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Discussion: Call of Duty Archives / Call of Duty 4 - General Discussion - OWP ver. 163 Comments and Suggestions - Server 2 will be updated to OWP version 1.6.3 for testing this afternoon. Most of
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    P.Drona's Avatar

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    OWP ver. 163 Comments and Suggestions

    Server 2 will be updated to OWP version 1.6.3 for testing this afternoon. Most of the settings from 1.5.4 are carried over but there are some new things and some tweaks.

    Please let us know of any problems you encounter or suggestions for improving the set up.

    Major changes:

    Defense can now steal and destroy a downed bomb, ending the round in a victory. To destroy the bomb, you must press and hold your melee key. The destroy time is set to 15 seconds and the attackers are given a warning that their bomb is being destroyed. The defense could choose to simply move the bomb and drop it somewhere else. I believe that the bomb still shows on the attackers map when defense has possession. Needs to be verified in game.

    Bomb sites can now be damaged and destroyed by the defense, ending the round in a loss for them. The damage is adjustable and right now it takes 3 frags directly on the site to destroy it. The attackers must still plant the bomb to destroy an objective.

    There is a small explosives free zone around the bomb sites. If defense tries to place a clay or C4 too close to the objective, it wont plant and it returns to the planting players inventory. The distance is approximately 8 feet.

    There is now a quick defuse option where the defuser, if short on time, can select from several wires to snip. If you pick the wrong one, the bomb detonates immediately, destroying the objective and the defuser.

    Dynamic weapons attachments have been implemented. You may now, for instance, equip the ACOG or silencer for your rifle and remove or attach it at any time. This works for silencers on pistols as well. It makes sound when you do it but I'm not sure if the enemy can hear it. Press the use key to cycle through the options and when it gets to the attachment option, hold the key down till you hear the noise and see the animation then release it.

    There is no more "Fog of War" in this version. It was removed in favor of a SOGmod style day/night cycle. This has not been set up yet so all maps will be running their original settings as they came from the map makers. Each map will get reviewed to see if it would benefit from the new day/night cycle before it gets implemented.

    Other tweaks - We're testing these out so please provide feed back on how it effects game play:

    Claymores, C4 and Bomb squad are only available to Spec Ops, Demo and Sniper classes.

    Friendly tags only show up for approximately 50 feet. Enemy tags never show.

    Friendly fire is back on for clays. The planter is not affected.

    Rounds to win is back to 5, up from 4.

    Weapons jams are on but set to a very low probability. Press the use key to cycle the options available and when it gets to Unjam, hold the key down.

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    Re: OWP ver. 163 Comments and Suggestions

    Sounds like some very good updates, ones that i have been thinking of for a while, e/g defenders putting explosives on the thing they are defending, and being able to move the bomb/destroy it. Sounds itll be cool.

    Perhaps we can get some people on tonight to test this out?


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    Re: OWP ver. 163 Comments and Suggestions

    i like the sound of where the TG-OW mod is comming along...... now we just need to start tweaking the weapons!!!! not like you dont have enough on your plate right now!!!






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    Cap
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    Re: OWP ver. 163 Comments and Suggestions

    not really a fan of the explosive free premiter around the bombsite, I like clay close the to bomb-site, they dont have to be facing it or cause it damage if they are pointed away from it. On The Rock is kinda made it limiting for clays on B, can we adjust or remove that area? If the defense puts clays or C4 to close to the site and blow it up thats their fault and we should let them, they will learn from the mistake.

    So far what I have seen on the mod is very cool. I love the attachment thing

    When do you plan to try the day/night cycle? Cant wait to see that

    _Austin

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    Re: OWP ver. 163 Comments and Suggestions

    These sound like good improvements. Sorry I wasn't around over the weekend. Very busy.

    My one suggestion would be having friendlies disappear from the minimap if they're outside 50ft, just like their nametags in the 3D world.

    Forcing people to check-in on comms every now and then really adds to the immersion.

