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<title>Ace of Spades Game Forums &#187; Tag: suggestion - Recent Topics</title>
<link>http://forumarchive.spadille.net/</link>
<description>Ace of Spades Game Forums &#187; Tag: suggestion - Recent Topics</description>
<language>en</language>
<pubDate>Sat, 02 May 2026 06:29:52 +0000</pubDate>

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<title>Soap on "THE REAL SOLUTION TO BALANCING THE GUNS"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7432#post-124265</link>
<pubDate>Mon, 03 Oct 2011 16:16:31 +0000</pubDate>
<dc:creator>Soap</dc:creator>
<guid isPermaLink="false">124265@http://forumarchive.spadille.net/</guid>
<description><p>Hey all. :D</p>
<p>So I just want to say that I'm REALLY sick of people trying to call the SMG overpowered. -_______________-' To start, it doesn't really even matter; like 9/10ths of the people I played with used Semis 24/7, and that actually got on my nerves because of the lack of intensity. It was more like "shoot first or you die", and I prefer those games where you actually stand a chance. Dying after one, well-aimed headshot isn't nearly as fun as going extremely commando and having a real gun fight with the other team.</p>
<p>Now, I'll even admit it myself- I only use the new SMG about 35% of the time now. 55% more of that time is usually the Semi, and the remmaining 10% is the Shotgun. The SMG is indeed good now, for it can actually stand up against the Semi jerks who spend their entire day sitting around sniping. In addition, YOU ACTUALLY MOVE WHEN YOU HAVE AN SMG. -_________________-' The jerks I refer to with Semis actually just sit on their lazy hindquarters and snipe anybody before they can get closer. Thus, that provokes the other team to use Semis, and thus, it just turns into a Sniper Battle or a Sniper Slaughter. And I think we can all agree that's SO much less fun than actually going into battle with an automatic weapon and being as much of a boss as Rambo.</p>
<p>Now, the SMG is MUCH better. What people don't realize is that the people who critizice the SMG buff SPAM SEMIS. They're just afraid that they'll be beaten by SMG users. *sigh...* I mean, does anybody actually REALIZE how sad that is??? That's like whining about not doing your homework because it's too hard! I'm going to tell it to those Semi retards ONE. LAST. TIME.</p>
<p>IT'S. NOT. UP. TO. YOU. ONLY. SO. SHUT. THE. F*CK. UP.</p>
<p>Honestly, this buff is EXACTLY what we needed. The SMG could barely even be used past the range of the Shotgun, and was basically a mix of the two weapons in the crapiest ways possible. If you don't understand, I'll put it in diagram form:</p>
<p>#Example#<br />
Weapon Traits:<br />
-Trait #1 (Level of Importantness, 1 being lowest and 4 being greatest)<br />
-Trait #2 (Level of Importantness, 1 being lowest and 4 being greatest)<br />
-Trait #3 (Level of Importantness, 1 being lowest and 4 being greatest)<br />
-Trait #4 (Level of Importantness, 1 being lowest and 4 being greatest)</p>
<p>Now these were basically the ideas of how the game looked BEFORE 0.60...</p>
<p>Semi's Traits:<br />
-Power (3)<br />
-Accuracy (4)<br />
-Range (2)<br />
-Fire Rate (1) (yes, it has a fairly good fire rate, considering it's only semi-automatic really)</p>
<p>SMG Traits:<br />
-Rate of Fire (2)<br />
-Range (1)</p>
<p>Shotgun Traits:<br />
-Power (3)<br />
-Accuracy (2) (you know within it's short range :P)<br />
-Rate of Fire (1)</p>
<p>Now, here's the basic stats and performance AFTER the update:</p>
<p>Semi's Traits:<br />
-Power (3)<br />
-Accuracy (4)<br />
-Range (2)<br />
-Fire Rate (1)</p>
<p>SMG Traits:<br />
-Fire Rate (1) (because firing more quickly doesn't matter as much now; it matters about landing those powerful hits that it now has)<br />
-Range (2) (because you can actually HIT something now)<br />
-Power (3) (because it actually does more damage)<br />
-Accuracy (4) (because you can actually land hits from a distance now, and THAT'S what really caused SMG-users problems)</p>
<p>Shotgun Traits:<br />
-Power (3)<br />
-Accuracy (2)<br />
-Rate of Fire (1)</p>
<p>WaitwaitwaitwaitWAIT. Let's take a look again! This time, for all of the retards, I'm going to explain why I say these things for the weapons' traits:</p>
<p>Semi's Traits:<br />
-Power (3) (if you get a headshot, it's a one hit KO, so that's VERY important; but it also only takes a few shots for any other kill)<br />
-Accuracy (4) (if you can't get those pinpoint-accurate shots that the Semi has, you can't deal the damage that it gives!)<br />
-Range (2) (it's a defensive weapon- they'll never see you coming)<br />
-Fire Rate (1) (not really the highlight of the Semi; it's just off to the side and not really factoring in its performance)</p>
<p>SMG Traits:<br />
-Fire Rate (1) (because firing more quickly doesn't matter as much now; it matters about landing those powerful hits that it now has)<br />
-Range (2) (because you can actually HIT something from a distance now)<br />
-Power (3) (because it actually does more damage)<br />
-Accuracy (4) (because you can actually land hits from a distance now, and THAT'S what really caused SMG-users problems)</p>
<p>Okay, I kinda just used the same explanation for the SMG, but let's take ONE LAST COMPARISON...</p>
<p>...</p>
<p>Now, is it just me, or DO THOSE FACTORS ADD UP TO THE SAME STATS?!?! YEAH GUYS, LOOK- SAME VALUE IN RANGE, POWER, FIRE RATE, AND ACCURACY!!!</p>
<p>Now before you go off at me, I would like to say this: just because they have the same "stats" from the observation of their performance DOES NOT MEAN THAT THEY ARE TRULY EQUAL. It simply means that NEITHER ARE COMPLETELY WEIGHTED IN POWER COMPARED TO ANOTHER. But since they both have generally the same stats, that means that it merely depends on how they are used by the PLAYER and THEIR SKILL, NOT JUST BY HOW GOOD OR CHEAP THE WEAPONS ARE!!!</p>
<p>Something nobody takes into account is that there ARE people with skill who are actually pissed at the n00bs who can't quit whinning about the performance of people. I was just playing on Goon Haven the other day, and KomradeKristina and MinecraftGamer were camping in this HUGE enemy structure and I spent SUCH a long time trying to get them out. Not until I started writing this I had felt that they were just camping and being n00bs, but THEN I realized at the strategizing and skill it must have taken to get up there in the first place and maintain their position that whole time (about 20 minutes or so)! It occurred to me that it wasn't them that lacked the skill and needed to resort to something n00by; it was simply ME not being able to compete with THEM! So whenever you see somebody actually dominating you with THEIR skill instead of doing something totally n00by, DON'T BE A N00B.</p>
