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Messages - Gree

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General Discussion / Re: Continuation of BNS Christmas giveaway.
« on: February 28, 2018, 06:25:42 pm »
Brigador: Up-Armored Edition pls

General Discussion / Re: The 2017. Christmas Giveaway
« on: December 29, 2017, 07:41:35 pm »
Shadow Tactics: Blade of the Shogun: Xerone
Ashes of the Singularity: Escalation: Stealthunt3r_666
Art and Visual Pack: Marko
Banner Saga 2: Ibrahana
The Mixed Bundle: Nuno
Medieval, Greece & Vikings Pack: Nuno
Armello: Sleek
Killing Floor 2 & Dead Rising 2: Sleek
BlazBlue: Chronophantasma Extend: Richard
Warhammer 40,000: Dawn of War III: Spitfire
Dark Souls II: Scholar of the First Sin: Greeny
H1Z1: Chainsor
NBA 2K17: Owen
Inside: Owen
Galactic Civilizations III: Nuno
ABZU: Gree
Furi: ShadowDK
Quantum Break: Eye
Jurassic Park The Game: Spitfire
Space Run Galaxy: ShadowDK
The Turing Test: Axko
Black Mesa: Owen

General Discussion / Re: The 2017. Christmas Giveaway
« on: December 18, 2017, 11:44:21 pm »
Steam URL:
My first game pick(3 entries): ABZU
My second game pick(2 entries):Furi
My third game pick(1 entry):Ashes of the Singularity: Escalation

General Discussion & Suggestions / Conquest maps for Training purposes
« on: August 27, 2017, 09:33:41 pm »
Ye Mappers and Regiment leaders of Bearforce 2! Hear ye, Hear ye!
In the 501st trainings recently we have been using various conquest maps for training combat purposes. Due to this I have been thinking of converting several of the old battle and siege maps into conquest maps to make training on them smoother.

This would be accomplished by simply adding flags around the maps so that we can practise some of the more commonly fought battles without having to worry about resetting the map constantly.

Currently I have only done Honoghr Military base which while not the best map for either battle or siege has some very interesting locations on it that I would like to use during trainings without having to faff around with the constant resets of battle mode or the irregular spawn points of tdm.
Here is what I have come up with:

Remember that this map is intended for training purposes only and would not work properly as an actual conquest map.

General Discussion / Re: The 2016. Christmas Giveaway
« on: December 22, 2016, 09:08:58 pm »
Name: Gree
Steam URL:
My first game pick: Shadow of Mordor
My second game pick: Rebel Galaxy

General Discussion & Suggestions / Re: Vibro-Sword and Flinching
« on: August 17, 2015, 03:20:38 pm »
Stun is, perhaps, the only way to kill the Jedi.

In this case, the Jedi have to die after two hits with a blaster.
The stun upon impact is essential in order to kill Jedi or Sith, the only other solution would be to either run their force powers down (which is nearly impossible if the Jedi is wise) or to straight up overrun them.

Personally I think it's fine how it is. The only thing that would bug me is the double westar stun bullsh*t. If you're hit once from close-medium range you're screwed. That sh*t will stun you as if you were tased.
OK... I'm in agreement about the Double Westar and the Westar in general, however, if we take that away from the Mandolorians, what could we give back in return? Beause... The Westar has to go or not have a stun effect.
The Double Westar, although unbalanced will now be somewhat nerfed with the removal of the stun effect, along with sith lightning for that matter, as you could walk away from the lightning unlike before. We could give the bounty hunter an improved carbine/rifle that would take the Westars place as the best weapon. To properly nerf the Westars, you could decrease the accuracy and increase the shot spread. On the topic of the Jedi/Sith, you could conceivably give every class a faster move speed, except from the heavier units like B2 battle droid and Heavy Clone.

General Discussion & Suggestions / Vibro-Sword and Flinching
« on: August 17, 2015, 11:43:27 am »
In the new updates, the flinch upon being hit or shot has been removed. I wish to raise several issues with this and some balancing issues that now will arise.
First, the Vibro Sword in the clone and droid load outs is now rather under powered, now lacking the ability to even interrupt attacks with it's speed, leaving it vulnerable to weapons that can block such as the Vibro Blade (ARC trooper) or the Lightsaber (Sith/Jedi) etc. This could be fixed by adding a block to the Vibro Sword, but leaving the Vibro Knife the same (ATM they are effectively the same thing with different models)
As well as this, any melee attack cannot be halted by shooting the attacker, which means that Jedi will be able to dunk on clones unhindered unlike before, where you could shoot a Jedi and halt them in their tracks whilst they swing at you.

Any thoughts on how to fix this issue?

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