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02-20-2006, 02:44 AM #16
Re: Weapon Mod Talk
Mmmmm........more good news.
I played with the semi-autos' rate of fire, and now I have it so that you can shoot fairly quickly, BUT you don't stay on target if you do. So, the faster you fire, the harder it is to stay on target (as a real semi-auto of these calibers would do). If you fire slower, you stay on target pretty well. Hopefully this will work for us. (It's pretty cool -- if you stand a ways back and fire at a wall without correcting, you'll get a string that moves up and to the right.
)
I'll start working on the other tweaks you guys suggested (autos, snipers) tomorrow.
Bone, there is a newer version of TGWeapons.iwd on the FTP server if you get a chance to upload it to the CoD2 server. Also, you can safely use the Red Dot Remover Mod in conjunction with the other mods in your "strag" folder -- there will be no conflict.
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02-20-2006, 10:09 AM #17
Re: Weapon Mod Talk
Thanks, Bone!
One other thing that I'll work on (hopefully tonight) -- since the rate of fire of the semi-autos is faster now, I'll increase the rate of fire of the bolt-actions slightly as well. The balance between the two types will then be accuracy vs rate of fire; the bolt-actions will be quite accurate but with a slower rate of fire, while the semi-autos will have a higher possible rate of fire but will be less accurate if you fire too fast. Note, though, that the semi-autos can still be plenty accurate if you slow down and take your time between shots (just like the real deal).
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02-21-2006, 01:44 AM #18
Re: Weapon Mod Talk
Good test run tonight. We can leave that version on the server as-is for a bit and playtest it. Thanks for setting it up, Bone!

For the next iteration, I have in mind:
- Increase the rate of fire of the G43 and SVT40 slightly
- Decrease the accuracy of the pistols at range
- Increase the recoil of the BAR, Bren, and MP44 a bit
- Get the ammo loadouts (clips & mags) working properly
Anything else?
By the way guys, there were a lot of non-TG folks on the server tonight (along with some TG & RPD folks), and it played well. One clan guy said he's gonna pass the word on to his buddies, and also add our server to his "favorites." Good deal!Last edited by Strag; 02-21-2006 at 02:14 AM.
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02-21-2006, 10:30 PM #19
Re: Weapon Mod Talk
How about increasing the semi auto weapon ROF but keeping recoil high? It doesnt have to be as high as the default Garand ROF but something a lot closer to the G43 / SVT40 would be nice.
Its very frustrating firing the semi-auto rifles and pistols in the mod. You cant fire off a few quick rounds if you are surprised turning a corner or fighting in close quarters to begin with.

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02-22-2006, 12:42 AM #20
Re: Weapon Mod Talk
Good points, Turn. My $0.02:
We're at the point now where we need to decide if we want the kits to complement each other in terms of strengths & weaknesses, or if we want to have every kit be able to hold its own without any support needed from other kits. Right now, I have it set up so that:
- riflemen can provide effective fire from medium and long distances, but they're less effective up close
- submachine gunners can provide effective fire up close and out to moderate distances, but they're ineffective at medium and long distances
- snipers are effective from short to extreme distances, but we limit this kit to only one per team so it doesn't dominate
- automatic riflemen are effective from short to medium distances, and they're somewhat effective at long distances, but we limit this kit to only two per team so it doesn't dominate
So each class complements the others to a certain degree. Do we want to maintain something like this to promote teamwork, or do we want to allow each kit to be effective on its own? I'd prefer the former, but I'm certainly willing to implement the latter if that's what we decide.
Some discussion on this would probably be good....Last edited by Strag; 02-22-2006 at 01:24 AM.
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02-22-2006, 01:44 AM #21
Re: Weapon Mod Talk
I had these ideas because the default maps aren't suited to moving in groups of 2-3 soldiers for the entire round. Walking in and out of houses, through alleyways and hallways pretty much forces 1 on 1 combat.
Brecourt and Moscow have enough wide open space to allow for small squads moving about but on maps such as Carentan, Villers-Bocage, Matmata and Leningrad you can't. Grouping together in a squad tight enough to quickly react to enemies on those maps means you'll have ff deaths or one enemy with a bren taking out a squad with 1 burst. The game pace doesnt allow for you to take cover while your rifleman moves up in 90% of the situations. If you see someone you start shooting because they probably see you as well (or will see you in a few seconds).
After thinking on it a bit more I guess I'm just saying that the balance in weapon kits has been lost with the WRM weapon realism mod.
- Whoever is first onto the server and scores the MP44/BREN/BAR has an advantage over the submachine gunners, who have an advantage over the semi-auto riflemen who have an advantage over the bolt-action riflemen. The bolt-action rifles have been made obsolete by the semi-auto rifles because they arent the only 1-shot kill weapons anymore. Their ROF means you get less chances at the kill.
-SMG sniping over medium-long range is perfectly valid now and works quite well with all of them except the PPsH. The increased weapon damage combined with bleeding and no healing means 2 or 3 hit kills
-The run speed mod allows the MP44 user to match the mobility of the M1 carbine user while severly outclassing him in the weapons category. The M1 Carbine is useless now as it has the same ROF as the garand and does less damage.
You shouldn't have to use inferior weapons because you didnt load the map as fast or you got put on the German team instead of the Americans. From all of this I would vote for a few changes to the weapon mod:
1. Remove bleeding.
2. Decrease semi-auto rifle weapon damage so a kill requires 2 hits. (~75% damage or something)
3. Increase semi-auto ROF (rifles and pistols) to a value closer to what the default ROF is for the SVT-40. It may not be accurate after shot #1, but you could still do it in emergency situations.
4. Increase bolt-action ROF to a value close to the default.
5. Increase mobility of all soldiers not carrying an LMG.
6. Increase the recoil of the SMGs and LMGs uniformly across the board. Keep the differences between the weapons though (ie. MP40 and Greasegun still better than Thompson and PPsH41). The LMGs are more accurate than the SMGs when firing while standing under sustained fire right now. If you can change recoil rates for individual weapons based on stance that'd be even better
EDIT: I see you are constantly updating the weapon profiles... so if you've made any of these changes thats great
I played on Tuesday night around midnight EST.
Last edited by TurnLeft!; 02-22-2006 at 02:08 AM.


