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Discussion: Call of Duty Archives / Call of Duty: World at War - General Discussion - SOG mod Suggestion Box - Originally Posted by 8 bits Ok, I understand the reasoning behind the frags not being
  1. #61

    redneck_fgf's Avatar

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    Re: SOG mod Suggestion Box

    Quote Originally Posted by 8 bits View Post
    Ok, I understand the reasoning behind the frags not being able to be thrown across the map, but I still feel that they need to have a little more distance than they currently have. It just doesn't feel real. I feel like I'm throwing a rubber duck every time I toss one and and I never can make what seems to be a reasonable distance toss with them.

    Can we please add about 3 meters to them?
    The Mills bomb or F1 grenade are examples of defensive grenades where the 30–45 m casualty radius[1] matched or exceeded the 30 m that a grenade could reasonably be thrown.

    Modern fragmentation grenades such as the United States M67 grenade have a wounding radius of 15 m (half that of older style grenades which may still be encountered) and can be thrown about 40 m. Fragments may travel more than 200 m.[2]

    [1] “bablefish” http://army.armor.kiev.ua/hist/f-1.shtml
    [2] Federation of American Scientists. “M67 FRAGMENTATION HAND GRENADE”
    Research is great….
    90m in my book is 270.27 feet this could be +/- 2-3 yards

    Krag:
    You told me I could not have the COD5 version of the red dot, “they did not have them in WW2”, was your response…But if you check out the book called Rifles of the World, 3rd edition, you will find a very similar sight as they portray in game. It was first on a gun in late 1920’s
    They also had a U shaped sight (large) with a pinhead inner sight. A round sight with an Inner Round sight. So I can have a WW2 version of the “reddot” in this game and be true to form.


    No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
    George S. Patton

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  3. #62


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    Re: SOG mod Suggestion Box

    My opinion on nade throwing distance:

    Yes, the distance a nade can be thrown is pretty unrealistic. But, I think the reason it has been set up the way it is currently, is to help keep blind nades from being an issue (this is purely speculation on my part). I also think that the current setting allows for a bit more control with a shorter nade toss. For example, you can almost roll a nade though a doorway to get the enemy hiding around the corner. With that being said, I would not have too much of an issue with adding a couple extra feet to nade throws, as long as it does not affect the balance of the game.

    My opinion on the COD5 red dot sight:

    It is my opinion that it would be a bad idea and have detrimental effects on the game play (ie. taking the skill out of the game) to include the alternate weapon sights. I feel that the way the mod is set up now, in reference to weapon sights, is just about perfect and adding other sighting options will "n00b" up the game. Which would take the mod closer to stock WaW. Also, I believe you when you state that the "red dot" type sights were used in WW2 but, in reality, how many soldiers had access to those expensive optics?

    Some other things to consider if alternate sights were to be included: Which kit would get the new sight? What perk list would it be included in? Is it really needed? Again, I think we are bumping into the Realism and Historical Accuracy vs gameplay and balance issue.

    In closing, I would like to assure 8 bits and redneck that I am not attempting to blast your ideas. I am actually trying to get everyone to think about the affects their ideas might have on the game. Acting as a devils advocate, if you will. In the end, my only true concern is game balance.



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  5. #63
    Jay
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    Re: SOG mod Suggestion Box

    http://www.impactguns.com/store/9780873496179.html
    http://www.amazon.com/Rifles-World-J...3492021#reader

    I believe you Redneck, but fact is that these weapons your talking about were never issued in mass amounts to solders and they were at best very crude.
    Maybe have been issued to higher ups in command and also experimental use only.
    I really want to know more about grenades.
    Last edited by Jay; 07-05-2009 at 06:27 PM.
    I want my... I want my STG 44 That Krag took out!!!!!!

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    Re: SOG mod Suggestion Box

    Quote Originally Posted by RenRag-SOB View Post
    http://www.impactguns.com/store/9780873496179.html
    http://www.amazon.com/Rifles-World-J...3492021#reader

    I believe you Redneck, but fact is that these weapons your talking about were never issued in mass amounts to solders and they were at most very crude.Maybe have been issued to higher ups in command and also experimental use only.
    I really want to know more about grenades.
    http://en.allexperts.com/e/f/f/f1_grenade.htm

    http://www.absoluteastronomy.com/topics/hand_grenade


    "These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. The Mills bombMills bomb
    Mills bomb is the popular name for a series of prominent United Kingdom hand grenades....
    or F1 grenadeF1 grenade
    File:POMZ.JPEGThe Soviet Union F-1 hand grenade, nicknamed the limonka is an anti-personnel fragmentation, or 'defensive' grenade. It contains a 60 gram explosive charge are examples of defensive grenades where the 30–45 m casualty radius matched or exceeded the 30 m that a grenade could reasonably be thrown."

    http://wapedia.mobi/en/Stick_grenade

    If you would like more info just let me know....


    No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
    George S. Patton

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  9. #65

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    Re: SOG mod Suggestion Box

    Ok first off I am not adding or changing anything with the mod since my focus is only on fixing the LAG that is on the server. I have spent a few hours going thru and checking every thing to be sure the mod is running good.This is the number one problem right now and not how far a nade flys. I have been preping the SOG mod server so we can test this Tuesday. I would like to test the update before I release it to Drona.

    Here is the IP for the test server 69.162.110.187:28960 I would like to get as many people playing as we can so that should be about 12 to 20 people since that is what we normally get on Tuesdays.

    I will also make a post about this in the genral forum.

