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Old 03-05-2008, 02:41 PM   #1 (permalink)
 
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What do you want to know about TRM?

It's exactly what it sound like.. you got a question I will do my best to answer.
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Old 03-05-2008, 03:16 PM   #2 (permalink)
 
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Re: What do you want to know about TRM?

Quote:
Originally Posted by Barnaby View Post
Nice interesting post and typical of such things it raise more questions for me ;¬)

Agree with Longbow the jam/band use key description needs to stand out.

What about the Kill box ratios has any thing been done about them, ie death from a toe wound is poor.
Good to see in 1.6 that bandaging is to be ratio-ed to wound severity, what levels will this be eg. 10 secs for a toe wound & up to 20 secs for a torso wound.

What does this mean??? New settings: 50 = normal, 100 = 1 shot 1 kill [when set at 50 is that 2 shots = kill] and does it apply to all weapons or only rifles???

Will I ever be able to steady any weapon trully [like the sniper] should I wish to.

When is 1.6 due for release and will I have to scrub everything out or will it just load over the top of 1.5.

Regards
Ok, hit boxes are borked by IW..
Hopefully patch 1.6 will help fix this problem.

Your supposition of the damage model and the time it takes sounds about right.
Since the coding is a remake of WRM for CoD2. It can even recognize a flesh wound which will bleed longer and much slower. I figure that a wound of this magnitude would be around 5 seconds and can take up to 20 seconds for major damage.

The dev put a couple of lines in the wrong place so that is what he is talking about there.
The next full release of the mod has been said to include the weapons mod so we can tweak individual weapon settings.
50=2-3 shots in arm, leg, foot, hand arm from any weapon
50=1 shot to torso or head on all weapons.
100= 1 shot 1 kill from any weapon on any part of the body


I don't understand the issue with the sniper rifle.
If you mean you want to snap shoot the rifle. Firing in a split second after aiming.
The distances have alot to do with the accuracy.
If you mean the sway while holding a rifle or any weapon. Which by the way increases incrementally the longer you aim down the sights. I will ask.
From my own personal experience it lessens when I go prone as it should.
But that's just my experience.

1.6 will create it own file folder in order to try and avoid any malfunctions you the player may experience. The only thing you will have to redownload is the .iwd file for the maps.
Which I believe it up to a grand total of 5 .iwd files which equals about 15mb of size more or less. You don't need to redownload the actual maps since you already have them.
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Old 03-05-2008, 04:40 PM   #3 (permalink)
 
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Re: What do you want to know about TRM?

Thanks for the detail amu.

Ref my question on weapon sway: What I am getting at is will I [like the sniper can] be able to hold my breath to negate the sway with any other weapon???.

Didn't know it got worse with time by the way, think I need to pay more attention here.

I don't understand why all the other weapons can not be steadied when making a true aim.

Thanks
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Old 03-05-2008, 07:53 PM   #4 (permalink)
 
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Re: What do you want to know about TRM?

Quote:
Originally Posted by Barnaby View Post
Thanks for the detail amu.

Ref my question on weapon sway: What I am getting at is will I [like the sniper can] be able to hold my breath to negate the sway with any other weapon???.

Didn't know it got worse with time by the way, think I need to pay more attention here.

I don't understand why all the other weapons can not be steadied when making a true aim.

Thanks
Dang good question I don't know either.
But sounds like something to ask for in the future release.
I would assume that it's easier to adapt the code to the mod than to write new weapon behavior.
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Old 03-05-2008, 10:20 PM   #5 (permalink)


 
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Re: What do you want to know about TRM?

I'm sure I risk negative rep again for speaking about CoD4 without owning the game, but what the hell. The game sounds like it reuses a lot of CoD2 code, anyway.

IF the CoD4 weapons are coded similar to the CoD2 weapons, then the sniper "hold breath" function applies only to the sniper rifles. Other weapons weren't able to use this function.