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02-22-2006, 01:57 AM #22
Re: Weapon Mod Talk
Have you increased the time it takes to bring your sniper scope up? It seems a bit slower, which I like
.
Or maybe its just me.

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02-22-2006, 11:26 AM #23
Re: Weapon Mod Talk
^you guys smell that, smells like a chicken^
that sounds like a good idea trooper.
-Vulcan
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02-22-2006, 12:11 PM #24
Re: Weapon Mod Talk
Yep, I increased the time to transition to the scope, and I also slowed the rate of fire.
Originally Posted by TurnLeft!
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02-22-2006, 12:20 PM #25
Re: Weapon Mod Talk
Originally Posted by TurnLeft!
Understood. Hmmmmm.
Originally Posted by Cadian
An option could be to restrict certain weapons on certain maps instead of allowing all weapons on all maps. For instance, maybe we wouldn't allow any submachine guns or semi-automatic rifles on the really small maps(?).
Hell, I might even be able to restrict how MANY of each weapon are available on a per-map basis, but I'd need to look into it more. If this is possible, we could really balance and tailor the game experience to what we want for each map.
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02-22-2006, 01:37 PM #26
Re: Weapon Mod Talk
Since the ammo loadouts for each kit will be working soon, there is also the option of providing balance by limiting available ammo for certain kits. For example, we could limit the ammo loadout for a submachine gunner; if he burned through all his mags carelessly, he'd be stuck with only a pistol until he found something else/more to pick up.
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02-22-2006, 02:16 PM #27
Re: Weapon Mod Talk
I don't think this will be a good idea, limiting weapons to the maps at which they are least useful takes away a whole bunch of the fun factor.
Originally Posted by Strag
This I agree with though.
Originally Posted by Strag


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02-22-2006, 02:26 PM #28
Re: Weapon Mod Talk
Good, because this would be a pain in the ass to implement.
Originally Posted by TurnLeft!

Cool, the ammo loadouts are fairly easy to work with. Let's start with this. Can I get some ideas of what ya'll envision in terms of ammo loadouts per kit (and no, I'm not gonna give the sniper kits 400 rounds
Originally Posted by TurnLeft!
)
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02-22-2006, 02:27 PM #29
Re: Weapon Mod Talk
yah i think in with keeping this tactical and such we should limit the ammo that people get, this will keep the run and gunners aways and limited
that sounds like a good idea trooper.
-Vulcan
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02-22-2006, 02:47 PM #30
Re: Weapon Mod Talk
Well, how about balancing it so that each soldier carries 3 extra pistol mags and soldiers with weapons of similar caliber carry the same total amount of ammo?
Originally Posted by Strag
ex:
Riflemen ~60 extra rounds (12 mags for bolt-action, ~7 for garand, 6 for SVT40 and G43 and 4 for carbine)
SMG ~90 extra rounds (3 mags)
LMG ~90 extra rounds (3-4 mags)

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