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    Re: SOG mod Suggestion Box

    how about a front page TG ad about the mod?? it might go a long way to get some of the people that did have it that do not know that we have this outstanding mod!!






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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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  13. #67

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    Re: SOG mod Suggestion Box

    Quote Originally Posted by Jack Bauer View Post
    how about a front page TG ad about the mod?? it might go a long way to get some of the people that did have it that do not know that we have this outstanding mod!!
    Thats already in the works but we need to fix the lag first if we want pubs and new TG guys to keep comming back.

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    Re: SOG mod Suggestion Box

    Hey everyone,

    Krag and I would like to get all of our brains together to do some heavy thinking. What we would like is for you to post your ideas and suggestions on how to "force" people into a team-oriented frame of mind.

    Here are some examples of ideas that have come up.

    Removing any record of kills from the scoreboard
    Lower the score for kills
    Increase the score for assists
    Give a large amount of score for using your class abilities (revive, give ammo, etc)

    So, what do you think? How can we get people to pay less attention to their individual accomplishments and focus on the team?



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  17. #69

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    Re: SOG mod Suggestion Box

    i vote to remove kills and increase assists by a point or two






    Arma Irregular Platoon Information
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    TacticalGamer Arma Pathfinder - Callsign Spartan 14
    "...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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  19. #70

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    Re: SOG mod Suggestion Box

    Ok since we have had the test and I wanted to respond to the 2 questions one was the nade distance, I have no problem in tweeking it a bit, But on the same hand I have never had a issue with throwing nades. Its just a matter of getting to know the way of throwing them.

    Number 2 red dot site, yes they may have had a very small amount of these in real life during the war. The fact is thats not the issue ,what is the issue is ok we bring one and make it so a class can have them. Now everyone and there grandma is going to rush in grab that class just so they can get that site on there gun. Then we will be right back here in the same place as before. This will change game play to much giving everyone different sites , silencers, etc. At that point we may as well go back to playing stock WAW. With that said I know why Red is asking for it and there is a good reason. I will see if there is not a way to enable it through your GUID or something along those lines It may or may not be possible. But I will try to do it and also make it non dropable so no one would be able to pick it up on death.

    I kind of liked it tonight when I wasnt able to bandge I wanted to get every ones opion on this I felt that it gave a better reason to have a medic and stay close to him.

    I also think that we should work on the scoring system to make it less K/D and more about team play but would like to get everyones opion on what they think should be done.

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  21. #71

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    Talking Re: SOG mod Suggestion Box

    I think for the most part we play as a team. The comms were good last night, and usually are, but I think a strong leader with a plan is just as important to squad play as anything. Also the maps dictate a lot of the plans. I have no problem with kills at the end of a round or making other thing more valuable point wise. I think we are just about there. The people are coming and having a good time. The only thing that might run them away is the lag problem. If we can find that problem we will have it.
    The Old Guy
    kin3



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  23. #72

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    Re: SOG mod Suggestion Box

    I think that taking away the number of kills and assists from the scoreboard would be a mistake. It's relevant information that people like to know. Did I kill that guy or what? I do however think that the scoring system shouldn't be based on the number of kills rather, it should be based on objectives and playing your role.

    I'm sure that I'm missing something here so forgive me, but why do we not get to see our scores when we are dead. Why is it only a brief period between rounds or at the end of the map that we can see them? I always miss it between rounds and have to wait until the end to see what I accomplished...

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  25. #73


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    Re: SOG mod Suggestion Box

    Quote Originally Posted by 8 bits View Post
    I think that taking away the number of kills and assists from the scoreboard would be a mistake. It's relevant information that people like to know. Did I kill that guy or what? I do however think that the scoring system shouldn't be based on the number of kills rather, it should be based on objectives and playing your role.
    Thats kind of the point I think, 8 bits. We are trying to change the way people play the game. Instead of worrying about if they killed that guy, we would like them to worry about completing objectives and helping the team.

    Perhaps, instead of completely and permanantly removing the kills/deaths, we could shunt them to the stats page, once Krag has everything set up for it. That way, the killhunters will have a place to go in order to see their l33t pwnage stats. While those that are more interested in teamwork get the instant gratification by seeing scores based solely on helping out the team and playing the objectives.

    Quote Originally Posted by 8 bits View Post
    I'm sure that I'm missing something here so forgive me, but why do we not get to see our scores when we are dead. Why is it only a brief period between rounds or at the end of the map that we can see them? I always miss it between rounds and have to wait until the end to see what I accomplished...
    The reason, I think, the score is hidden during the round is to keep you from knowing how many players are left on the enemy team. It's the same way on the OW server for CoD4.



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  27. #74

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    Re: SOG mod Suggestion Box

    Sorry, I rarely make myself clear the first time around...

    What I'm saying is this: Say for instance that in a middle of a firefight, I'm shooting at some guy and I suddenly die. I would like to immediately know if I killed the guy I was shooting at. As far as the K/D ratio, I could care less. It's really the overall score that matters. The only thing a high K/D ratio tells you is that you weren't completely useless...

    Is there not a way to make the scoreboard unavailable to alive players while still providing it to dead ones? When you're dead it doesn't matter if you know who is alive or dead anyway...

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  29. #75

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    Re: SOG mod Suggestion Box

    I'm sure we can make it viewable when dead, but there could bring a problem with that.
    and that is other people who join the server we dont know who is on whos TS and whos ghosting and what not, I know that SOG members dont and that TG does not as well.
    Its just some thing to keep in mind.

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