Regarding the tweaking of weapons (again, if CoD4 is as similar to CoD2 as it sounds), you don't have to wait until any mods are released to do this. The weapon files should be included in one of the stock IWD files (for CoD2, they're in iw_13.iwd); it's just a matter of pulling them out and adjusting them to your liking. I imagine this is what the TRM folks are doing right now. It's tedious, and it takes a while to get everything right.

Example:

Here's the weapon file for the M1 Garand in CoD2 (iw_13.iwd\weapons\mp\m1garand_mp):

WEAPONFILE\displayName\WEAPON_M1GARAND\modeName\\p layerAnimType\other\altWeapon\\AIOverlayDescriptio n\WEAPON_RIFLEMAN\weaponType\bullet\weaponClass\ri fle\weaponSlot\primary\twoHanded\1\rifleBullet\1\a rmorPiercing\0\semiAuto\1\boltAction\0\aimDownSigh t\1\rechamberWhileAds\1\noPartialReload\1\segmente dReload\0\wideListIcon\1\wideKillIcon\1\flipKillIc on\1\autoAimRange\0\slowdownAimRange\50000\slowdow nAimRangeAds\50000\lockonAimRange\50000\lockonAimR angeAds\50000\enemyCrosshairRange\1500\moveSpeedSc ale\1\gunMaxPitch\6\gunMaxYaw\5\ammoName\m1garand\ maxAmmo\200\startAmmo\120\clipName\m1garand\clipSi ze\8\shotCount\1\dropAmmoMin\8\dropAmmoMax\0\reloa dAmmoAdd\0\reloadStartAdd\0\damage\155\minDamage\1 25\meleeDamage\140\maxDamageRange\16500\minDamageR ange\18100\locNone\1\locHelmet\1\locHead\1.5\locNe ck\1.2\locTorsoUpper\1\locTorsoLower\0.7\locRightA rmUpper\0.3\locRightArmLower\0.2\locRightHand\0.15 \locLeftArmUpper\0.3\locLeftArmLower\0.2\locLeftHa nd\0.15\locRightLegUpper\0.4\locRightLegLower\0.25 \locRightFoot\0.15\locLeftLegUpper\0.4\locLeftLegL ower\0.25\locLeftFoot\0.15\locGun\0\fireTime\0.30\ fireDelay\0\meleeTime\0.65\meleeDelay\0.1\reloadTi me\1.6\reloadEmptyTime\1.6\reloadStartTime\0\reloa dEndTime\0\reloadAddTime\0.83\reloadStartAddTime\0 \rechamberTime\0.1\rechamberBoltTime\0\dropTime\0. 25\raiseTime\0.25\altDropTime\0\altRaiseTime\0\qui ckDropTime\0.01\quickRaiseTime\0.01\standMoveF\0\s tandMoveR\0.7\standMoveU\-1\standRotP\0\standRotY\0\standRotR\0\standMoveMin Speed\80\standRotMinSpeed\80\posMoveRate\6\posRotR ate\8\duckedMoveF\0\duckedMoveR\0.5\duckedMoveU\-1\duckedRotP\0\duckedRotY\0\duckedRotR\0\duckedOfs F\-0.1\duckedOfsR\1\duckedOfsU\-0.2\duckedMoveMinSpeed\20\duckedRotMinSpeed\20\pro neMoveF\-100\proneMoveR\-75\proneMoveU\-105\proneRotP\0\proneRotY\220\proneRotR\-300\proneOfsF\-0.5\proneOfsR\2\proneOfsU\0.8\posProneMoveRate\25\ posProneRotRate\30\proneMoveMinSpeed\0\proneRotMin Speed\0\hipIdleAmount\30\adsIdleAmount\2\hipIdleSp eed\1\adsIdleSpeed\0.8\idleCrouchFactor\0.8\idlePr oneFactor\0.4\adsSpread\0.25\adsAimPitch\0\adsTran sInTime\0.3\adsTransOutTime\0.6\adsTransBlendTime\ 0.1\adsReloadTransTime\0.5\adsCrosshairInFrac\1\ad sCrosshairOutFrac\0.2\adsZoomFov\65\adsZoomInFrac\ 0.5\adsZoomOutFrac\0.4\adsBobFactor\0.5\adsViewBob Mult\0.25\adsViewErrorMin\0\adsViewErrorMax\0\hipS preadStandMin\6\hipSpreadDuckedMin\6\hipSpreadPron eMin\6\hipSpreadMax\7\hipSpreadDuckedMax\6.5\hipSp readProneMax\6.5\hipSpreadFireAdd\1\hipSpreadTurnA dd\0\hipSpreadMoveAdd\8\hipSpreadDecayRate\4.2\hip