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Thread: CMT's TSC: Evolved - 3/2/2015 - released

  1. #41

    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!



    hmm, I guess it is in there but I certainly don't remember ever finding one
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  2. #42
    Gar TVTyrant's Avatar
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    Quote Originally Posted by Timo View Post
    Isn't there one on a dead marine after the first two encounters? Or was that a sniper rifle
    Yeah this is what I was thinking of.
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  3. #43

    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!



    This marine?
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  4. #44
    lol modacity Timo's Avatar
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    Ah, it's just sniper ammo. Was almost certain there was a pistol there though, what difficulty is that on?
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  5. #45

    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    Easy.
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  6. #46
    Posts, posts EVERYWHERE! Warsaw's Avatar
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    Quote Originally Posted by Masterz1337 View Post
    Our mod has always been about choice. It can be played great any way you want. Also Needler is planned to be pink again.

    Also pistol was never in stock a50.
    But sometimes, choice becomes a chain by itself. Most people use the most effective guns when they play, and in this case that means the Carbine and BR are going to dominate alongside the shotgun. As soon as players get into the ship, they'll likely ditch the sniper rifle because it's more effective to use a plasma/mid-range combo or just go balls deep with the shotgun, saving the mid-range weapon to pick off grunts. Think of the shuttle bay; that part was challenging partly because you had grunts and jackals on the second level taking potshots at you when you weren't looking and because you had no mid-range weapon to deal with them. You HAD to waste precious sniper rounds, or try and take them down the hard way with plasma weapons.

    So yeah. Just something to consider. Choice doesn't make it play great by default.
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  7. #47
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    Quote Originally Posted by Warsaw View Post
    So yeah. Just something to consider. Choice doesn't make it play great by default.
    I don't think it affects the gameplay unless you put those weapons into the player's hands right off the bat. As I said before, you can still use what you want to tackle this mission. Use the same weapons you do when playing unmodded Truth and Reconciliation. They are still there, so you'll still get the experience you would like. I want to play the way I want. I've already experienced Truth and Reconciliation's close quarters combat. I want to try something else this time.
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  8. #48
    State your identity! Hotrod's Avatar
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    I find myself agreeing with Amit, you aren't forced to take any weapons. Although, yes, the player will usually take whichever weapon is most effective they have the choice to take any weapons they see fit. After all, CMT is trying to make a new experience that plays differently from the original game. If you want the original experience, you have Halo 1 out there waiting for you.
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  9. #49
    Posts, posts EVERYWHERE! Warsaw's Avatar
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!

    It's not going to be a new experience if it's going to be a cluster-fuck of various weapons and enemies with little thought put into how they will actually work together. Don't make the same mistake Halo 2, 3, and Reach all made.
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  10. #50
    Kid in the Hall Kornman00's Avatar
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    Re: CMT SPv3 - 12/2/11 Update - New Media Inside!



    Since a bunch of new weapons are being added, I demand a flute. And little orange men.

    Oh wait, the game already has grunts. I demand a squad of grunts instead of marines.
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