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| Call of Duty 4 - General Discussion General discussion for Call of Duty 4 |
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#1 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Call of Duty 4 Tactical Realism Mod Discussion
Our modding of CoD4 is underway. Weapons, perks, hardpoints....everything. We're looking to build on the foundation of TRM and create something that fans of "realism" in gaming will enjoy. It goes without saying that weapons will be balanced and modded to better model damage, recoil, and accuracy, but we'd like to hear more.
So, if you're a Tactical Realism fan, please post here what you'd like to see in a TG Tactical Realism CoD4 mod. Input and feedback from the Community is key. (Note: This doesn't affect Server 1.) Thanks! |
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#2 (permalink) |
![]() ![]() Join Date: Dec 2007
Location: Colorado
Posts: 662
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Re: Call of Duty 4 Tactical Realism Mod Discussion
I like TRM, for the most part, but one thing that drives me away from it every time is the weapon selection system. I want it to either 1: Give me my kits back, or 2: remember the selection I made.
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#4 (permalink) |
![]() Join Date: Jun 2007
Location: Stourport - Worcestershire -UK
Age: 64
Posts: 542
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Re: Call of Duty 4 Tactical Realism Mod Discussion
Well for me Strag your statement ""that fans of "realism" in gaming will enjoy"" says it all.
Not wishing to be too negative I would make limits that harm the ability to: nade early, rush attack ie have a staggered release with the defenders setting off first to take position, bigger maps will help here too, adjust all weapons recoil- range- damage eg so that a pistol will not kill you at 1000 yards, remove a lot of the silly perks ie marty- hear all- double tap etc, Add the ability to steady "sniper style" any weapon should I want, wounding / bandaging to reflect areas of hit [say if leg wound crawl but not run or weapon drop if arm hit & leg wound heals quicker than a torso wound etc] Adding the ability to keep weapon load outs is also a must! We should also remember that we ourselves can add to this experience by NOT attempting to contravene the TG play-way. Let's put the skill back into the way we battle. Maybe a tad controversial but I would for realism sake allow through smoke shooting as it's what I would do in a real environment, sparodic gun fire or the odd nade. I don't mean sit on a Fixed mg and constantly fire it. That weapon should have a profile for jams etc anyway.
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Last edited by Barnaby; 04-03-2008 at 06:04 AM. |
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#5 (permalink) |
![]() Join Date: Jun 2007
Location: British Columbia
Age: 20
Posts: 346
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Re: Call of Duty 4 Tactical Realism Mod Discussion
Remembering the load out is a must. Although my biggest issue with server 2 right now has got to be the map selection that it has, most of the maps on that server are just random ones that are put on to fill up the server with a variety of maps. There has to be a limit on putting random maps on the server, dare I say it Size 12.5's map. Do not get me wrong it is a fine piece of work it just isn't the most tactically "Realistic" map that you would have in a real life situation. That said I would like to see some good quality maps on the server(I wish someone would redesign CS:S maps :P).
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#6 (permalink) |
![]() ![]() Join Date: Apr 2007
Location: Ontario, Canada
Age: 30
Posts: 1,300
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Re: Call of Duty 4 Tactical Realism Mod Discussion
I haven't been playing on the TRM server alot but I do enjoy it most times. Here are a few points.