<p>I think my point is clear enough to understand. If you still need help understanding why the SMG and Semi are balanced or have another point to bring up, please do so in a comment.</p>
<p>But there's something else I wanted to say...</p>
<p>Did ANYBODY notice that we barely discussed the Shottie AT ALL???</p>
<p>Yeah, that's right guys- the Shottie is being NEGLECTED. It looks like a child's toy compared to the Semi and SMG now! What ever happened to the idea of a weapon that actually CONNECTS at close ranged and completely MASSACRES enemies that are shot? Why aren't there any total headshot moments that make us go "OOH, THAT'S GOTTA HURT!"? Where's the idea of a weapon that is ACTUALLY the King of Close-Quarters Combat?!?!</p>
<p>The SMG and the Semi are fine, but the Shottie is just a weapon barely ANYBODY ever uses anymore. The game has become based around long-ranged battles where cover doesn't matter anymore, for it's just WAY too easy to destroy. Thus, Shotgun-weilders can't get close enough to pwn the n00bs. :,( The Shottie is my best friend in A LOT of FPSs, and it's actually a shame that it's full potential as an infamous bane of murder hasn't been unlocked by Ben. So this is what I suggest:</p>
<p>1) Keep the power of the Shottie the same, but up it's range and accuracy to "mid-range" (basicaly the effectiveness the SMG used to have). I say the best way of going about this is by recuding the spread, because the spread is what really causes that. So nerf the spread a bit, but not by enough to make it more like a Semi; just enough to keep it's spread fairly wide within an average distance, if you guys know what I mean. By doing so, this will give the Shotgun the range and accuracy it needs to compare to the SMG and Semi now.<br />
2) Up the damage it takes to destroy blocks from gunfire (and maybe pickaxe damage if you guys think that's a good idea too, but I honestly don't know), thus enabling people to actually find cover and think more tactically instead of picking and pissing off people while hiding from the entire fight. If the amount of durabilty was upped for the blocks, not only would Shottie-users be able to have a bit more safety from being sniped, but demolition would have to be more gradual instead of a single, pride-bestowed structure being totalled in a few seconds by 10 people with SMGs. And who knows- maybe it will give us all some time to fight grievers at work. ;) I say that maybe 5 hits (166% damage to destroy, compared to 100%) or so would be a good amount, because it's not above 200% but it's not too close to 100% either.</p>
<p>As long as these things are applied, nothing should be unbalanced based on mere performance, and should ONLY be good in the hands of the proper player. ;) They would all be BALANCED in some way, and it would only depend on the SKILL of the player in the end.</p>
<p>So that's how I feel about it, and again- SHUT UP ABOUT RE-NERFING THE SMG, IT'S FINE YOU D*CKHEADS. -______________-'</p>
<p>And while I'm here, what do you guys think about more points being given for melee kills? :?
</p></description>
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<title>ReubenMcHawk on "Rid the game of hacking! (Proof of concept)"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7436#post-124328</link>
<pubDate>Mon, 03 Oct 2011 18:31:13 +0000</pubDate>
<dc:creator>ReubenMcHawk</dc:creator>
<guid isPermaLink="false">124328@http://forumarchive.spadille.net/</guid>
<description><p>Okay, so I know that everyone knows about hackers in Ace of Spades, and how they are purely sinful game-ruining beasts, with their backwards legs. But I think I finally have a way to get rid of them.</p>
<p>See, the hackers only change the game because they want to access the features they want in it. So why not just implement the features into the game itself? Change up the config file a bit, and we have this:</p>
<p><a href="http://gyazo.com/d829e6585f0778dbeeaeca58e801dd88.png" rel="nofollow">http://gyazo.com/d829e6585f0778dbeeaeca58e801dd88.png</a></p>
<p>Questions? Ideas? Thoughts? Comments about how I'm an idiot? Ask away.
</p></description>
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<title>furii on "Weapon animation"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5501#post-83889</link>
<pubDate>Sat, 20 Aug 2011 19:28:29 +0000</pubDate>
<dc:creator>furii</dc:creator>
<guid isPermaLink="false">83889@http://forumarchive.spadille.net/</guid>
<description><p>Now that the shotgun is here, animations could never be more fitting.<br />
Why not seperate the components of a gun into individual .kv6 files and animate them with .ani files?<br />
Here's my concept:</p>
<p>Any .kv6 starting with that weapon's name is considered a part of it, and the one with that exact name is the "centerpiece" of it. Any .kv6 starting with an underscore is ignored in third person. ie:<br />
semi.kv6 (the above-mentioned center piece)<br />
the below are optional for modders, but are named appropriately for easy reference:<br />
semimag.kv6<br />
semibolt.kv6<br />
_semihands.kv6 (this is ignored in third person and will not show up)</p>
<p>semi.ani (semi.kv6's animation file; all of the parts below aside from parts with @ in their name are attached to this and thus affected by its movement)<br />
semimag.ani<br />
semibolt.ani<br />
@semihands.ani (these three are supplied for the three optional .kv6 files, but there can be as many .kv6 and matching .ani files as you like)<br />
semi3p.ani (this is the optional ani file for third person; this overwrites the default semi.ani in third person and thus looks different; this can be done with any and all .kv6 files)</p>
<p>An explanation of how the format of .ani files could be is: With .ini files as a reference ([name] to define an element, then specifications below), we define the animation's name and provide the data as 3D positions and rotations with delays (milliseconds? steps? frames?) at the end, along with a boolean for whether or not it tweens from the previous position.<br />
Example:<br />
<pre><code>[template for people who don&#039;t understand]
position x,position y,position z; rotation x,rotation y,rotation z; delay; tween;

[reload]
0,0,0; 0,0,0; 0; 0;
0,1,0; 0.5,0,0; 1; 1;
0,0,0; 1,0,0; 0.5; 1;
0,0,0; 0,0,0; 0.5; 1;

[fire]
0,0,0; 0,0,0; 0; 0;
0,0,-2; 0.5,0,0; 0.5; 1;
0,0,0; 0,0,0; 1; 1;</code></pre>
<p>To add to this idea, these .ani files should normally be supplied for each .kv6 file (that is, every single one including sub-models like "semimag"), although if there are none, there should be default backups.</p>
<p><strong>Answered questions</strong></p>
<blockquote><p>How will modders be able to continue modding if the animation is in .ani files?
