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GodlyPerfection

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Everything posted by GodlyPerfection

  1. There is one open slot on the team that was being saved for you as a special case. I wasn't sure if you were picking up gold soon or not. I can fill that final spot on the team with your name if you plan on getting gold soon so you can chat with the team and play with us. If that is the case then I also need a player ID number from you... below is our current roster so pick a number that isn't already taken: [24] AtlasIsShruggin [01] CloudedLiger [89] Desert Oni [09] EastWayBG [43] Eva Borderline [10] External Memory [42] FurryMagician [02] Gatzae [56] Gnappy As5A5sin [13] GodlyPerfection [91] harazuki [27] II AfLiXn II [69] IxamxDeceptionx [22] Kaijudomage [00] RevisorySphere1 [99] Rico SRK [08] Soladrin [51] Timeater [11] Xenobis ---Pending---
  2. Each area does not have its own map... that is correct. The differences between each area will be the turret layouts that are set by the controlling team. Yes there are just 8 playable maps.
  3. No... there are 8 continents (the 8 maps in the game)... each continent is divided into dozens and dozens of territories up for grabs... these territories do not have any visual representation until you win one and then your team emblem gets put there on your team's world map. Here is a video to show the world map of a team with a ton of territories:
  4. It isn't based on mission rank at all... like I said, it is similar to mission rank. Your rank is based on how successful your teams have been when you were in a group with them. If the teams you work for are consistently winning then you will have a higher mercenary rank.
  5. The world is setup into the 8 maps... you chose a map that you want to play on. Each map is split up into dozens of territories and once you chose a map it picks a territory in the map based on different criteria. You don't get a set number of turrets instead you have a pool of power points you can spend and each different turret costs a certain amount.
  6. Exactly, you create dynamic squads out of good pairings.
  7. I do know that the party leader can send a specialized msg to each of the mercs after the game. And also mercs have a rating from S and downwards similar to mission ranking. You can use the merc search menu to find good mercs with an 'A' or 'S' ranking if any are available.
  8. Not necessarily 10 groups of 2... but have each player be very very comfortable playing with 3-5 people in a pair with wingman tactics like bait and switch. They will typically be good at playing with others who play at around the same times as they do. Then when you need a full team together you grab two pairings that are online and trust that they will work well together in pairs because they do it all the time anyways. And then the operators job can also be made easier cuz now you can have callouts for pairings as well to have them watch their flank or notify them to move or something.
  9. Actually you don't need a squad at all. Most teams will use the "simple hire" button which will send an invite to a random mercenary. There is a mercenary search, but most people don't take the time to look through it. So you will be fine.
  10. In my experience I've always found that trying to force a system like that just creates more work and confusion than it is work. I do agree with the wingman system though as that is simple enough to where it won't overwhelm people. All you really have to make them realize is that they play better with a partner. It also is much more flexible than a squad system... someone could make a strong wingman for several people. That way you only really need to groups of wingmen to play efficiently. Coordinating a whole squad like that is extremely difficult as there are very few times that you will get everyone together and then get everyone being serious enough to improve with each other. It is much easier to get familiar with one other person than working with 3 others. Sure you get more of a benefit out of a coordinated squad, but the chances of that happening are slim to none and then if something happens to one part of the squad it is hard to get a good enough replacement and get them integrated. However things typically fall apart long before any one squad becomes truly established. I learned this in my early days of AC4 and ever since then I have been a big supporter of the wingman system instead. Much more efficient, much more realistic, and much more flexible in practice. Adding or removing someone from the team is much easier in a wingman system than a squad system. And with games you always have to consider loosing players to various things. And adjusting for variable play times is much easier and overall makes your team's effectiveness much better on average. Squads that rely on a particular member end up loosing a ton of effectiveness. In squads players are a lot more specialized and thus more powerful... however that also makes them vulnerable when they lack one of their players.
  11. No problem, but Moonwalker answered the bulk of your questions so a big thanks to him too.
  12. Actually you are not allowed to be an operator as a mercenary. Only players of the hosting team are allowed to be operators for their team. EDIT: At the very least that is how it was in the demo.
