Discussion: Call of Duty Archives / Call of Duty: World at War - General Discussion - SOG mod Suggestion Box - Originally Posted by Toddshooter
I think the scoreboard should be disabled while a match is
I think the scoreboard should be disabled while a match is ongoing. In a real war you can't check the scoreboard to see if the guy you just shot at is down. You have to go make sure, or go on with what your doing and hope you got him.
Lots of time in between rounds to look at your kills and in my case DEATHS
As a famous singer likes to say "Don't count your money when your sitting at the table. There'll be time enough for counting when the dealings done."
You'll be happy to know that during a round, no info is shown on the scoreboard. The only time scores are shown is at the end of each round, then at the end of the match.
i would like to see the gas last longer almost like as as long as the smoke does now and i would like to see 10 seconds added to the smoke
TacticalGamer Arma Pathfinder - Callsign Pathfinder
"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
You'll be happy to know that during a round, no info is shown on the scoreboard. The only time scores are shown is at the end of each round, then at the end of the match.
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Re: SOG mod Suggestion Box
I actually like the smoke as it is.
One single smoke does not provide a fog of concealment.(Read you can't do it alone) But if you got two or your teammates got a couple. Then you can create an effective bank of smoke for whatever you want to do. (read as you need your team to do the job)
Well all I can say on the smoke is this it is longer then standerd game smoke. But take into consideration that the curent smoke cloud does lag older machines. So I think its fine.
I dont have long to go to finish up my map. and I have heard a few things that some people would like one being not so dark in night time so I think that Drona and I came up with a good solution to bring more light to the battle field. so I'll be working on that and more stuff to help aid the SL and his team members.
I'm not sure why people don't like the dark. It's only for 1 round that it's so dark you can't see 10 steps in front of you and then it begins to lighten up. I believe the darkness makes for great tension during game play and allows for strategies that just aren't feasible in the light. If you guys are afraid of the dark, grab some flares! 8P
My guess is why some dont like the dark they probly can't see anything do to bad adjustments in gamma and brightness. The way I look at it do people in real life stop fighting just because they can't see I don't think so.
My guess is why some dont like the dark they probly can't see anything do to bad adjustments in gamma and brightness. The way I look at it do people in real life stop fighting just because they can't see I don't think so.
They did and used these...
Illuminating Shells
Illuminating shells burn for about a minute. In all cases, it's best to have coverage from at least two shells to minimize shadows. They should burst at about 700 yards of height; be spaced about 700 yards apart; and be fired at a rate of about 2 rounds per minute. A single 155mm shell will illuminate an area about 1000 yards in diameter.
Yes they could see....If there were not handy, this was the order of the day...
"Except in rare instances, advancing units usually halted early enough in the afternoon to establish all-round defenses and permit defensive artillery and mortar concentrations to be registered before the fall of darkness. Halting in the afternoon gave the troops time to dig foxholes and emplacements, string barbed wire, emplace and site heavy weapons, and camouflage the position as much as possible. By halting in daylight, troops in the jungle could also determine the location of the units on their flanks. If this was not done, inexperienced troops were apt to fire on each other during the night. All movement within a defensive area ceased after nightfall. "
Information is derived from XIV Corps, Informal Rpt (to COMGENSOPAC) on Combat Opns, 3 Jun 43. For a clear statement of the opinions of individuals, see Close-Up of Guadalcanal, October-November 1942 (1943) which is a verbatim report of participants' statements by Lt. Col. R. P. Reeder, Jr. Title Fighting on Guadalcanal (OPD, WDGS, 1943).
do to bad adjustments in gamma and brightness.
Mine is ajusted fine, some are just to dark
For Mindkill...all WW2
And.. the Katyusha multiple rocket launchers (Russian: Катюша)
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
Well thank you for the info Red. Just so you and everyone know this is what I'm working on
An attachable riffle flare grenade. I cant make it go 700 yards since that is way to far for ingame. But what I will do is make it so its at a resonable distance and will explode on a fuse rather then impact so we will be able to have this flare in the sky above illuminating the battle field.
TacticalGamer Arma Pathfinder - Callsign Pathfinder
"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
I love the night time effects, the fog and everything gives it a very claustrophobic feeling. Makes it really hard to be a sniper, but nighttime sniping isn't supposed to be easy, if we had a way of illuminating key areas like bombsites, choke points, open areas. Longer lasting flares or more abundant. I am not sure how long the flares currently last, but I have been trying to use the extra secondary grenades perk and get flares when I can when it's dark.
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