</p></blockquote>
<p>This does not impact older models at all whatsoever. They will be treated as a single model (because they are) and will be animated with a fallback .ani file for the according weapon.</p>
<p>In other words, they will look the <em>exact</em> same and will <strong>not</strong> require porting.</p>
<blockquote><p>OMG! OMG! OMG!<br />
Your basicaly saying stop motion kv6 right?!
</p></blockquote>
<p>Nope. The only reason why multiple models would be needed for this idea is for <em>different parts</em>, each <em>with their own animation file containing keyframe data</em>, for the end-product model. In other words, one model for each piece of the gun, all with their own designated keyframe data files. Animated 3D sprite tables would be much harder to develop.
</p></description>
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<title>username2 on "My 2 independent anti tower griefing suggestion again"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7112#post-118591</link>
<pubDate>Mon, 26 Sep 2011 02:01:31 +0000</pubDate>
<dc:creator>username2</dc:creator>
<guid isPermaLink="false">118591@http://forumarchive.spadille.net/</guid>
<description><p>SUGGESTION 1:<br />
All we know that when you put a 3x3 cube, block inside of cube becomes brown and erase its color. Well, then, let it become also HARDER TO DESTROY EVEN WITH A ETERNAL ALL-DESTROYING SHOVEL. You build strong walls - you get strong walls. You build 1-block thin walls - you get what you build. That's fair. </p>
<p>SUGGESTION 2:<br />
Suggestion 1 algorythm can be also improved, if we build the 9x9 cube instead of 3x3. The deeper we go inside cube - the stronger becomes block. I think its not too difficult to code in game.</p>
<p>That was my brilliant suggestions which you must implement if you really want ace-of-spades to be really greatest 21-st century game. Thank you.
</p></description>
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<title>NotADeuce on "More tdm, please!"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7349#post-122695</link>
<pubDate>Sat, 01 Oct 2011 19:28:21 +0000</pubDate>
<dc:creator>NotADeuce</dc:creator>
<guid isPermaLink="false">122695@http://forumarchive.spadille.net/</guid>
<description><p>I love team deathmatch. In fact, I feel no shame in admitting I like it better than the standard ctf style. However, I'm tired of it all being in pinpoint with the occasional hallway. Who's with me?
</p></description>
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<title>twomd on "HOW TO MAKE ALL GUNS BALANCED (really)"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7340#post-122452</link>
<pubDate>Sat, 01 Oct 2011 15:43:28 +0000</pubDate>
<dc:creator>twomd</dc:creator>
<guid isPermaLink="false">122452@http://forumarchive.spadille.net/</guid>
<description><p>I have an idea, the smg is currently very over-powered, the shotgun is terrible, and the rifle has been "replaced" (by smg which is a very accurate gun).</p>
<p>    After fixing the shotgun reload bug, make it so that while shotgun is equipped, grenades now become RPG. This way people would have use for shotgun "class". The RPG would have 2 shots, would shoot slowly, yet straight. and on impact would blow up 5x5x5 blocks. you would need to reload.</p>
<p>    If you pick the rifle, you should have the OPTION to have either the granades, or a pistol. the pistol would shoot slower than smg, but faster than shotgun and rifle, so in close quarter combat, a sniper could stand a chance againt other classes. Also make the rifle harder to shoot at point blank range, because it is very easy to get a headshot in close range.</p>
<p>    And i have an idea for another "class". The spy. His weapon is a pistol. He can have invisible blocks, or make blocks that break. He takes the color of his enemies, yet teamates will know he is a friendly spy. His last slot is for 1 c4 a life. c4 blows up 6x6x6, and would be triggered by the owner, with a two second delay.</p>
<p>any comments or questions are welcome, more over, i would appreciate your feedback.
</p></description>
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<title>[EX]Frosty on "Bring back pin-point accuracy?"</title>
<link>http://forumarchive.spadille.net/topic.php?id=7150#post-119318</link>
<pubDate>Tue, 27 Sep 2011 14:35:14 +0000</pubDate>
<dc:creator>[EX]Frosty</dc:creator>
<guid isPermaLink="false">119318@http://forumarchive.spadille.net/</guid>
<description><p>Don't get me wrong, i'm not complaing about the current rifle accuracy, I just thought about this because now that the SMG has had it's buff (And for people who didn't test 0.60, let me tell you that the SMG is now freakin' amazing!), we should consider bringing back the rifle's pin-point accuracy.<br />
If the shotgun had just a little buff to put it on the same ground as the other two weapons, the use of the rifle would come down to if whether your skilled, or your not.<br />
Btw let me say one last thing, whilst testing the 0.60 update, I got killed ALOT more by the SMG than the rifle.</p>
<p>&#62;Discuss.
</p></description>
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<title>MechMike on "Why Ace Of Spades Is Terrible"</title>
<link>http://forumarchive.spadille.net/topic.php?id=6996#post-116976</link>
<pubDate>Sat, 24 Sep 2011 04:02:50 +0000</pubDate>
<dc:creator>MechMike</dc:creator>
<guid isPermaLink="false">116976@http://forumarchive.spadille.net/</guid>
<description><p>Some sad but very true tales of ace of spades.</p>
<p><a href="http://www.youtube.com/watch?v=7K-pY7purDI&#038;feature" rel="nofollow">http://www.youtube.com/watch?v=7K-pY7purDI&#038;feature</a></p>
<p>Just making fun of the games quirky parts of the community.