SpreadDuckedDecay\1\hipSpreadProneDecay\1\hipGunKi ckReducedKickBullets\0\hipGunKickReducedKickPercen t\0\hipGunKickPitchMin\30\hipGunKickPitchMax\40\hi pGunKickYawMin\-25\hipGunKickYawMax\25\hipGunKickAccel\1000\hipGun KickSpeedMax\1200\hipGunKickSpeedDecay\100\hipGunK ickStaticDecay\2\adsGunKickReducedKickBullets\0\ad sGunKickReducedKickPercent\0\adsGunKickPitchMin\50 \adsGunKickPitchMax\-50\adsGunKickYawMin\-50\adsGunKickYawMax\50\adsGunKickAccel\160\adsGunK ickSpeedMax\400\adsGunKickSpeedDecay\100\adsGunKic kStaticDecay\10\hipViewKickPitchMin\45\hipViewKick PitchMax\55\hipViewKickYawMin\-35\hipViewKickYawMax\35\hipViewKickCenterSpeed\100 0\adsViewKickPitchMin\150\adsViewKickPitchMax\150\ adsViewKickYawMin\-50\adsViewKickYawMax\50\adsViewKickCenterSpeed\150 0\swayMaxAngle\10\swayLerpSpeed\5\swayPitchScale\0 .1\swayYawScale\0.1\swayHorizScale\0.05\swayVertSc ale\0.1\swayShellShockScale\5\adsSwayMaxAngle\8\ad sSwayLerpSpeed\6\adsSwayPitchScale\0.1\adsSwayYawS cale\0.1\adsSwayHorizScale\0.04\adsSwayVertScale\0 .12\fightDist\720\maxDist\680\aiVsAiAccuracyGraph\ m1garand.accu\aiVsPlayerAccuracyGraph\\reticleCent er\\reticleSide\gfx/reticle/side_skinny_xenon.tga\reticleCenterSize\3\reticleS ideSize\6\reticleMinOfs\0\hipReticleSidePos\0\adsO verlayShader\\adsOverlayReticle\none\adsOverlayWid th\220\adsOverlayHeight\220\gunModel\viewmodel_m1g arand\handModel\viewmodel_hands_cloth\worldModel\x model/weapon_m1garand\idleAnim\viewmodel_m1garand_idle\e mptyIdleAnim\viewmodel_m1garand_idle\fireAnim\view model_m1garand_fire\lastShotAnim\viewmodel_m1garan d_lastfire\rechamberAnim\\meleeAnim\viewmodel_m1ga rand_melee\reloadAnim\viewmodel_m1garand_reload\re loadEmptyAnim\viewmodel_m1garand_reload\reloadStar tAnim\\reloadEndAnim\\raiseAnim\viewmodel_m1garand _pullout\dropAnim\viewmodel_m1garand_putaway\altRa iseAnim\viewmodel_m1garand_pullout\altDropAnim\vie wmodel_m1garand_putaway\quickRaiseAnim\viewmodel_m 1garand_pullout_fast\quickDropAnim\viewmodel_m1gar and_putaway_fast\adsFireAnim\viewmodel_m1garand_ad s_fire\adsLastShotAnim\viewmodel_m1garand_ads_last fire\adsRechamberAnim\\adsUpAnim\viewmodel_m1garan d_ADS_up\adsDownAnim\viewmodel_m1garand_ADS_down\v iewFlashEffect\fx/muzzleflashes/standardflashview.efx\worldFlashEffect\fx/muzzleflashes/standardflashworld.efx\shellEjectEffect\fx/shellejects/rifle.efx\lastShotEjectEffect\\pickupSound\weap_pi ckup\ammoPickupSound\\fireSound\weap_m1garand_fire \fireSoundPlayer\weap_m1garand_fire_plr\lastShotSo und\weap_m1garand_lastshot\lastShotSoundPlayer\wea p_m1garand_lastshot_plr\meleeSwipeSound\melee_swin g_large\rechamberSound\\rechamberSoundPlayer\\relo adSound\weap_m1garand_reload_npc\reloadSoundPlayer \weap_m1garand_reload\reloadEmptySound\\reloadEmpt ySoundPlayer\\reloadStartSound\\reloadStartSoundPl ayer\\reloadEndSound\\reloadEndSoundPlayer\\altSwi tchSound\\raiseSound\\putawaySound\\noteTrackSound A\\noteTrackSoundB\\noteTrackSoundC\\noteTrackSoun dD\\hudIcon\gfx/icons/hud@m1garand.tga\modeIcon\\killIcon\gfx/icons/hud@m1garand.tga\fireRumble\m1garand_fire\meleeImp actRumble\melee_medium


