What was your least favorite aspect of TAM/Freon?

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Least favorite?

  • Round based play (waiting to spawn)

    Votes: 5 27.8%
  • Loaded Spawns (no map control)

    Votes: 1 5.6%
  • Challenge mode (Negative feedback)

    Votes: 0 0.0%
  • No implicit objective (powerups dictate flow and eliminate "run and hide")

    Votes: 2 11.1%
  • Ammo restricitons

    Votes: 0 0.0%
  • Lack of ammo restrictions

    Votes: 0 0.0%
  • Problems inherent to 2kx (open maps, adren, hit scan prevalecne)

    Votes: 4 22.2%
  • Mechanics changes (adren mods, lowered shock combo ammo cost, lowered SG self damage)

    Votes: 0 0.0%
  • Lack of enhanced Netcode

    Votes: 0 0.0%
  • Other: Explain in post

    Votes: 6 33.3%

  • Total voters
    18

DeathBooger

Malcolm's Sugar Daddy
Sep 16, 2004
1,925
0
36
44
As per usual, DP makes no sense. Is anyone really lining up 10 - 20 shots before they play?*

*No

Even if they did (and they are not) you need time to refill your glass. Idiot.

:rolleyes:

3e62da5dde2d5c270e3941361754b2df.jpg


All you have to do is tie this to your head and add straws to each bottle. You get a perfect shot amount every time you pull one of the knobs. Noob.
 

Ghash_hardass

New Member
May 24, 2012
7
0
0
Norway
tam killed ut2004?

Im still loving tam, but i love dm ctf tdm and all ut titles ever given out!

And ill play the new ut for hours easy!
 

rejecht

Attention Micronians
Jun 15, 2009
511
0
16
.no
sites.google.com
Other: TAM/Freon didn't run Crysis. (I didn't really have huge issues with this game type.)

To minimize a prolonged out of the round issue, servers mostly seem to disable Booster! (which encouraged the cat and mouse game on bigger maps) and enabled a resurrection combo instead.

As you may know, I reimplemented 99% of TAM, and later Freon, in what originally was a separate TDM mod to fix some bugs and add some features, which partly explains how I know about some of the more subtle stuff your devteam did with the adrenaline combos, score for damage, not having the adrenaline amount affected while in a combo, etc. If you have some ideas, maybe they could be prototyped in UT2004 (sans any movement changes :D), though I work haphazardly on this stuff. I looked into doing something similar to how TDM works in GoW3: Last Team Standing.