</p></description>
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<title>TurtleEye on "Landmines"</title>
<link>http://forumarchive.spadille.net/topic.php?id=6944#post-116006</link>
<pubDate>Thu, 22 Sep 2011 15:17:56 +0000</pubDate>
<dc:creator>TurtleEye</dc:creator>
<guid isPermaLink="false">116006@http://forumarchive.spadille.net/</guid>
<description><p>New conversation with new people! :-)<br />
Here's how I think landmines should work:</p>
<p>* landmines Labeled by color --- green or blue.</p>
<p>* Friendly players can clearly see their landmines, but start invisible to the enemy. Enemy players have a 33% chance per second to reveal a landmine's location (in a 10x10 area?) for all, just by simply ducking and having one in their field of view.</p>
<p>* Grenade-type damage to any enemy that steps on it.</p>
<p>* When detonated, blackens blocks and removes mines (friendly or not) in a 5x5 area. Therefore you can have several mines in a single area, but 25 placed mines will not equal 25 kills.</p>
<p>* Removable with a single hit (invisible or not), and can be removed by shooting, pickaxing, destroying the underlying block, or by building upon.</p>
<p>* Separate choice from grenades.</p>
<p>---</p>
<p>I think landmines would be nice because they could add a certain fear-factor to always reusing the same tunnel to launch attacks. Tunnels made behind your intel are especially attractive to the enemy, since they're nearly impossible to control except to wall them off (a time-consuming process). Landmines would at least slow up players traveling them.<br />
As for mines by the intel, it seems like a very obvious place to look for mines. With my suggestion, getting to a mine-carpeted intel should be easy task for the smart player. What do you think?
</p></description>
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<title>[EX]Frosty on "Frostys&#039; Weapon Ideas V2."</title>
<link>http://forumarchive.spadille.net/topic.php?id=6846#post-114413</link>
<pubDate>Mon, 19 Sep 2011 14:37:57 +0000</pubDate>
<dc:creator>[EX]Frosty</dc:creator>
<guid isPermaLink="false">114413@http://forumarchive.spadille.net/</guid>
<description><p>I played in a server recently and had a brain wave, nuff said.</p>
<p>Shotgun:<br />
• One hit kill close range/Does 100 damage to ANYWHERE on the body.<br />
• Does 50 damage to the head at mid-range.<br />
  25 damage to the torso at mid-range.<br />
  10 damage to the limbs at mid-range.<br />
• Does 25 damage to the head at long-range.<br />
   Does 10 damage to the torso at long-range.<br />
   Does 5 damage to the limbs at long-range.<br />
• Everything else stays the same :3.</p>
<p>Assault Rifle (new weapon, not the semi):<br />
• Rate of fire is three bullets per round.<br />
• Each of these bullets do 35 damage to the head (so a kill if they all land)<br />
   They do 25 damage to the torso.<br />
   And 15 damage to the limbs.<br />
   This damage applies at any range?<br />
• Has recoil like the SMG.<br />
• Rounds have a 30 millisecond gap between each bullet.<br />
• Ammo count: 20-100</p>
<p>Pistol/Sidearm:<br />
• Fires as fast as you can click.<br />
• Does 25 damage to the head, meaning 4 succesfull headshots in succsesion<br />
   will land you a kill.<br />
   Does 15 damage to the chest.<br />
   Does 5 damage to the limbs.<br />
   Note: this damage applies at any range.</p>
<p>Grenade Launcher (Idk...):<br />
• Sacrifices uses of grenades for a heavy duty grenade launcher.<br />
• Lets you launch your grenade, giving superior range over normal throwing.<br />
• Does more damage to blocks.
</p></description>
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<title>MoleMan on "The rifle is unbalanced."</title>
<link>http://forumarchive.spadille.net/topic.php?id=5366#post-81414</link>
<pubDate>Thu, 18 Aug 2011 18:47:18 +0000</pubDate>
<dc:creator>MoleMan</dc:creator>
<guid isPermaLink="false">81414@http://forumarchive.spadille.net/</guid>
<description><p>-rifle and SMG accuracy increased<br />
RIFLE ACCURACY INCREASED</p>
<p>WHY.</p>
<p>JUST WHY.</p>
<p>WHY DO YOU WANT TO MAKE A WEAPON THAT CAN ALREADY KILL BY HITTING WHAT IS EFFECTIVELY THE TOP THIRD OF THEIR BODY MORE EFFECTIVE?</p>
<p>It's already the primary weapon used in AoS. Wanna know why? </p>
<p>-Up close, headshots are easy. </p>
<p>-The gun is accurate with manageable recoil at mid range without even crouching or looking through the sights. </p>
<p>-The gun has 10 shots per clip, but only needs 1-3 shots to kill an enemy.</p>
<p>-The gun is the only gun with the capability to kill with one shot. This means that if two players spot each other at once, the rifle is at a considerable advantage. The SMG might shoot fast, but if the rifle player gets off a shot, and it hits the head (Typically at medium and close range given the range of the other two guns) the rifle player will win the 'duel'. </p>
<p>-With the update, the gun is almost back to pinpoint accuracy. I literally killed 8 people with 8 shots at long range... two of which were behind one-block windows.</p>
<p>Solutions:<br />
-Lower the clip size and total ammo for the rifle to maybe 3-5 shots and 20-25 total ammo.</p>
<p>-Remove the ability for rifles to kill instantly with headshots (namely doing 100 damage), and instead just change the damage to a high amount (like 75). Also, lower the damage for bodyshots to about 35-40.</p>
<p>-Reduce rifle accuracy significantly (like, misses by a mile and creates ridiculous recoil) while not aiming down the sights and crouching. The gun is meant to be camped with, not used sightless while walking (that's more the shotgun's territory).</p>
<p>-Reduce the size of OUR HEADS. I like the current head sizes,  but if you really gotta get crazy, reduce the size of the head to make headshots a less effective way of dispatching enemies.</p>
<p>Each of these solutions individually would be well on the way to making the other guns as useful as the rifle, rather than having the rifle being almost impossible to deal with short of camping under cover with anything short of another rifle and HOPING the person behind the rifle can't hit the broad side of a barn.</p>
<p>Going to post this on the forums as well.