This is a series of key/value pairs delimited by \. Certain values, like adsSpread\0.25, control the accuracy of the weapon when it's fired while using iron sights (ads is AimDownSights). Other values control the amount of weapon kick, the amount of weapon sway, etc. You tweak these key/value pairs to alter the behavior of the weapon. I'm guessing CoD4 has similar weapon files for each of its different weapons, but don't give me negative rep if I'm wrong.

Last edited by Strag; 03-06-2008 at 09:21 AM.
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Old 03-05-2008, 10:47 PM   #6 (permalink)
 
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Re: What do you want to know about TRM?

Yeah Strag CoD4 is pretty much CoD2 with a extra coat of wax.
Oh my god yes it's pretty much the same.
I went crosseyed when I opened that .iwd file up.
Geez I think I went crosseyed again..
where is my negative rep button... dangit let my go hit my head so I can realign these peepers and then we shall so he get's his just due negative rep.. :P

But strag should know about modding since I may be wrong.
But I do believe he modded the weapons settings for the CoD2 server.
Which by the way has smoke that lasts longer than 4 seconds..I miss my 20 second smoke grenades.
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Old 03-05-2008, 10:56 PM   #7 (permalink)


 
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Re: What do you want to know about TRM?

Quote:
Originally Posted by amu107.9 View Post
Yeah Strag CoD4 is pretty much CoD2 with a extra coat of wax.
Oh my god yes it's pretty much the same.
I went crosseyed when I opened that .iwd file up.
Geez I think I went crosseyed again..
Yeah, they're a bit messy to read straight out of the text files. You may try Nip's WeaponModder, which I used for a while with CoD2 (it apparently works with CoD4 with a little massaging).

I grabbed the latest version of TRM and took a look at it. And yeah, the functions listed therein are, in many cases, the exact same functions used in CoD2. CoD4 truly appears to be, as you say, CoD2 with an extra coat of wax. That's good, though, since it should allow you to tweak things fairly easily.


EDIT: Here is the version of Nip's WeaponModder I still have around. I imagine it'll work with the adjustments BionicNipple mentions in the forum link above.

EDIT EDIT: Nevermind, it looks like Bionic made the CoD4 versions available here.
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Old 03-06-2008, 09:06 AM   #8 (permalink)

 
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Re: What do you want to know about TRM?

