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Overpowered specs Game Announcements *sam* 149 1
*Tinker*
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*sam* said:
In terms of psionics, 'Burn' seems to be the one that gets complained about... are there any others that are too powerful?


Defensive energy starting around lvl 3, or using more then one DE in a car at a time, like one fellow who used to put 3 or more DEs in a car to be Mr. invincible.

I forget but was chassis strength ever used to affect the outcome? don't think i noticed in an FE or AMBO tbh


Posted Jul 13, 2014, 6:27 pm
Because this game isn't hard enough -- Hard attacks!! Suggestions Vroomhoff 9 1
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Can't believe all of my gangers are still around after this new years.

Posted Jul 29, 2013, 10:22 pm
Shadowrun Returns.. *UPDATE w/Review* General Discussion Necrotech 44 1
*Tinker*
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I've played about 5 hours in, and sad to hear the ending is so close already...

My only gripes are, it's on rails, no loot, and the text options you can't have are shown grayed-out, oh and they constantly ask you to confirm many choices regarding inventory and probably some other screens.

But I really like the text, some good writing for sure if you like cyberpunk

But I wonder if I will bother replaying again with another class, since I know already (if I can remember) which classes will unlock which dialogue options...

edit: Underrail looks great, anyone tried it wit whine on mac?

Posted Jul 29, 2013, 9:30 pm
CAMP SYSTEM Darkwind Discussion *Tinker* 182 1
*Tinker*
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*Tinker* said:
Take a look at Cry Havoc, used to be one of the best camps for a little while, it's fame was way up there

It's been abandoned for god knows how long, the last message in it's activity page is from 2013-01-04, it's members have done nothing since that time, and who knows how long before. It's workers are long gone they ran away because there was no food, the earliest wages i can see, paid in april 2065 (that's 3 months ago IRL) are $0. It's 31 mec shops are down to 94-92%, 7 factories down to 96%, oil plant 84%, metal plant 92%, stone plant 97%, 5 lockups 100%

It's fame is still at 287 I think it's base fame was around 360 after weekly reset.

Is this fame drop normal? what is the "acceptable" comfort level that we want to achieve?

We should make a note of this, Then Sam can make a simulation of the new system for a few months, and let's see how it works for us.


As of now (2 months later) CH is at  265 fame, I think there as been no fame gains, at least none i can see from the activities page.


Posted Apr 22, 2013, 10:57 pm
Engine v.139 Patch Notes *sam* 53 1
*Tinker*
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*jimmylogan* said:
Sam - problem with the patch...

Running OS X 10.8.3

When I run -

darkwindLobby.jar

instead of starting, it quickly flashes and then gives me a new file in the same folder -

darkwindLobby.jar.cpgz



I had to run it twice, 1st time i double clicked the jar file without ever trying to open the client first. I updated super fast but the client said it was still at v.138, so i tried again, it took a little longer and it worked

Posted Apr 22, 2013, 10:56 am
COE Camp Forum 1015 *Longo* 35 1
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Well damn I slept through last coe2, and just realized i need to catch a plane next sunday so I'm probably out, i might just add a car and disposable gangers to see if they can make it on their own...

Posted Mar 26, 2013, 12:12 pm
Faction PvP Suggestions BrassFactory 26 1
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*sam* said:
These are perhaps the main 3 things that need to be borne in mind by any pvp rule changes. So, it may be possible for example to do some faction-based rewards (nice idea, BTW!) but perhaps only involving certain factions - that way, anti-pvp players simply have to avoid joining those factions.


I'm confused are these open pvp faction overriding non-flaged pvpers?

we already have flags, but they would be a sort of for every-day things until  they joined the right (or wrong) faction which would open them up to their faction enemies, regardless of their flag setting? I guess if you wanted to let them have a safe back door, the renegade faction would be a good one?


Posted Mar 23, 2013, 11:15 pm
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