</p></description>
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<title>[SE]windoPAIN on "AOSFEST - VITAL INFO - ALL YOU NEED TO KNOW"</title>
<link>http://forumarchive.spadille.net/topic.php?id=6640#post-110883</link>
<pubDate>Tue, 13 Sep 2011 23:28:58 +0000</pubDate>
<dc:creator>[SE]windoPAIN</dc:creator>
<guid isPermaLink="false">110883@http://forumarchive.spadille.net/</guid>
<description><p>As you are aware, we are close to one of the biggest tournaments in aos history. Aosfest will go down on september 17th 8PM EST On the aloha servers (confirmation needed from Boss)</p>
<p>Here is a list of links and info for when your team is on, and what to do.<br />
WHAT - AoS FEST<br />
WHEN - September 17th, 8PM EST (for international times, click -&#62; <a href="http://windopain.blogspot.com/2011/09/aosfest-international-times.html" rel="nofollow">http://windopain.blogspot.com/2011/09/aosfest-international-times.html</a><br />
WHO - Several tems from around the world.<br />
WHERE - Aloha may be hosting the event (awaiting confirmation)<br />
WHY - P-A-R-T  Y? BECAUSE I GOTTA!<br />
How - with your gun, stupid.</p>
<p>if you are participating in this event please join #aosfest@QuakeNet when it starts: <a href="http://webchat.quakenet.org/?channels=%23aosfest" rel="nofollow">http://webchat.quakenet.org/?channels=%23aosfest</a></p>
<p>this is necessary because the servers will be hidden from the server list and only round participants will be invited into them. anyone who isn't participating in a particular round will be removed from the servers. there will be invisible referees on the lookout for anything fishy.</p>
<p>ROUND 1!<br />
Rot - Bye<br />
Komrades VS MLG<br />
Forum Team 1 VS Forum Team 2</p>
<p>ROUND 2!<br />
MLG VS ROT<br />
Forum Team 2 - bye<br />
Komrades VS Forum Team 1</p>
<p>ROUND 3!<br />
RoT VS. Forum Team 2<br />
MLG VS Forum Team 1<br />
Komrades - Bye</p>
<p>ROUND 4!<br />
Forum Team 1 VS RoT<br />
Forum Team 2 VS Komrades<br />
MLG - Bye</p>
<p>ROUND 5!<br />
RoT VS. Komrades<br />
Forum Team 1 - Bye<br />
Forum team 2 VS MLG</p>
<p>INFO FOR THE DAY<br />
On the 17th, a new thread will be created for you to post your results of the different clan V clan matches, post the kill count, and the player on your teams highest kill count.<br />
I will be popping into the different matches to check on things.<br />
The server will be renamed for each match. so I you are on forum team 1, look out for that in the server list on the day.</p>
<p>IMPORTANT LINKS<br />
<a href="http://ace-spades.com/forums/topic.php?id=6017&#038;page=5" rel="nofollow">http://ace-spades.com/forums/topic.php?id=6017&#038;page=5</a> - Roster (to sign up)<br />
<a href="http://ace-spades.com/forums/topic.php?id=5813#post-91455" rel="nofollow">http://ace-spades.com/forums/topic.php?id=5813#post-91455</a> - original thread<br />
<a href="http://www.windopain.blogspot.com" rel="nofollow">http://www.windopain.blogspot.com</a> - my blog (winners, losers, prizes, updates wil be announced here<br />
<a href="http://windopain.blogspot.com/2011/09/aosfest-international-times.html" rel="nofollow">http://windopain.blogspot.com/2011/09/aosfest-international-times.html</a> - international times for the event<br />
<a href="http://windopain.blogspot.com/p/aos-fest.html" rel="nofollow">http://windopain.blogspot.com/p/aos-fest.html</a> - the official aosfest page.</p>
<p>IMPORTANT PEOPLE<br />
[POOF] Gone  - official cameraman. two montages of the days footage will be made, one from him, one from me</p>
<p>Boss  - helped greatly with organizing the teams in the roster. thank you greatly.</p>
<p>That is pretty much it. I advise you keep checking this page and click all the links so you are up to date.<br />
Thank you everyone who has helped get this underway, it would not be possible without you all.</p>
<p>So Enjoy PWNage! And hone your skills because this weekend, i will be lying on my side, rotating over and over down a hill because THATS HOW I ROLL.</p>
<p>AOSFEST FTW!
</p></description>
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<title>furii on "Far Cry 2 style map editor"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5503#post-83967</link>
<pubDate>Sat, 20 Aug 2011 21:03:05 +0000</pubDate>
<dc:creator>furii</dc:creator>
<guid isPermaLink="false">83967@http://forumarchive.spadille.net/</guid>
<description><p>Imagine something like this:<br />
<a href="http://www.blogcdn.com/www.joystiq.com/media/2008/08/omgfarcry2.jpg">Editing land with multiple tools</a><br />
<a href="http://www.rockpapershotgun.com/images/august08/farc.jpg">Placing preset .kv6 files and moving/rotating them</a> (Potential results of this feature: <a href="http://www.cinemablend.com/images/sections/16005/pc_16005.jpg">1</a> <a href="http://img.gamespot.com/gamespot/images/2008/293/reviews/944400_20081020_embed004.jpg">2</a>)<br />
<a href="http://images.gamersyde.com/gallery/public/9224/1457_0006.jpg">Spawn points/areas, preset intel/base position(s) per team, ammo crates, weather/time options, water level...</a></p>
<p>What do you think?
