Recent content by Kodar

  1. Kodar

    Moviebattles II V1.8.2 Released

    Sonics were largely underused and underpowered relative to other grenades. They got a small buff to give them some actual use.
  2. Kodar

    Unban request

    US Deathstar isn't an official MB2 server. Devs don't have any control on that. Edit: I heard a rumor that LS hosts US Deathstar, so maybe that will work better?
  3. Kodar

    Feedback Thread: CTF Open Beta #3 - August 13th 2021

    Overall CTF has a tremendous amount of potential imo. I liked most of the map design I saw, although the Tusken map was far too dark. CTF Deathstar: It would be nice if the elevators within each team's actual spawn/obj area was more controllable since there seems to be a very significant...
  4. Kodar

    Removal of Random Mechanics

    Looking at the video source posted, it absolutely deflected off of blue. The kill ticker in top left even confirms the team kill.
  5. Kodar

    (RAGEPOST) collect player's accuracy for FAIR-PLAY

    You do realize how dogshit aimbots are in this mod, right? Great for ruptor, basically dogshit otherwise. If they lead, I just rapid fire AD and laugh when they spray the innocent wall behind me. If they don't lead, I just hold A or D and enjoy invincibility. Not to mention aimbots are extremely...
  6. Kodar

    Moviebattles II Version 1.8 Released

    We're pretty much on the same page. I think I worded it a little poorly so some meaning got lost. I suppose the tldr is: Most maps have a meta that favors defense. Unfortunately, the meta is usually quite strong. It's not a complete corellation to lane count, as the meta is affected by numbers...
  7. Kodar

    Moviebattles II Version 1.8 Released

    To clarify then, I primarily mean lanes as the avenue to approach the obj/defending team by which the defenders have set themselves up with the maximum advantage usually available. I tried clarifying a little after that to the nature of the lanes on specific maps, but I didn't go into...
  8. Kodar

    Moviebattles II Version 1.8 Released

    Generally speaking on map design, it's an issue of a rather significant number of maps boiling down to roughly 2 to 3 lanes for defense to hold. These lanes are also usually fairly small without a lot of room which puts heavy emphasis on grenade play. Lunarbase - 2 lanes that are pretty tight...
  9. Kodar


    Looks good Apex.
  10. Kodar

    As designed Dual Pistols crosshair is incorrect

    Gotcha. That matches up with some brief testing I did on the matter. Thanks for the catch.
  11. Kodar

    Moviebattles II Version 1.8 Released

    Did you really just list heal for dealing with mando rocket, or am I taking acid? Dash? You mean the thing where I adjust my mando rocket very slightly and the same result has now been achieved? Quickthrow which depends on if you have explicitly quickthrow level 2 + a nade at that point + the...
  12. Kodar

    Moviebattles II Version 1.8 Released

    Majority of maps in this game contain 2-3 lanes. Already stated that to be fair. The overwhelming majority of those lanes have a door/doorway. It's also usually pretty small. These days are easily held by any mando with a small amount of support. Guess what competitive play tends to boil down...
  13. Kodar

    Moviebattles II Version 1.8 Released

    You keep saying team game as if we are not pushing for balance around a team game lol Mando rocket is absolutely in a team game. A team game where it can instantly delete multiple rebel gunners simultaneously. I agree. The mando also has a team of its own. I repeat, I consistently see people...
  14. Kodar

    As designed Dual Pistols crosshair is incorrect

    Dual pistol crosshair bug from previous patches is still present. Example with convergence: Example with parallel: Quick note that I have tried this on both JAMP and OpenJK with the same results.
  15. Kodar

    Moviebattles II Version 1.8 Released

    The part you fail to understand is that situational awareness does not prevent old mando rocket from getting shoved up your ass at mach 5. You can be plenty aware of where the mando is and unable to do virtually anything about it. It's a pure checkmate key if you know what you're doing. I play...