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02-22-2006, 05:08 PM #31
Re: Weapon Mod Talk
Sounds good, Turn. I'll set it up.
Originally Posted by TurnLeft!
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02-22-2006, 09:34 PM #32
Re: Weapon Mod Talk
Done!
Originally Posted by TurnLeft!
Bone, I have put two files in the "Strag" folder on the FTP server. When you get a chance, please move them over to the "strag" folder on the CoD2 server, making sure to overwrite anything with the same filename already in there. Thanks!
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02-23-2006, 10:00 AM #33
Re: Weapon Mod Talk
Good, great work strag. when i get give more rep, i got some for yah
that sounds like a good idea trooper.
-Vulcan
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02-23-2006, 12:37 PM #34
Re: Weapon Mod Talk
A few more thoughts regarding tweaks:
- Trooper mentioned the idea of having the sniper rifle scope drop down when the shooter is chambering a new round from the magazine, so that the shooter has to bring the scope back up and reaquire his target for the next shot. I'm going to look at this and see if it's possible.
- I'll make a change to allow only one BAR, one Bren, one MP44, and one PPSh per team per map. These are all very powerful weapons, and having only one allowed per team should not only limit their ability to unbalance play, but also make them more important tactically. I would think a team would want to protect this weapon somewhat, and definitely make sure it's picked up if the carrier is killed.
- The current grenade loadouts are meant to force kit interdependencies:
1) Submachine gunners have one smoke grenade and zero frag grenades. So even though they're able to create their own cover and lay down lots of short-range fire quickly, submachine gunners need assistance from a rifleman or an automatic rifleman when frag grenades are called for.
2) Riflemen have two frag grenades and one smoke grenade. This is the game's "general all-purpose kit;" a rifleman can provide effective fire at medium and longer distances, he can create his own cover, and he can use his frag grenades to be somewhat effective at short distances. Still, riflemen can really use assistance from submachine gunners when clearing buildings.
3) Snipers have zero frag grenades and zero smoke grenades. Since the sniper is a long-range fighter, he should be using stealth and distance as his tools when covering his team. Smoke and explosions from a sniper are just location advertisements to the enemy.
4) Automatic riflemen have one frag grenade and one smoke grenade. This powerful kit is able to lay down very effective fire at virtually all distances. He can create his own cover, as well as use his frag grenade to clear an area for himself and/or advancing teammates.
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02-23-2006, 03:18 PM #35
Re: Weapon Mod Talk
Did you increase the rate of fire with the semi-auto's? I was looking for that thread when we were talking a few days ago. I myself would like to see 2 MP44's and 1 each frag and smoke for the machine guns.

TG_Mateo: "Forget freedom, democracy, the blues and New York Pizza: Our lasting contribution to human society is Bourbon."
18th SF Operational Detachment Delta
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02-23-2006, 03:28 PM #36
Re: Weapon Mod Talk
Yep, the rate of fire of the semi-automatic rifles has been increased since your post about it a couple of days ago. The semi-autos now allow you to fire fast enough that you won't be able to stay on target because of recoil if you shoot too fast.
Originally Posted by TG_Bubba
Regarding the machinegun kits, they do indeed have one frag and one smoke right now. The reason for limiting teams to only one is because the kit is so powerful. When there are only three or four players per side, allowing two machineguns per team means that at least half the team can carry them, and this was a problem last night. It was just too much, so we talked about trying just one machinegun per team, with the idea being that they won't dominate so much while still being effective even when more players join the game (wow this is quite a run-on sentence I've got going here holy smokes it's never going to stop).Last edited by Strag; 02-23-2006 at 03:44 PM.
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02-23-2006, 04:17 PM #37
Re: Weapon Mod Talk
I'm at work for a while yet, so probably not for a couple of hours.
Originally Posted by Bonehead
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02-23-2006, 06:37 PM #38
Re: Weapon Mod Talk
How about no sniper rifles for 4 or more people per side. It would add more realism and I think more teamwork. I like the idea about limiting the machine guns to 1 or 2 per side.
XBOX GT: STEALTH C4T
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02-23-2006, 06:51 PM #39
Re: Weapon Mod Talk
i believe it does that already, with the sniper rifles. Cause i ussually have to wait to pick my weapon so i can have it
that sounds like a good idea trooper.
-Vulcan
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02-23-2006, 07:06 PM #40
Re: Weapon Mod Talk
This would be more complicated to add, but I can definitely look into it. I was considering something like this for all the weapons at one point, but on a per-map basis instead of a per-player basis.
Originally Posted by wildcat2000
One thing I DO have working now with the sniper rifles is Trooper's idea of dropping the scope while rechambering rounds. This may offer an immediate alternative to what you want to do, wildcat, as it'll slow down the sniper and make him take his time.
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02-23-2006, 07:35 PM #41
Re: Weapon Mod Talk
awesome, DOD and a couple other games do that, and i like it. Thx a ton strag, when my im able to give more rep you are geting some. This just makes sence to me, i have fired alot of scope rifles, and it is very hard to keep that rifle at eye level when rechambering.
+Repthat sounds like a good idea trooper.
-Vulcan
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02-23-2006, 08:21 PM #42
Re: Weapon Mod Talk
Another topic I'd like to bring up/revisit: iron sight zooming.
As TurnLeft! mentioned in another thread (that I just discovered the other day
), the iron sight zoom factors have been hardcoded to a disabled state in WRM. I messed around with the Garand a few minutes ago, and I was able to get the iron sight zoom working again. So, I can make it work for all weapons. The question is, do we really want to do this?
Personally, I'd vote to NOT do it, as I don't find it realistic. Your eyes aren't able to change magnification in real life, and I'd prefer not to have it on our TG CoD2 server. But, if it's what's wanted, I'll put it in. So let the discussion begin!
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02-23-2006, 08:37 PM #43
- Join Date
- Dec 2005
- Posts
- 58
Re: Weapon Mod Talk
I tried playing on 1stSF/SS today, but that noWeapZoom was really bothering me, so I left. I don't know why it bothers me so much, it just does. Maybe it is just the fact that the gun doesn't move up to your face.
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02-23-2006, 08:39 PM #44
Re: Weapon Mod Talk
I prefer to have it off as well, scoped rifles were hard to come by in WW2. I don't think its fair if the other rifles cannot zoom up why should the sniper rifle zoom up. I also think if you could lessen the accuracy of the BAR, I think you would be more accurate prone than standing up, but the issue is that it doesn't matter if you are standing up or prone in the mod for accuracy.
XBOX GT: STEALTH C4T
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02-23-2006, 09:01 PM #45
Re: Weapon Mod Talk
i think to balance all the realism and actual game play, and the risk of people not wanting to play because this feature, i think we should keep it
that sounds like a good idea trooper.
-Vulcan
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