</p></description>
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<title>[SE]windoPAIN on "AOSFEST 2011 COMPETITION"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5813#post-91455</link>
<pubDate>Fri, 26 Aug 2011 03:05:07 +0000</pubDate>
<dc:creator>[SE]windoPAIN</dc:creator>
<guid isPermaLink="false">91455@http://forumarchive.spadille.net/</guid>
<description><p>Here's my proposal for the first ace of spades competitive event- The community chooses a date and a time, we get a server to host a custom map, register 24 highly skilled competitors to play and at the end of 2 hours we find the winner - whoever has the most kills.<br />
WE NEED-<br />
-referees<br />
-competitors<br />
-a server to host the event<br />
-an excellent custom map (something with aosfest written on it)<br />
The winner can have a special weapon skin made by me. I'll track the progress on my blog: <a href="http://www.windopain.blogspot.com" rel="nofollow">http://www.windopain.blogspot.com</a></p>
<p>Get posting, tell me what you think and If you'll be able to contribute! :D
</p></description>
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<title>[SE]windoPAIN on "ZOMBIE MOD PACK - Act 1"</title>
<link>http://forumarchive.spadille.net/topic.php?id=6638#post-110876</link>
<pubDate>Tue, 13 Sep 2011 23:12:31 +0000</pubDate>
<dc:creator>[SE]windoPAIN</dc:creator>
<guid isPermaLink="false">110876@http://forumarchive.spadille.net/</guid>
<description><p>Hooray! A zombie mod pack!<br />
Act 1 features a hunting rifle, silenced smg, pump shotgun, molotov, crowbar and hammer. Pictures and download - <a href="http://www.windopain.blogspot.com" rel="nofollow">http://www.windopain.blogspot.com</a>
</p></description>
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<title>1soullost on "I have some suggestions"</title>
<link>http://forumarchive.spadille.net/topic.php?id=6295#post-103498</link>
<pubDate>Mon, 05 Sep 2011 08:49:47 +0000</pubDate>
<dc:creator>1soullost</dc:creator>
<guid isPermaLink="false">103498@http://forumarchive.spadille.net/</guid>
<description><p>1 the rifle/sniper rifle- the rifle in my opinion is perfect in most ways except it being a instant kill to the head. I'm not saying the you lower the accuracy or make the heads smaller both of those ideas are stupid, all I'm saying is make it do 2 shots to the head and nothing else. I don't  know about you but i think getting instantly headshoted when you walk around a corner is fuck retarded. Next the sniper rifle; basically all there needs to be is like this- 100 to head, 80 to chest, 50 to limbs, 5 shots with 40 ammo, and a delay between each shot like the shot gun.</p>
<p>2 I think that there should be some sort of tone or something when you shot a person.Something similar to your death sound.</p>
<p>3 Fix the hit detection so it works or just get rid of it. it annoys the shit out of me and it barely works and when it dose work i look in the wrong direction and get sniped.</p>
<p>4 I really do thing there should be some sort of sensitivity option. Cause that's bullshit that we don't have one yet. i find it particularly hard to aim because of my sensitivity being so high, but playing the game for as long as i have I've almost got use to it. Still makes me want to stab a little child in the face.</p>
<p>5 Also there should be that if some one gets team-kill more than say 5 times then the grifers should get auto kicked.
</p></description>
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<title>Crisis on "Dealing with idlers efficiently"</title>
<link>http://forumarchive.spadille.net/topic.php?id=6179#post-100871</link>
<pubDate>Sat, 03 Sep 2011 04:08:51 +0000</pubDate>
<dc:creator>Crisis</dc:creator>
<guid isPermaLink="false">100871@http://forumarchive.spadille.net/</guid>
<description><p>Nowdays we can do airstrikes in almost every server, which I like. The problem is idlers aren't just dead slots and a source of imbalance and easy points anymore. They enable the enemy team to make grenade rain and replenish ammo and health much more often.</p>
<p>I've exploited this situation to the point it doesn't seem fair at all but, why shouldn't I shoot at them and call airstrike support over and over?</p>
<p>I suggest adding the info "time played" and "time idle" to the score board, so it's easier to votekick idlers, and a configurable anti-idling system for server admins, which was dicussed time ago. ( <a href="http://ace-spades.com/forums/topic.php?id=1974#post-23476" rel="nofollow">http://ace-spades.com/forums/topic.php?id=1974#post-23476</a> )</p>
<p>Example of scoreboard: <a href="http://img10.imageshack.us/img10/9317/shot0064s.jpg" rel="nofollow">http://img10.imageshack.us/img10/9317/shot0064s.jpg</a><br />
"Watermelonbluntwrap" stopped playing, as you can see thanks to the "1 (minute)" under his time. I was watching to it, so I joined to balance the match.
</p></description>
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<title>PinkDozer on "Suggestion: Hide Clan Threads from Main Page"</title>
<link>http://forumarchive.spadille.net/topic.php?id=6054#post-97765</link>
<pubDate>Tue, 30 Aug 2011 18:20:57 +0000</pubDate>
<dc:creator>PinkDozer</dc:creator>
<guid isPermaLink="false">97765@http://forumarchive.spadille.net/</guid>
<description><p>It has become increasingly difficult to see all the new threads because the Clan threads are bumped so often and are so many in number now.<br />
So I suggest that they are not displayed on the main forum page. It would be a bit cleaner in my opinion.</p>
<p>Also, why do the tags randomly capitalize only some words?
</p></description>
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<title>Roadrager on "G.O.G - Group Of Gamers - Uk Based Clan"</title>
<link>http://forumarchive.spadille.net/topic.php?id=6045#post-97686</link>
<pubDate>Tue, 30 Aug 2011 16:57:07 +0000</pubDate>
<dc:creator>Roadrager</dc:creator>
<guid isPermaLink="false">97686@http://forumarchive.spadille.net/</guid>
<description><br /></description>
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<title>Roadrager on "G.O.G - Group Of Gamers - Uk Clan"</title>
<link>http://forumarchive.spadille.net/topic.php?id=6044#post-97679</link>
<pubDate>Tue, 30 Aug 2011 16:50:59 +0000</pubDate>
<dc:creator>Roadrager</dc:creator>
<guid isPermaLink="false">97679@http://forumarchive.spadille.net/</guid>
<description><p>sorry this was posted in the wrong place
</p></description>
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<title>PhoeniX on "Camo AWP/L96A1/PSG90 Gun skin+Scope+sounds!"</title>
<link>http://forumarchive.spadille.net/topic.php?id=4705#post-68800</link>
<pubDate>Mon, 08 Aug 2011 04:58:19 +0000</pubDate>
<dc:creator>PhoeniX</dc:creator>
<guid isPermaLink="false">68800@http://forumarchive.spadille.net/</guid>
<description><p>Made a nice AWP Skin modeled off of this picture: <a href="http://bit.ly/pm9nCP" rel="nofollow">http://bit.ly/pm9nCP</a></p>
