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Messages - ArmyAntiCheat

Pages: 1 ... 5 6 [7] 8 9 ... 51
91
Games & Programming / Re: Tell me your favourite shooter games
« on: Friday, March 13, 2015, 12:29:27 PM »
GTA 5
GTA 5
GTA 5
GTA 5
payday 2
arma 3
Order 1886

92
Server Support / Re: Join message in AA?
« on: Saturday, March 07, 2015, 12:57:31 PM »
I have already added my own, I was wondering if there was one already built in.

There isn't

93
General Chat / Re: Should SF forceclass/mod be tracked? - The Thread
« on: Thursday, March 05, 2015, 14:15:54 PM »
Adding 1 more nade would be quite good for me etc

94
Feedback & Suggestions / Re: The 203 enabled on Urban
« on: Thursday, March 05, 2015, 14:12:36 PM »
This topic about urban or hospital?

And no, it would not help newbies with your idea, they would be blown straight away and it would not prevent them from camping, after all camping is part of the game, either you agree or disagree.

95
General Chat / Re: A Gathering of AA 2.5 Players
« on: Saturday, February 21, 2015, 10:52:59 AM »
Cape Town too far for me Gus :) And I bet your connection is shit in your farm so it would feel weird if many players starte using it :D


Adrien bro, are you saying that Chicago isn't far from you?. Yes my connection is lousy but I do get a kill once in a blue moon :) but my lousy connection  is to your advantage as it just makes you look good haha.






You have corn field? I might come then.

96
General Chat / Re: A Gathering of AA 2.5 Players
« on: Saturday, February 21, 2015, 09:33:25 AM »
Haha I would actually love that too if it were to happen in Europe.

Adrien bro, are you saying that Chicago isn't far from you?




He prefers Europe and wouldn't meet in NA by what he was saying because of a distance.

97
Games & Programming / Re: Cooperative FPS anyone? (Player VS AI)
« on: Saturday, February 21, 2015, 08:22:10 AM »
The first Halo!? God that was a masterpiece. I loved that game, it had such a good atmosphere.

Indeed it did. Halo was one of the first games I really enjoyed to play and was the longest game I ever played, Halo CE was epic too.

98
Feedback & Suggestions / Re: Intentional teamkiller continuing tking
« on: Saturday, February 21, 2015, 08:16:56 AM »
AA should do something, it's not his first time, isn't this guy who was talking shit and spamming shoutbox? andy or adrian or whatever his name was, he is also romanian.

99
The Lounge / Re: Spanky!!!!!
« on: Friday, February 20, 2015, 20:27:03 PM »
Caught * Caught ()Pornography()

100
Games & Programming / Re: Cooperative FPS anyone? (Player VS AI)
« on: Friday, February 20, 2015, 20:26:07 PM »
Halo.

101
General Chat / Re: Invisible Clan
« on: Friday, February 20, 2015, 20:25:10 PM »
Typical players, don't expect to be any better, you will find out soon what kind of community this is.

102
General Chat / Re: Should SF forceclass/mod be tracked? - The Thread
« on: Wednesday, February 18, 2015, 12:00:56 PM »
Funny how you quote him saying something about redesigning AA and you start talking about Assist.

I meant AA but typed assist for some reason but if you hating, keep hating me, no problem to me. Just fan base increases.

103
General Chat / Re: Should SF forceclass/mod be tracked? - The Thread
« on: Tuesday, February 17, 2015, 20:23:02 PM »
whatever - do what you want
redesign the whole of Americas Army - who gives a damn anyway

Lord-of-War  :style:

SF mod tracking isn't even a big deal. It doesn't redesign assist in any way. SF mod used to be before with full tracking, like the rest of the mods that used to be made by crusade. I remember bridge server that had massive score for every kill on the bridge, before johhny and eliz came, but there is not more of this crap, I can talk all day long how we used rpg's and stuff but if even sf mod you don't like it's not worth talking about the rest.

104
General Chat / Re: Should SF forceclass/mod be tracked? - The Thread
« on: Tuesday, February 17, 2015, 20:16:54 PM »
the difference is that you have 13 guys with 203 and scopes on defense
that is what's new here and the map is no good for SF

Lord-of-War  :style:

Lord, I guess you showed up quite late when assist has removed most of tracking from mods. There was lots of servers, like ''Do not and friends'' server that used to run SF mod, yet it was the most playable server and the map was bridge. It never got bored because it was fun, always having normal guns isn't fun. Basically people voted and decided to bring back sf mod to tracking, you will have a choice, you are not forced to join bridge with sf mod and I know it will be easier to kill you when you camp most of the times.

105
General Chat / Re: Should SF forceclass/mod be tracked? - The Thread
« on: Tuesday, February 17, 2015, 20:13:27 PM »
well I tell you what I think playing SF on bridge is like:
First everybody shoots a couple of 203 at spawn and the usual spots,
a couple of smart guys on defense run to the middle cause they are there faster
than assault as everybody knows, kill a few guys with their scopes while assault try to position themselves and the rest of the game defense waits with scope campers in fixed positions for some ass guy to appear and take him out or blast the bridge with 203's.
What a fun it is - hahaha
Bridge Crossing wasn't designed to be played with SF and any serious bridge player knows that.I think people will get bored of it very quickly but let's wait and see.
And now you guys even discuss the amounts of nades, flashes and smokes - come on

Lord-of-War  :style:

What's wrong discussing the amounts of nades it to be? It comes with SF, and people have right to choose the best selection.

My selection would be:

4 nades
4 smoke
2 flash
2 fire

To use fire is quite a good thing, to stop enemies from going and to make distraction, actually it can be useful when throwing over the top on the opposite team catwalk to avoid them climbing ladder and to kill them.

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