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| Day of Defeat - General Discussion General discussion for Day of Defeat |
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#1 (permalink) |
![]() ![]() Join Date: May 2003
Location: K-W, Ont.
Age: 27
Posts: 1,697
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Realism Mod 1.2 Installed
Our DoD:S server is now running Realism Mod 1.2, which is made by a player named Thraka.
This adds some new configuration options on the server side that should give us a more tactical game. The most notable changes you will see is that players now start out with less health. Also, when you die your screen will be blacked out. A more subtle change is that when you are hit with a bullet there is an impact effect that briefly makes it hard for you to aim. The player movment settings have also been slowed down very slightly. Going forward we will be fine tuning the value for speed and acceleration. Last edited by RandomGuy; 02-14-2006 at 09:18 PM. |
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#2 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,707
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Re: Realism Mod 1.2 Installed
I understand some of the changes.... but what brought about the player health change?
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#3 (permalink) | |
![]() ![]() Join Date: May 2003
Location: K-W, Ont.
Age: 27
Posts: 1,697
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Re: Realism Mod 1.2 Installed
Quote:
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#5 (permalink) |
![]() Join Date: Jun 2005
Location: In my wifes house......if she says i can
Age: 25
Posts: 8,373
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Re: Realism Mod 1.2 Installed
what was funny tonight playing on the server with that mod was a couple of players kept whining about the whole black death screen and the health, but they stayed around long enough to finish 5 rounds.
i like the mod. |
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#6 (permalink) | |
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Join Date: Dec 2004
Age: 33
Posts: 446
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Re: Realism Mod 1.2 Installed
Quote:
I love the MGs in DODs. But with this realism mod people are just walking out and shooting me. This is the first time I have been getting a negative kill/death ratio. The lower health makes a run N gun ameplay with the SMGs more effective. Unbalances the teams a little teams. Before the balance came from single kill Kar98 VS higher rate of fire M1. That is gone. Quite franckly this "realism" mod is making me tyhink that buying the game was a mistake. ![]() |
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#7 (permalink) |
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Join Date: Feb 2006
Location: Eugene, OR
Age: 32
Posts: 117
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Re: Realism Mod 1.2 Installed
After playing it for tonight, brief impressions.
1. Love the blackout after death. Really startling, really makes it so it's hard to communicate enemy positions after death. That's a good thing, IMO. You can still communicate what you saw before you died, of course, which is also fine. It's also startling. I likey. ![]() 2. The health..not so much. It's just easier to die - it already is easy to die. I don't see the benefit. 3. Didn't notice the speed decrease at all. If it was there, it felt fine. I could probably go lower than that. 4. Hit effect - didn't notice. Probably could be more pronounced? But when combined with the 65 health, well .... you probably die before you register it, heh. Overall impression .... didn't see much difference from vanilla, to be honest. Needs more oomph. ![]() |
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#8 (permalink) |
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Join Date: Jul 2005
Posts: 131
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Re: Realism Mod 1.2 Installed
I haven't seen the lower health yet, just got home from work. But I can see how lower health would increase run and gun tactics. I'll try it, that's the only setting that I would draw into question though. I already know I love the other ones.
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#9 (permalink) |
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Join Date: Jul 2005
Posts: 131
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Re: Realism Mod 1.2 Installed
Ok...Can't find edit so a new post.
I tried the mod...Love it. But I think the health need to be a little higher than 65. I was able to plow through player after player with the thompson. I like it, but maybe 80-85....heck 90 maybe. It just seems anytime I looked at someone they fell over :P. Other than that, Mad props! |
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#10 (permalink) | |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 16,516
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Re: Realism Mod 1.2 Installed
Quote:
If we could turn the health back up, it would be cool!
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#11 (permalink) |
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Join Date: Dec 2004
Age: 33
Posts: 446
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Re: Realism Mod 1.2 Installed
Ideally even slower movement. Making people slow is the best way to get tactical movement. The problem with that is some of the paths we are used to can not be used anymore. You simply will not be able to jump the distance.
To go along with the slower movement smoke staying around a little bit longer might be worth trying. |
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#12 (permalink) |
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Join Date: Mar 2005
Posts: 972
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Re: Realism Mod 1.2 Installed
It felt like I was getting punished since I was consistently on point and thus the most likely to die. It gave a huge advantage to defenders since the attackers have to move out of their cover to advance and are much easier to kill now. The result is that players who put themselves on point or sacrificed themselves to take a flag were killed often. While players who stayed back and didn't help their team were rewarded with easy kills.
The scores for the maps reflected that and usually involved just 2-3 people with more then one flag capture and most with none. I also noticed a lot of rounds being lost even though over half the defenders were still alive because they simply fell back rather then defend their flag and risk getting killed.
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#13 (permalink) | |
![]() ![]() Join Date: May 2003
Location: K-W, Ont.
Age: 27
Posts: 1,697
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Re: Realism Mod 1.2 Installed
Quote:
I was also looking for ways to give more smoke grenades to go along with these changes. So far I haven't found any way to do so. Increasing the smoke duration would also be potentially very good but nothing found so far. |
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#14 (permalink) | |
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Join Date: Dec 2004
Age: 33
Posts: 446
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Re: Realism Mod 1.2 Installed
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#15 (permalink) |
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Join Date: Apr 2004
Age: 20
Posts: 1,647
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Re: Realism Mod 1.2 Installed
I really can't live with the health being what it currently is. If it was intended to make the games more tactical, it backfired in that everyone went assault or machine gun and and all of the other classes became next to useless. Snipers and Bazookas were hit hard with the health drop, they can't even begin to take risks to remove a MG42/30cal anymore. Meanwhile riflemen and support were reduced to just more cumbersome versions of assault that have less equipment.
Overall another big problem is that there is no longer any difference between allied and axis weaponry. Allied rifles were preferable for some people because they reloaded faster and had a larger clip, despite not always delivering a lethal shot. Their axis counterparts had, of course, smaller clip size and longer reload time in exchange for lethality. This whole strategic difference is now gone thanks to the realism mod. Axis riflemen are going to be grabbing the allied rifle off the ground as fast as possible because it is not only just as lethal as theirs, but faster and with a larger clip. Same goes for machine guns, the axis had the legendary MG42, it spat 250 bullets so fast that if you got someone in your sights it was an almost a confirmed kill, until it overheated and it had to be cooled for a short time. The allied rival, the 30. cal, fired 150 rounds only half as fast, but never had to cool down. With health being what it is, axis machine gunners have an even greater chance of a kill, thus having to fire less on a persistent enemy and having less worry of overheating. Their main enemies, the sniper and bazooka, are in almost twice as much danger exposing themselves to get a shot, even against the 30. cal, as only one bullet will take them down now insead of a reliable two or three. Long story short, the realism mod is overpowering certain classes and certain side weapons, thus taking away diversity, which drastically affects the number of tactics available for use. Health needs to be put back to normal to fix this. However, the black screen of death isn't terrible and I could deal with it. ![]() -Zephyr
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