<p>Latest Update: New gunreload.</p>
<p>Older updates:<br />
Fixed sounds and added full pack download.</p>
<p>Downloads------------<br />
Gun download: <a href="http://www.mediafire.com/?qwqkoop834723un" rel="nofollow">http://www.mediafire.com/?qwqkoop834723un</a></p>
<p>Scope download: <a href="http://www.mediafire.com/i/?chmnpddwnt9rw5w" rel="nofollow">http://www.mediafire.com/i/?chmnpddwnt9rw5w</a></p>
<p>Gunreload sound: <a href="http://bit.ly/p8RujT" rel="nofollow">http://bit.ly/p8RujT</a>  </p>
<p>Semishoot sound: <a href="http://bit.ly/nhxy4I" rel="nofollow">http://bit.ly/nhxy4I</a> </p>
<p>Full pack download: <a href="http://bit.ly/qAJyrk" rel="nofollow">http://bit.ly/qAJyrk</a> </p>
<p>Pictures----------<br />
Scope: <a href="http://bit.ly/nm1yG9" rel="nofollow">http://bit.ly/nm1yG9</a>  (only seems to work in 'Large' size :?)<br />
<a href="http://imgur.com/AZXdg" rel="nofollow">http://imgur.com/AZXdg</a></p>
<p>Ingame: <a href="http://bit.ly/qGYXYX" rel="nofollow">http://bit.ly/qGYXYX</a><br />
<a href="http://imgur.com/gycFS" rel="nofollow">http://imgur.com/gycFS</a></p>
<p>Ingame left: <a href="http://bit.ly/om4vAV" rel="nofollow">http://bit.ly/om4vAV</a><br />
<a href="http://imgur.com/eM10h" rel="nofollow">http://imgur.com/eM10h</a></p>
<p>Ingame right: <a href="http://bit.ly/qR7aTx" rel="nofollow">http://bit.ly/qR7aTx</a><br />
<a href="http://imgur.com/RYGNP" rel="nofollow">http://imgur.com/RYGNP</a></p>
<p>Slab6 1: <a href="http://bit.ly/nnpxif" rel="nofollow">http://bit.ly/nnpxif</a><br />
<a href="http://imgur.com/CE9Ue" rel="nofollow">http://imgur.com/CE9Ue</a></p>
<p>Slab6 2: <a href="http://bit.ly/nDIC0c" rel="nofollow">http://bit.ly/nDIC0c</a><br />
<a href="http://imgur.com/2oxJ9" rel="nofollow">http://imgur.com/2oxJ9</a></p>
<p>Slab6 3: <a href="http://bit.ly/otEkqO" rel="nofollow">http://bit.ly/otEkqO</a><br />
<a href="http://imgur.com/4XP1i" rel="nofollow">http://imgur.com/4XP1i</a></p>
<p>-------------<br />
Feedback and comments always welcome!!</p>
<p>PS: Could you guys post when you download? Ive got like 200 downloads and 11 posts... 3 of them are me bumping -_- Apologies for the messy post.
</p></description>
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<title>AqwertyBqwerty on "Script Idea-Simulated Storm"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5773#post-90145</link>
<pubDate>Thu, 25 Aug 2011 10:31:15 +0000</pubDate>
<dc:creator>AqwertyBqwerty</dc:creator>
<guid isPermaLink="false">90145@http://forumarchive.spadille.net/</guid>
<description><p>Just an idea for a psyspades script that I thought up,wouldn't it be cool to have a storm script fror certain maps? The default sky color would be a dark gray as if a storm was going on,and at random intervals of every 5-10 seconds the sky would flash white for half a second and a thunder sound clip would play.During this a whole time a rain sound clip would also be playing,although without graphics to go with it i'm not sure how the effect would be. Now I don't know any python,so I couldn't program this,but I think it would be a great addition and would be a lot of fun to play with.
</p></description>
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<title>PinkDozer on "Suggestion: Tent and Intel have fixed Spawn Location"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5720#post-88716</link>
<pubDate>Wed, 24 Aug 2011 09:03:35 +0000</pubDate>
<dc:creator>PinkDozer</dc:creator>
<guid isPermaLink="false">88716@http://forumarchive.spadille.net/</guid>
<description><p>I love the default with its inherent imbalance and diverse gameplay but I also love matches that are completely balanced.</p>
<p>Suggestion: Add server option to make the intel and the tent spawn in a fixed position for both teams.
</p></description>
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<title>Loy on "machine gun"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5716#post-88650</link>
<pubDate>Wed, 24 Aug 2011 06:06:16 +0000</pubDate>
<dc:creator>Loy</dc:creator>
<guid isPermaLink="false">88650@http://forumarchive.spadille.net/</guid>
<description><p>As I see, the game is mostly in WWI setting. </p>
<p>I suggest to get rid of SMG and make a full-size heavy machine gun, which must be operated by two soldiers on a fortified position. It should make more damage than rifle, but damaging it's fortifications or killing 1 of the crew would shut the fire off.
</p></description>
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<title>Wolfunov on "About rifles"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5543#post-84497</link>
<pubDate>Sun, 21 Aug 2011 08:08:10 +0000</pubDate>
<dc:creator>Wolfunov</dc:creator>
<guid isPermaLink="false">84497@http://forumarchive.spadille.net/</guid>
<description><p>Rifles in AoS : strong in close range as well in far. Wait, did I just say that the rifle was strong in close and far range ? Yes, I did. What about the other weapons? The SMG is good in close range and is ok in far. The shotgun is exellent in close range and very poor in far range. So, that would mean that the rifle is overpowered, which is most likely the case. So how can we balance? Well, I thought of two ways :<br />
1. The rifle target, while not aiming, should be less precise than the other guns, making it less accurate in close range, as in the Call of Duty games.<br />
2. Put no target at all while not aiming, as in the "Battlefield" games.<br />
Well, I really hope that this post will help in the developement of the game,<br />
Wolfunov.<br />
EDIT : There is an other solution, that will satisfy many people, wanting a sniper rifle :<br />
The rifle damage should be decreasd, while the target is the same as the smg or shotgun while not aiming. The rifle would be good in long range and in short range. Then, the sniper rifle comes in : a new gun, with a not very accurate or inexistant target (as proposed above), not accurate while not aiming, and as deadly in long range, as the actual rifle used in the game right now.
</p></description>
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<title>IAMAHIPO_ocarrot on "SMG balancing"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5400#post-81989</link>
<pubDate>Fri, 19 Aug 2011 10:24:37 +0000</pubDate>
<dc:creator>IAMAHIPO_ocarrot</dc:creator>
<guid isPermaLink="false">81989@http://forumarchive.spadille.net/</guid>
<description><p>So, I was thinking about what role the SMG plays: Generally (VERY GENERALLY) it is outdone by the rifle at long-mid range, and outdone by the shotty at close-mid range. My suggestion is this: Make the SMG the 'stealth' gun. No tracers, and either a very quiet, or silent, sound for it, as if it had a silencer. I think this would balance it out, and it isn't a huge change. To clarify, there should be SMG sounds client-side, but maybe not server-side (or very quiet server-side)</p>
<p>Watcha think yall?
