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02-17-2006, 03:57 PM #1
Weapon Mod Talk
WRM offers a great basis for "realistic" weapons in CoD2. Let's talk about what, if anything, we'd like to see changed beyond what WRM offers. Here is what I've been working on or thinking about so far:
- Change semi-automatic rifles (M1 Garand, M1 Carbine, G43, SVT40) so they have a slightly slower rate of fire and more "recoil"
- Change unscoped bolt-action rifles so they have a slightly slower rate of fire
- Change scoped bolt-action rifles so they have a slight delay before firing and a slower rate of fire
- Reduce range of submachine guns
What else would you guys like to see regarding weapon characteristics?
I'm also working on a mod that will change the names of weapons in the game menus to their correct names, such as "US Rifle, Cal. .30, M1" for the Garand instead of "M1 Garand." I have part of this ready to test with ya'll, and need to see if this can be done server-side.
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02-17-2006, 04:23 PM #2
Re: Weapon Mod Talk
If it were a C7/M16, it would actually be about right as it currently is.
Originally Posted by Cadian
I'm at work right now, but plan on being home in an hour or two. We'll need Bone to put some files on the server for us. Bone, will you be around?
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02-17-2006, 08:00 PM #3
Re: Weapon Mod Talk
Are you going for completely realistic weapon profiles here, or changing them around so they are as realistic as you can get while keeping balance in mind?


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02-17-2006, 09:10 PM #4
Re: Weapon Mod Talk
Keeping balance in mind, but we should still be able to do some decent tweaks.
Originally Posted by TurnLeft!
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02-19-2006, 12:55 AM #5
Re: Weapon Mod Talk
As it stands right now there isnt too much going for the bolt action rifles. The semi-autos do almost as much damage and you get a better ROF.
Maybe bring back weapon zoom for K98/M-N/L-E? If you can do varying levels, maybe just a half of the default zoom?

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02-19-2006, 11:04 AM #6
Re: Weapon Mod Talk
I agree bring back some of the zoom on the non snipers weapons. Increase the semi's a tad. For semi's they have a slow rate of fire. The same for the bolts. Give them a little. Also I would shorten the nade throwing distance a little.

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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02-19-2006, 08:35 PM #7
Re: Weapon Mod Talk
Hey, thanks for compliments in the AAR thread guys, but you should know I only modified the M1 Garand, the M1 Carbine, and the K98k in that test build. It wasn't meant as a full-blow trial, but rather just to see if Bone and I could connect and test it.

I DO have a more finished build ready to try now, and it's ready to be played as soon as Bone uploads it to the CoD2 server (it's on the FTP server now, Bone). The semi-auto and bolt-action rifles are both closer to done in this version.
Some comments and thoughts:
- I can certainly bump up the rate of fire of the semi-auto rifles, but instead of that, what if we controlled which weapons appear on which maps? I know I can do this with custom maps, and I'm PRETTY sure I can do this with stock maps. With this in place, we could have maps that allow bolt-actions only, maps that allow semi-autos only, and maps that allow both. We could combine this with the already existing WRM weapon limiting to get the results we want. What do you guys think?
- I can now control what weapons are available for each team, so if we wanted to, I could allow the Americans to have access to the Lee-Enfield bolt-action rifle. This would balance out the bolt-actions that the other teams already have, and it isn't unrealistic since Americans most probably used Lee-Enfields (when necessary) from time to time during WWII. Thoughts?
- I could probably modify the throw distance of the grenades, but instead of that, what if we restricted the grenade loadouts of the kits so that they complimented each other and really forced teamwork? We could give the assaulters two frags but no smokes; we could give the riflemen one smoke and one frag; we could give the automatic riflemen one smoke and no frags; we could give the snipers two smokes. This would limit overall frag grenades, and, more importantly, it would force players of different kits to rely on their buddies to provide the needed grenades to handle a given situation. Assaulters would need smoke cover from their riflemen buddies; automatic riflemen would need frag help from their assault buddies. Thoughts?
Let's play a few games with the latest weapon mods and see what we think. I won't limit the weapons yet, so let's choose all the various modified weapons and try them out. In other words, let's test it all out!
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02-19-2006, 08:46 PM #8
Re: Weapon Mod Talk
would be interesting to try, i actually thought about this last night too.
Originally Posted by Strag
i personally think the enfield is inferior to the springfield, amazing gun.- I can now control what weapons are available for each team, so if we wanted to, I could allow the Americans to have access to the Lee-Enfield bolt-action rifle. This would balance out the bolt-actions that the other teams already have, and it isn't unrealistic since Americans most probably used Lee-Enfields (when necessary) from time to time during WWII. Thoughts?
while it would cuase more team work, i always find myself needing more of both. Lets not change this right yet.- I could probably modify the throw distance of the grenades, but instead of that, what if we restricted the grenade loadouts of the kits so that they complimented each other and really forced teamwork? We could give the assaulters two frags but no smokes; we could give the riflemen one smoke and one frag; we could give the automatic riflemen one smoke and no frags; we could give the snipers two smokes. This would limit overall frag grenades, and, more importantly, it would force players of different kits to rely on their buddies to provide the needed grenades to handle a given situation. Assaulters would need smoke cover from their riflemen buddies; automatic riflemen would need frag help from their assault buddies. Thoughts?that sounds like a good idea trooper.
-Vulcan
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02-20-2006, 12:15 AM #9
Re: Weapon Mod Talk
I would like to see the rate of fire increased on the semi auto. Playing this evening has changed my mind. I know what you said about real life........

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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02-20-2006, 12:54 AM #10
Re: Weapon Mod Talk
Roger that, guys.
Thanks for the feedback. I'll tweak the semi-autos to have a smidge faster rate of fire.
What about the automatics? I was thinking they should have more recoil, so that it's harder to stay on target. Rate of fire, range, and damage are all okay, but recoil needs to be increased. Thoughts?
As far as the sniper rifles go, I think their rate of fire needs to be slowed down -- maybe a tad slower than the regular bolt actions. Thoughts?
Another thing I was thinking about was the idea of limiting weapons per map based on the time period in which the map is supposed to take place. For example, in the Battle of Stalingrad, which took place in mid 1942/early 1943, there wouldn't have been MP44s. So, we'd omit MP44s from being available on that map (and so on and so forth for the other maps, within reason for purposes of balance). Whatchoo think?
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02-20-2006, 12:54 AM #11
Re: Weapon Mod Talk
what about a 6x scope and heat seeking bullets, if you can add that ill trade in my nades
that sounds like a good idea trooper.
-Vulcan
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02-20-2006, 12:58 AM #12
Re: Weapon Mod Talk
Let's tweek the semi's, just a very small tweek on the auto's recoil, sniper rifle rof, again just a little, and I would leave the weapons load out for each map the same across the board.

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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02-20-2006, 12:59 AM #13
Re: Weapon Mod Talk
Oh, and I want a flamethower.

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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02-20-2006, 01:22 AM #14
- Join Date
- Dec 2005
- Posts
- 58
Re: Weapon Mod Talk
only if I can get 4 potato's to throw at enemy (for those of you who did not do the Single Player... in the training you are a Russian and have to practice throwing grenades... but they give you potato's instead, and the boss says something about grenades are more valuable than you are.)
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02-20-2006, 01:45 AM #15
Re: Weapon Mod Talk
that would be hilarious, chucking potatoes at cadian as he ran by
that sounds like a good idea trooper.
-Vulcan
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