Not exactly mod related but I enjoy new maps as much as the next guy but when every week I have to learn a new one, download a new one (it takes me 7 min for a 50mb map) it gets a bit annoying. It gets very frustrating with only one life to learn a map and when I miss the first two rounds while downloading it gets difficult to learn any new map. I think for realism sake we need to drop some of the perks. I would like to see the following removed: Martr, last stand, dead silince (puts on flame suit), double tap, juggernaught, bomb squad, overkill (see flame suit) and Im sure a few more. I think deep impact and eaves drop should be built into the player not the kit. I hate that with out deep impact I cant hit a guy through a wooden crate with an M4. Eaves drop, if you think about it, is silly really. Why would I need a perk to hear a guy 5 feet away talking? Though it might get confusing if we can hear guys talking seeing as the nationalilties of the armies wont match the voice. So perhaps this idea sucks. For weapons I want them to reflect their real life counter parts in feel and characteristics. NOTE: I did not say have the actual stats. The engagement ranges are so short that any accuracey differences and ballistic effects would be null and void. As such I think the weapons need to behave on some sort of reduced scale i.e. 50 yds in game is equivilant to 150yds in real life etc. That way we will have to pick the right gun for the job. This of course will take some effort to get right. I would like it if bullet damage was locational. No foot kills. It would be really great though to have some effect from getting hit in an extremity though I doubt thats possible. At the minimum scewing the players aim for a second when hit would be nice. That way when you blast some poor SOB in the leg their not rock steady head-shoting you in the next instant. Gernades need there raidus increased badly. I can survive in a room by going into the corner currently! Same with the 40mm, it seems more like a bean bag gun right now. Smoke should last longer then 15 seconds, unless its windy. I think a gradual approach will be the best as we have seen in the recent past any big changes cause the players to leave. Though having the standard server should stop the complaining.
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#7 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: In the cell next to Icky.
Age: 54
Posts: 5,931
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Re: Call of Duty 4 Tactical Realism Mod Discussion
The maps that are in the rotation will stay for awhile now that we found some good ones. Kit load out will have to be selected each time until the changes to the mod are made. At this time we do not have the ability to save the load outs.
Let's keep the thread topic on track. I would like to see the smoke last at least 20 to 25 seconds. In real life that is about how long it is effect for depending on wind conditions.
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Admin Graw 2-- Call of Duty ![]() ![]() ![]() TG_Mateo: "Forget freedom, democracy, the blues, New York Pizza: our lasting contribution to human society is Bourbon." Sloppy Joe: "Don't play this game like you are on your own, because if you do... it might become a reality." kin3: "I'll try but I have the grandchildren all day today and if I'm not wiped out I'll play." |
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#8 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Call of Duty 4 Tactical Realism Mod Discussion
Great feedback, all. Please keep it coming.
Regarding perks, it seems logical for this type of mod that certain perks would be removed. Personally, I like the idea of renaming perks to Force Multipliers, and keeping only those that make sense in a Tactical Realism mod. I agree completely that things like "stopping power" and "deep impact" should be a function of the weapon, not the kit/player. In adjusting the weapons to better model their real counterparts, the need for such perks will be eliminated. |
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#9 (permalink) |
![]() Join Date: May 2006
Location: Saskatchewan, Canada
Age: 25
Posts: 1,371
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Re: Call of Duty 4 Tactical Realism Mod Discussion
-Make frags heavier (so you're unable to toss them to damned far!)
-Make smoke last much longer -Limit the amount of certain gun-types, along with perks and special grenades to ensure every team is diverse, and NOBODY is, or can be, self-reliant. -Claymores activate with any and all movement. -adjust the weapon penetration; I've never heard of an m16 shooting through thick concrete. Folks should at least feel somewhat safe while behind hard cover like that. -As far as perks go, I'd like to see Martyrdom gone, or at least make it so you actually have to activate something, before your final virtual breath. Automatically ****ting out a live grenade when you die is a little odd in the realism department. I can probably name more, but damned if I could at the moment