</p></description>
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<title>ork75 on "Vehicles, Bigger Maps, Mortars, Machine Guns, as Well as Some Random Stuff"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5266#post-79404</link>
<pubDate>Tue, 16 Aug 2011 19:37:53 +0000</pubDate>
<dc:creator>ork75</dc:creator>
<guid isPermaLink="false">79404@http://forumarchive.spadille.net/</guid>
<description><p>So Ben is thinking of adding vehicles sooner or later. Here's how I think they should work. There should be two types of maps - standard and vehicle. Vehicle maps would be 5-10 times bigger; the number of players allowed on the server would be multiplied by the same amount. Each side would have four vehicles: a jeep, requiring a driver and having a capacity of three soldiers, another jeep, armed with a machine gun, but unable to transport a mortar, a truck, which could transport nine soldiers at a faster straight speed, but with worse turns, and a light tank, which would need a driver, gunner, and could have four soldiers ride on the back, one of whom could operate a machine gun on the turret. The turret would have a cannon firing a grenade-powered round. They would be destroyed by grenades and mortars, the truck taking two hits, the tank taking four. Each vehicle would respawn after two minutes back at the team spawn. Normal maps would not have vehicles.</p>
<p>Mortars would be a normal weapon, but come at a heavy price. A player using a mortar would have only a pickaxe, the mortar, and a pistol (the pistol suggestion will be detailed later). Only two mortars could be taken on a team. The mortar would take 1 second to deploy (and take apart for transport, and the elevation (determining the range), and the direction the round would go could be adjusted. It would have unlimited rounds, but require a standard reload time (i.e. semi or SMG reload) between each round fired.<br />
Since the target would, for the most part, invisible to the user (a mortar fires indirectly), the blast would be twice as powerful as that of a grenade.</p>
<p>The Machine Gun would be another primary weapon. A machine gun user would not have grenades, instead they would have a pistol. The pistol would have medium accuracy, a fire rate slightly faster than that of the semi. Range would be minimal, and damage would be same as that of the SMG. It would be a last resort weapon. It would take one second to deploy or break apart the machine gun, and take five seconds to reload after its 150-round magazine was gone. It would have 450 rounds total. Power would be the same as the rifle, accuracy would be that of the current SMG, and it would fire 5-6 rounds a second, about twice as fast as the rifle.</p>
<p>Also, I think that players should regain health in the following manner - one point of health would be regained every three seconds, but only ten health points total could be healed, meaning minor wounds would slowly heal, but major wounds would stay major.</p>
<p>Criticism is welcome!
</p></description>
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<title>IAMAHIPO_ocarrot on "Subtle tweaks"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5399#post-81988</link>
<pubDate>Fri, 19 Aug 2011 10:20:30 +0000</pubDate>
<dc:creator>IAMAHIPO_ocarrot</dc:creator>
<guid isPermaLink="false">81988@http://forumarchive.spadille.net/</guid>
<description><p>So, a lot of these threads are talking about new guns or gameplay modes -- this is a thread for all those little tweaks that you think would improve the game. Here are some of mine:</p>
<p>When you die, you respawn holding the block color that you last had<br />
A command to select any block color, (xxx yyy zzz RGB)<br />
a command to place a block so that, with the shadows above it, it will still look like the block you selected (so that when building a fort, certain blocks aren't black because of weird shadows); could  be done by calculating shadow level and adjusting block color accordingly.<br />
(At least a server option for) intel and tents that flash faster (the white arrow thing...?) so that it is easier to tell where the real intel is<br />
Slightly increased spawn time (maybe 3-5 seconds?)<br />
Ability for a map maker to select ranges for where the intel, tent, and spawn will be<br />
Option to turn off chat/see chat log/mute players<br />
The text of the chat could be changed so that every player on the blue (or green) team has the hue of their respective color, blue (or green), but the value and intensity can differ. I think this would help, because after a while you'd be able to tell who was talking without looking over, just by seeing that color.<br />
Decreased ammo count for rifle or slower firing/reloading<br />
Right now, grenades can have their pin pulled, and you can switch weapons, and it won't go off. This can be exploited however; Carry a nade, pull pin, if you see an enemy throw it at them, if not, switch weapons quickly, then back to nade, pull pin, repeat.<br />
Server side option for 'toughness' of blocks (default would be 3- takes 3 hits from a pickaxe)</p>
<p>Thats all I can think of ATM, just critique some of these and post your own.
</p></description>
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<title>[17th]TorchOF on "Suggestion: Customizable Map Size"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5342#post-81026</link>
<pubDate>Thu, 18 Aug 2011 09:31:50 +0000</pubDate>
<dc:creator>[17th]TorchOF</dc:creator>
<guid isPermaLink="false">81026@http://forumarchive.spadille.net/</guid>
<description><p>I think that having a customizable map size would be good for different amounts of people.</p>
<p>- Smaller maps for small LAN parties<br />
- Larger maps if we ever get 64 players or vehicles</p>
<p>I think that being able to make the map any size would benefit everyone, even if you had one other player with a small small map it would be fun 8)</p>
<p>If you agree please post and add on.....
</p></description>
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<title>PinkDozer on "Suggestion: Damage adjustments (body shots instant kill)"</title>
<link>http://forumarchive.spadille.net/topic.php?id=4661#post-67974</link>
<pubDate>Sun, 07 Aug 2011 09:59:29 +0000</pubDate>
<dc:creator>PinkDozer</dc:creator>
<guid isPermaLink="false">67974@http://forumarchive.spadille.net/</guid>
<description><p>1. Proposal to make heart/body shots instant kill,<br />
2. Headshots to not instant kill but still do significant damage. This way fortifications give an advantage.<br />
<a href="http://aceofspadeswiki.com/index.php?title=Health/Damage" rel="nofollow">http://aceofspadeswiki.com/index.php?title=Health/Damage</a></p>
<p>Link to voting system: <a href="http://www.google.com/moderator/#15/e=6f3a1&#038;t=6f3a1.40&#038;f=6f3a1.4fa675&#038;q=6f3a1.4fa675&#038;v=4" rel="nofollow">http://www.google.com/moderator/#15/e=6f3a1&#038;t=6f3a1.40&#038;f=6f3a1.4fa675&#038;q=6f3a1.4fa675&#038;v=4</a></p>
<p>EDIT: I have changed the title of the thread so that it no longer includes the word helmet.
</p></description>
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