  13. Below is a test post for what an AC schematic would look like if exported from the spreadsheet. Let me know if you guys think any of that should be changed. Here is a link to a test post for my site's version of this. Sadly I can't really do the "notes/reasoning" parts neatly in BBCode as multiple spaces count as one. http://testing.reachingperfection.com/Spoiler-Test-with-Exported-AC-code-from-Spreadsheet-td4449230.html
  14. Below is our XBL team that we have been working on for weeks now. I've hand picked each person based on chatting with them in party chat or knowing them prior to ACV. There aren't really spots available (there's like 20-ish people that are fighting for those last two), but we look forward to playing with other 360 teams. If you do need a start up team the way we are doing things right now is that the team will be set to "Open" for anyone who knows about the team to join when the game comes out. Then, if the team is full, as "reserved" players from the list below get the game they will replace players not on the "reserved" list. Most of my team is filled with new players to the series or those who haven't played the 4 series. So they may not be great pilots as of now, but I trust in their potential and their communication and team skills. See you guys on the battlefield. • XBL GT: GodlyPerfection • Time Zone - PST USA • Mic - Yes • Available - Sun-Sat: Anytime... Until the 2nd then Sun/Tues/Thurs/Sat: Anytime; Mon/Wed/Fri: Anytime other than 11am-7pm (I also have to work around my wife and kid) • Language - English • Team name- Irrelephancy • Team members - [24] AtlasIsShruggin [07] Carl F Gustav [01] CloudedLiger [89] Desert Oni [09] EastWayBG [43] Eva Borderline [10] External Memory [02] Gatzae [56] Gnappy As5A5sin [13] GodlyPerfection [--] harazuki [69] IxamxDeceptionx [22] Kaijudomage [00] RevisorySphere1 [99] Rico SRK [08] Soladrin [51] Timeater [11] Xenobis ---Pending--- (not really available) ---Pending--- (not really available) • Requirements - We just want people that are level headed and fun to chill with that don't need to win. Winning is nice, but we play to get better. We like communicative players. • Communication - Whenever you get the chance to get on then feel free and chat with whoever else is online; ReachingPerfection.com ACV forums
  15. I believe St Elmo has kiwis... not sure. I do know that there are kiwi turrets for territories as well as other things like target gun turrets.
  16. Kiwis are the current slang for the missile interceptors... their part IDs contain "CIWS" which stands for "close-in weapon system". As for hand missiles I do appreciate that they are intended to be a support unit rather than the chance to create a full missile boat.
  17. No idea... but it does serve as a counter to people using kiwis. If they start to become popular then that is a good solution. This game has a lot of counters built in to help the metagame change.
  18. Exactly they are mainly relegated to defensive team play, but should not be under-estimated in 1v1s and can play a role in offensive team play depending on the pilot and map.
  19. I'm curious about that blast radius and allies though. Friendly fire is on cuz I've accidentally kicked a teammate in the online demo... lol.
  20. We've got some videos on our video thread over at RP. http://forum.reachingperfection.com/ACV-Videos-Thread-td3794286.html
  21. Not bad Mushi... still gotta work on that scan mode. But you are getting there. How's your drift turning? This is definitely one of the builds that I will be running in retail. I need to finish designing it.
  22. You can play with other teams through the merc system.
  23. RJ's have terrible turning ability and a good CQC player will take advantage of that. For weapons sniper rifles, bazookas, high impact missiles, etc. Look for weapons that stun... preferably CE/TE based as LWs are KE-Resistant. And back pedal, back pedal, back pedal... learn to GB backwards efficiently. Learn the maps so you know when it is effective to GB backwards. Also try to stay in open areas... letting a CQC player utilize cover to get to you unharmed is a terrible thing. RJs can be nice for the vertical distance you can place between yourself and your opponent so on more vertical maps with a bunch of buildings to jump off of for the turning bonus an RJ should do fine.
  24. I look forward to seeing the ACU 360 branch on the battlefield. Our team Irrelephancy is ready. lol...
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