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    Re: OWP ver. 163 Comments and Suggestions

    i think that we need to be slowed down. our run speed needs to be our walking speed standing up and our walking speed need turned WAY down.

    i love the friendly clays and not being able to plant them on top of a bomb site which was not to tactical to begin with.

    i think weapons need tweaked like in WaW with sway and kick back and i know that they are turned down and not show sometimes but i think that when you have a silencer on your gun, there needs to be NO tracer fire at all

    i think friendly tags needs to be turned down in distance, you only need to know who each other are in close proximity when planing

    i love the binos!!!

    and i know this is on a sepearte topic but i drona have you thought about blowing out a section of the A bomb site building so that theres a hole in it through multiple levels?






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    Re: OWP ver. 163 Comments and Suggestions

    Oh by the way, I agree with Cap about explosives proximity to bombsites. If a clay is right next to but facing away from a bombsite, I don't think there's anything wrong with that. If the defense destroys the objective, so be it.

    And I agree with Jack about the speed. I'd be fine with slowing everyone down.

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    Cap
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    Re: OWP ver. 163 Comments and Suggestions

    in response to Jack's post

    I think the speed can be turned down, but not that low, I dont wont to crawl through the map

    planting clays on a bombiste can be tactical, you face them away of course, and make sure your team knows where they are, it may not be a practice used all the time, but if you dont want resources sitting right at the bomb to defend it then having clays do that job is a good thing

    I agree the weapons coudl be tweaked, but I am ok either way on them

    I agree about the tags completely, just within 10 feet or so is cool with me

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    Re: OWP ver. 163 Comments and Suggestions

    i also belive that the demo group should be the only ones allowed to destroy the bomb, everyone can pick it up still, but you can still pick a wire and blow up though






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    "TG was created to cater to a VERY specific type of gamer rather than trying to appeal to the greater gaming population....Tactical Gamer is not mainstream. We are not trying to attract mainstream gamers" ~ Apophis

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    Re: OWP ver. 163 Comments and Suggestions

    Quote Originally Posted by Jack Bauer View Post
    i also belive that the demo group should be the only ones allowed to destroy the bomb, everyone can pick it up still, but you can still pick a wire and blow up though
    That works for me.

    I was kind of thinking what Cap was. Slow us down, but not TOO slow. And Cap, 10ft in game is a lot smaller than you might think. it's almost useless. I was suggesting 30ft in the past, but 50ft will do fine.

    What do you guys think about hiding friendlies on the minimap outside 50ft?

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    Jack Bauer's Avatar

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    Re: OWP ver. 163 Comments and Suggestions

    i like that idea






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    "...The scab is a traitor to his IHS, his fellow gamers, and his community....." ~ Jack London, Amended by ME!
    "TG was created to cater to a VERY specific type of gamer rather than trying to appeal to the greater gaming population....Tactical Gamer is not mainstream. We are not trying to attract mainstream gamers" ~ Apophis

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    Balfa's Avatar

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    Re: OWP ver. 163 Comments and Suggestions

    Played last night, although I had reservations beforehand, I really enjoyed the defense being able to pick up the bomb. It led to some very intense passages of play where the defender grabs the bomb and tries to run to a teammate for backup while the offense hunt him down as quickly as they can. Twice I came within about a tenth of a second to destroying it before someone's grenade destroyed me


    The offense really need to start doing a better job of protecting the bomb carrier

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    Re: OWP ver. 163 Comments and Suggestions

    I played and enjoyed it too. One question i asked a couple of nights ago was can the attackers plant a clay on the bombsite (after planting for example). I never got too test this out.


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    Re: OWP ver. 163 Comments and Suggestions

    Great suggestions and comments everybody. Here are the things I tweaked based on what you all said:

    Speed - reduced across the board - remember, it's tied to kit weight.
    Safe zone around bombsites for explosives - I removed it.
    Tag distance - reduced to approx 30ft from 50ft.

    I'm not going to get into modding the weps at this point so don't get your hopes up on that front.

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    Balfa's Avatar

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    Re: OWP ver. 163 Comments and Suggestions

    Is it not possible to have friendlies on the minimap disappear or fade beyond a certain distance?

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