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#10 (permalink) | |
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Join Date: Aug 2007
Location: Michigan
Age: 22
Posts: 1,343
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Re: Call of Duty 4 Tactical Realism Mod Discussion
Quote:
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#11 (permalink) |
![]() Join Date: May 2006
Location: Saskatchewan, Canada
Age: 25
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Re: Call of Duty 4 Tactical Realism Mod Discussion
Whoops, my mistake
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#12 (permalink) |
![]() ![]() Join Date: Dec 2007
Location: Seattle WA
Age: 37
Posts: 438
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Re: Call of Duty 4 Tactical Realism Mod Discussion
My thoughts on the perks:
Perk1: C4 - Should definitely keep with no changes Special Grenade x3 - Does anyone really use this (should almost be a stock thing) RPG - Never use it but should stay Claymore - My favorite, it's a love hate thing. (stays like the TRM is now) Frag x3 - Get rid of it, one grenade should be enough. (prevents nadefests too) Bandoiler - Get rid of it, use your ammo sparingly Bomb squad - Get rid of it, not realistic. Who really has xray vision. Makes you look at your surroundings more. Perk2: Stop Power - Get rid of it, weapons to be adjusted better Juggernaut - Get rid of it. Sleight of hand - Get rid of it, or at least slow it down. Not even Arnold can load a weapon that fast Double Tap - Get rid of it. Overkill - If this stays then you should not be able to run at all, or adjust the speed you move at. Who really lugs around a rifle and ak and pistol with rpg and climbs ladders and runs just like the guy with the uzi and pistol. UAV Jammer - Not sure about this one. Still a toss up for me. I don't use it, but I do like it. Sonic Boom - A waste of a perk, get rid of it Perk3: Extreme Conditioning - Should stay even though I don't use it Steady Aim - Get rid of it, hipfire is pointless anyways Last stand - (you shot me! let me pull out my pistol now and try and kill you) get rid of it Martydom - Dumb + we play SD....it's pointless Deep impact - or armor piercing bullets? not sure about this one, more of a weapon mod Iron lungs - Would like to see this as a stock attribute...I can hold my breath for 30 secs without even trying.... Dead Silence - I love this perk. Maybe adjusted to classes would be better though Eavesdrop - Dumb...get rid of it. Just my two cents. I'm still a little under the weather so hopefully this all makes sense. Maybe just having certain classes have certain perks would be best. That would be a hard one for everybody to agree which class gets which perks though.
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#13 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: In the cell next to Icky.
Age: 54
Posts: 5,931
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Re: Call of Duty 4 Tactical Realism Mod Discussion
Perk1:
C4 - Assault class only Special Grenade x3 - Get rid RPG - Get rid Claymore - Assault or sniper or both Frag x3 - Get rid of it, one grenade should be enough. (prevents nadefests too) Bandoleer - Get rid of it, use your ammo sparingly Bomb squad - Get rid of it, not realistic. Perk2: Stop Power - Get rid of it, weapons to be adjusted better Juggernaut - Get rid of it. Sleight of hand - Get rid of it, or at least slow it down. Double Tap - Get rid of it. Overkill - If this stays then you should not be able to run at all, or adjust the speed you move at. Who really lugs around a rifle and ak and pistol with rpg and climbs ladders and runs just like the guy with the uzi and pistol. UAV Jammer - Not sure about this one. Sometimes it works other times it does not. Sonic Boom - A waste of a perk, get rid of it Perk3: Extreme Conditioning - Snipers only Steady Aim - Get rid of it Last stand - Don't die, get rid of it Martyrdom - Dumb, it's pointless Deep impact - Tweak the weapons, 9 MM should not shoot through walls Iron lungs - Would like to see this as a stock attribute...agree with 12.5 Dead Silence - Maybe adjusted to classes would be better though, for snipers Eavesdrop - Dumb...get rid of it. Borrowed some from 12.5. These are my ideas as well.
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Admin Graw 2-- Call of Duty ![]() ![]() ![]() TG_Mateo: "Forget freedom, democracy, the blues, New York Pizza: our lasting contribution to human society is Bourbon." Sloppy Joe: "Don't play this game like you are on your own, because if you do... it might become a reality." kin3: "I'll try but I have the grandchildren all day today and if I'm not wiped out I'll play." |
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#15 (permalink) |
![]() ![]() Join Date: Dec 2007
Location: Arkansas
Age: 30
Posts: 1,434
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Re: Call of Duty 4 Tactical Realism Mod Discussion
I'd like to see the following perks/attachments available for Spec Ops only:
C4 x2 Silencer Dead Silence Extreme Conditioning
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