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rfII
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Registered: Jul 2002
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Posts: 39

Thumbs down Geo-mod in multi is almost nonexistent

No tunneling. The only geo-moddable walls are those that hide secrets. The other thing geo-moddable is some pillars; pillars that are usually so thin that blowing them up changes nothing in regards to stratedgy. Bridges may also be blown up but there are usually metal undestructable skeleton bars that you can walk on if the body of the bridge gets destroyed.

The impact geo-mod has on single player is great. Multiplayer is a shame.

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Old Post 10-21-2002 02:08 AM
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Quazar
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Registered: Apr 2002
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well for strategy its not very useful true, well except in badlands when you blow up the top level thing so it falls. now thats strategy. and its fun to doystroy peoples maps, like microfaction 4 by wrecks. the big thingy over the stove can be knocked down, so it falls, pretty fun. yeah thats the thing, geo-mod in multi isnt very useful its just fun.

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Old Post 10-21-2002 03:27 AM
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cece
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Registered: Jun 2002
Location: Humid, TX
Posts: 250

Geomod was a vital part of many matches I played online. If you aren't seeing it in servers it is because the server admin has it limited to reduce lag.

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Old Post 10-21-2002 07:06 AM
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The_Croc
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Registered: Jun 2002
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Yup cuz when theres a server with alot of geo some of us simply cant play because some ass is doing nothing but digging holes and tunnels which not only hurts your team because they are short a guy, but slows my puter down to the point of frame by frame playing

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Old Post 10-21-2002 10:21 PM
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rfII
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Registered: Jul 2002
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im talking about RED FACTION 2

the geo-mod aspect of RF1 in multi is superior to rf2

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Old Post 10-21-2002 10:23 PM
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Hawkâ„¢
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Well i havent seen the game yet, but my guess is that they donw it because it caused so much lag in rf1. Then again I never played multi on PS2 so it may not have lag.

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Old Post 10-22-2002 01:28 AM
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[OTF]Joker
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Registered: Apr 2002
Location: England
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You certainly wont get any lag on a PS2 multiplayer as it's not online.

The only thing that would drop is the frame rate if you had a lot of palyers so i guess the geo-mod could be turned down/off to cope with that.

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Old Post 10-22-2002 10:15 AM
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MDanihy
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Registered: Oct 2002
Location: USA-NJ
Posts: 24

In RF for the PS2, we played with 4 bots and 2 players, and there was a hardly noticable pause when the engine compensated for the changes. Seeing some of the small areas in RF2, I have no idea why Volition changed the GEO MOD so much. It's just another FPS now... I also prefer the heat signatures for the rail-gun in RF, in RF2 you get a pulsing circle. And the weapon icons look like crap. If they saved all the GEO MOD power for better bot AI, then they made a mistake. A bot with a sniper rifle or a rail gun always hit his target, I don't think they needed to improve anything.

Last edited by MDanihy on 10-22-2002 at 03:37 PM

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Old Post 10-22-2002 03:34 PM
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rfII
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Registered: Jul 2002
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yea the multi is definately a step back.
I also prefer the old rail driver.
The bot AI still sucks, I can't explain how often they run by be cluelessly. THQ used extra heath and damage multipliers to make up for it.

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Old Post 10-22-2002 10:46 PM
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MDanihy
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Registered: Oct 2002
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They do tend to run past me, but they do use grenades more. I laughed when one threw a sachel on me.

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Old Post 10-23-2002 02:09 PM
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cece
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Registered: Jun 2002
Location: Humid, TX
Posts: 250

quote:
Originally posted by rfII
im talking about RED FACTION 2

the geo-mod aspect of RF1 in multi is superior to rf2



My bad. And you are absolutely right. I spent some time playing capture the flag this weekend.

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Old Post 10-29-2002 01:35 PM
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