CA, USA
Contact:

Post by fwiffo »

Vazix wrote:QUOTE (Vazix @ Apr 15 2012, 09:53 AM) Okay, the first one I really remember, as not sure about another, is Belters garrison:
As for the few teleporters that are exited one way, maybe it doesn't matter much for the team that uses them, but hell, I can prox rix and tf teleporters now. By the shape, OH telerefs are also only one-way.
yep. it's useful to know which way tp's exit, im glad you took the find this out yourself as this knowledge isnt written down anywhere and impressed you want to share your findings too :)

proxing tele's IS very useful particularly when you have a team that is ready to int bomb teles and your ints arent particularly good at camping those teles. (prox will force damage on figs when they rip in and try to boost to evade damage from mini fire)

my own method is to sit at the tele, facing the concave side of it (if its got a radar dish) at about 100m or so, then your prox behind u should appear right in the spot where they rip in.
Last edited by fwiffo on Sun Apr 15, 2012 5:48 pm, edited 1 time in total.
Image
ImageImageImageImageImageImageImageImage
A Spathi's Axiom for Survival: "The only brave Spathi is a dead Spathi. RUN YOU FOOLS!"
Sundance_
Posts: 1119
Joined: Fri Jul 29, 2011 11:43 pm
Location: Minnesota
Contact:

Post by Sundance_ »

Maybe, HSharp, but i know RoyB wanted to update it and/or finish it.
Psychosis wrote:QUOTE (Psychosis @ Jan 12 2012, 09:42 PM) someone has to do it, and your vagina seems to be closed for business.
FreeBeer wrote:QUOTE (FreeBeer @ Sep 8 2011, 06:12 PM) Blow up toys never say no.
TheAlaskan wrote:QUOTE (TheAlaskan @ Sep 20 2012, 02:19 PM) Sundance_ is my boy.
Vazix
Posts: 44
Joined: Tue Mar 13, 2012 1:45 pm

Post by Vazix »

fwiffo wrote:QUOTE (fwiffo @ Apr 15 2012, 08:47 PM) my own method is to sit at the tele, facing the concave side of it (if its got a radar dish) at about 100m or so, then your prox behind u should appear right in the spot where they rip in.
Belters have a dirty dish and they rip in all 4 sides (clockwise order) thus proxing is 1/4 effective, tho I need to find out when the exit position is determined: at the start or end of ripcord (if at start, a mass ripcord would exit trough one side only). Another interesting thing, is that at least when a carrier rips, it doesn't forward the cycle (the carrier rips left, and I rip left too, afterwards I rip down,right etc.). I think same happens with constructors, I'm really not sure about this one.
BillyBishop
Posts: 476
Joined: Thu Sep 02, 2010 7:52 pm
Location: Calgary Montreal Vancouver (depending heh)

Post by BillyBishop »

HSharp wrote:QUOTE (HSharp @ Apr 15 2012, 06:43 PM) I'm 90% sure that garrison's and other bases which are already there on game start (custom maps) can have base orientation's being different to what a base built by a constructor will have.

Por example



Also didn't juckto make this door guide?

The guide is a combination of my efforts along with girlyboy, juckto, and the ACS course materials.

As for starting bases, actually it's a good point that on some maps they could have a different orientation. I'll note that.
Last edited by BillyBishop on Sun Apr 15, 2012 6:32 pm, edited 1 time in total.
Vazix
Posts: 44
Joined: Tue Mar 13, 2012 1:45 pm

Post by Vazix »

There should be a warning in http://www.mesialonline.com/Allegiance/alleg.html that you need to have javascript turned on to see menus. I found it out only 5 minutes ago.
Vazix
Posts: 44
Joined: Tue Mar 13, 2012 1:45 pm

Post by Vazix »

Do I need to ask a question in this forum/topic, If someone wants to answer a question I asked in game?

For example:
Where can I see the squad game's timetable?
Locked