Quote:
Originally Posted by amu107.9 View Post
The dev put a couple of lines in the wrong place so that is what he is talking about there.
The next full release of the mod has been said to include the weapons mod so we can tweak individual weapon settings.
50=2-3 shots in arm, leg, foot, hand arm from any weapon
50=1 shot to torso or head on all weapons.
100= 1 shot 1 kill from any weapon on any part of the body


The distances have alot to do with the accuracy.
.
Ok I am still lost as to what the 50= and 100= actually relate to? What weapons are we talking about? Can all weapons achieve a 100 or only certain ones? If so which ones? Or is the 100 the current setting and 50 damage will be the new one in the patch? Sorry for my ignorance Amu

The distances and accuracey relation may need to be tweaked a bit for the new larger maps. Some weapons feel really poor at range.

http://chkilroy.com/cod4/

This website lists the range the weapons switch over to minimum damage. Any explanation about what these numbers mean for range i.e. 1500? 1500 units of what? Do these ranges relate to damage and accuracey in game?

Thanks for explaining all the nitty gritty about the mod. I really enjoy it so far and if we can get the hit boxes and damage sorted I may live long enough to plant a bomb once in a while.
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Old 03-06-2008, 09:38 AM   #9 (permalink)


 
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Re: What do you want to know about TRM?

Quote:
Originally Posted by Long Bow View Post
Any explanation about what these numbers mean for range i.e. 1500? 1500 units of what? Do these ranges relate to damage and accuracey in game?
Those units were supposed to be inches in CoD2, and they were fairly close. I assume the same is true for CoD4 since it's the same engine. So ~1500 inches is ~125 feet, or ~42 yards. These values were set pretty low for the stock CoD2 weapons as well, due to the small stock multiplayer maps I'm sure. For our CoD2 weapons mod these ranges were extended significantly, and I believe WRM did the same, too.


EDIT: I found a post (the original now gone, apparently) that someone quoted from another forum, which may provide some useful info:

Quote:
Here are some numbers straight out of main/iw_11.iwd

Every weapon (sans shotguns) has perfect 0 spread when sighted. Tip of the sight is where the bullet will go.

ASSAULT - All have a range of 1500-2000. When silenced, the range becomes 750-1500.
After 1500 range, damage gradually drops to the second number and continues on after 2000 at that lower value.

M16
DMG: 40 - 30 | ROF: .065 (925~ rounds per minute)

AK47
DMG: 40 - 30 | ROF: .085 (700 rounds per minute)
The AK47 is the only weapon that has a damage decrease when silenced (40-20).

M4A1
DMG: 30 - 20 | ROF: .07 (850~ rounds per minute)

G3
DMG: 40 - 30 | ROF: .05 (RPM irrelevant) / Semi

G36c
DMG: 30 - 20 | ROF: .08 (750 rounds per minute)

M14
DMG: 50 - 40 | ROF: .05 (RPM irrelevant) / Semi

MP44
DMG: 40 - 30 | ROF: .1 (600 rounds per minute)

-

SMG - weapon(damage;firerate;range) All silenced ranges are decreased to 350-700 and the Skorpion to 100-300.

MP5 (40-30 ; 800RPM / 750-1000)
Skorpion (50-20 ; 850RPM / 200-400)
AKs74u (40-20 ; 800RPM / 750-1000)
Uzi (30-20 ; 950RPM / 750-1000)
P90 (30-20 ; 925RPM / 750-1000)

-

LMG - The range for the SAW and RPD are irrelevant as the damage does not change. M60 has 1000-1500 range

M249 SAW
DMG: 30 - 30 | ROF: .065 (925~ rounds per minute)

RPD
DMG: 40 - 40 | ROF: .085 (700 rounds)

M60E4
DMG: 50 - 40 | ROF: .01 (600 rounds)

-

SHOTGUN - Both fire eight hitscans/shot, and have a range of 300-600 (Winchester 300-500). They are also unique in that when sighted, the spread becomes WIDER.

Winchester 1200
DMG: 40 - 10 | ROF: .283 (200~ shells per minute) / Pump
SPR: 4 hip spread, 5.5 sight spread

M1014
DMG: 30 - 10 | ROF: .2 (300 shells per minute) / Semi
SPR: 5 hip spread, 5.5 sight spread

-

SNIPER RIFLE - All five rifles are very much the same; what you pick is personal preference.
All do 70-70 damage.
All have the same level of sway and accuracy (existing Anti-Lag & Lerp issue notwithstanding).
Dragunov has more kick than the rest.

-

PISTOL - The Beretta, USP and 1911 all do 40-20 damage, Desert Eagle and Gold Eagle do 50-30.

BER: 250- 500 range ;15 rounds ; 150-350 silenced
USP: 450-1000 range ;12 rounds ; 250-650 silenced
COL: 350- 900 range ; 8 rounds ; 250-500 silenced
DEA: 350-1200 range ; 7 rounds ; no silencer

---

The Stopping Power and Sonic Boom Perks use a simple formula.
New Damage = damage multiplied by (100+damage) divided by 100
40 damage added to 100. 140 divided by 100. 1.4 is multiplied to the original damage, leading to the new enhanced damage.

30 x 1.3 increases it to 39
40 x 1.4 increases it to 56
50 x 1.5 increases it to 75

The higher the initial damage, the greater the effect.

---

Juggernaut decreases damage from bullets and explosions. Damage is decreased to 75%. In another sense, you have 135 health.
Juggernaut cancels out Stopping Power and Sonic Boom as well - no increased damage, no reduced damage.

Some notes:
- Distance units are something resembling inches.
- The G36C is clearly worse than the M4 in every way possible - though that's not what the stats chart say
- Hardcore mode reduces player health to 30, Old School increases it to 200.
- There was an AW50 weapon that was supposed to deal 100 damage per shot, but it was not included.
- Maximum shot travel distance for any bullet in the game is about 350 m.

So it looks like the "perks" are really just multipliers of the base weapon properties. Also, it looks like the distance units are indeed the same between CoD4 and CoD2.

The weapon files for CoD4 appear to be in iw_11.iwd. If you guys wanted to start modding the weapons now, you'd just need to pull the weapon files out and start working on them. I'm sure they could be improved for CoD4 just as they were for CoD2.
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Old 03-06-2008, 04:43 PM   #10 (permalink)
 
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Re: What do you want to know about TRM?

RPM still affects semi-autos. I did some testing by double-tapping semi-autos and using my secret method!
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Old 03-06-2008, 11:30 PM   #11 (permalink)
 
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Re: What do you want to know about TRM?

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using my secret method!
scrunch your eyes shut and pull the trigger?
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Old 03-07-2008, 10:32 AM   #12 (permalink)
 
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Re: What do you want to know about TRM?

Quote:
scrunch your eyes shut and pull the trigger?
There is no need:

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Old 03-07-2008, 04:54 PM   #13 (permalink)

 
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Re: What do you want to know about TRM?

Mouse Wheel Ftw..!!!
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Old 03-10-2008, 04:06 PM   #14 (permalink)

 
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Re: What do you want to know about TRM?

Ikonic who is that photo of??

Also in the above listed weapon data, are you saying the M14 does more damage than the G3? And does damage really make any sense on the mod since I die from a Skorp shot to my left hand?

I am a big fan of the TRM mod and look forward to more incarnations of it but at this time I would like to see the guns balanced with range, accuracy and damage. A Skorp shouldnt be able to snipe and a M21 shouldnt be allowed to clear rooms. I have seen people do it and I have done it too. I tend to stick with what I believe is tested, tried, and true.

If the damage is more substantial on the M14 than the G3 I may be changing my loadouts.

I look forward to your clarifications!

Thanks!
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Old 03-10-2008, 05:34 PM   #15 (permalink)
 
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Re: What do you want to know about TRM?

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Ikonic who is that photo of??
<

I don't need to scrunch my eyes.
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