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Discussion: Call of Duty Archives / Call of Duty: World at War - General Discussion - SOG mod Suggestion Box - According to this article, The M4 Sherman carried 90 75mm shells. The Russian T-34 tank
  1. #121


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    Re: SOG mod Suggestion Box

    According to this article, The M4 Sherman carried 90 75mm shells. The Russian T-34 tank carried between 76-100 76.2mm shells, detailed here.

    I'm not sure which German tank is in the game but, if it was the Panzer V Panther, it carried 79 75mm rounds according to this.



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  3. #122
    Jay
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    Re: SOG mod Suggestion Box

    I also wish to point out before Krag makes all the final changes one more thing.
    What is in this picture http://oneofthe4js.info/TeaSP/Bundes..._Luxemburg.jpg ?
    Please in this pic it looks to me like an STG 44? Huh!! Could it be in the hands of a Squad Leader?
    Huum. I don't know because just like we weren't there when OJ "did it" I couldn't tell you for sure. Could a swap be done as an experiential purpose? Take out the Tank Sniper Rifle and fit in some where the STG 44? I do believe that it was kind of the equal to the BAR.
    Because also it's in CoD2.

    If it don't make it in Krag I know it's not the end of the world. Just the part that contains the STG 44.

    Really the only thing I truly feel that should be fixed is tank ammo, that one I would lobby congress for.


    Well hey since we're on the subject way were some other guns for Japan taken out. Not modifiable?
    Maybe that is also true for the STG 44?
    I want my... I want my STG 44 That Krag took out!!!!!!

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  5. #123
    Jay
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    Re: SOG mod Suggestion Box

    Quote Originally Posted by Mindkill View Post
    According to this article, The M4 Sherman carried 90 75mm shells. The Russian T-34 tank carried between 76-100 76.2mm shells, detailed here.



    I'm not sure which German tank is in the game but, if it was the Panzer V Panther, it carried 79 75mm rounds according to this.

    From playing Company of Hero's I think the German's have a Panzer IV or 4
    Sweet I loved that cutaway! Thank you Mindkill for the links I looked last night while blindfolded with dental floss (SLEEPY)and could read anything.

    As a former CoD2 CoD and UO player I'm only trying to help or throw some ideas out there.
    I know you guys don't listen to me. lol
    Ok, would it be a good idea to limit the tank ammo at all?
    Maybe 15-25 rounds?
    Cause we're all playing a 10 minute game. That is still a lot of ammo.
    I think the Germans had a little bigger gun than 75mm didn't they?
    I want my... I want my STG 44 That Krag took out!!!!!!

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  7. #124

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    Re: SOG mod Suggestion Box

    i would like to see a sound mod... i know a lot of the weapons kinda sound the same. i wouldlike to here the jap gun made a little more snappy, maybe the russian gun made deeper... i dont know, all weapons just sound the same.

    i would also like to see a reduction in the amount of fog that is on the maps?? maybe that might help with the darkness






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  9. #125


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    Re: SOG mod Suggestion Box

    I would also like a little less fog, or at least during darkness. With the black background and the gray/white fog, it actually makes my eyes hurt (not to mention it hides a lot of eye candy!). If it can't be toned down, I will just pop a couple Tylenol or some glaucoma medicine before gaming.

    Another thing I have been thinking about is, the flamethrower. I have noticed during CTF matches, the MOUT is the favorite class. Not for the powerful shottie, but for the flamer. Then, the user just walks around, without the need to aim the weapon, killing indiscriminately.

    What I propose, instead of removing the weapon or the game mode, would be to limit the MOUT class to 1 per team. Also, if the flamethrower were to have a finite amount of ammo, that would be extremely helpful. If you need a reference, look here. It states that the M2 Flamethrower carried 2 2 gallon fuel tanks and one nitrogen tank. It's rate of fire is approx half a gallon per second, which would be an 8 second burst. I think that might be a bit low for our purposes. Maybe 15-20 seconds?

    I was also thinking of a new feature for the flamethrower that might help reduce the RnG'ness of the weapon. Blowback. I think this should cause the flame to blow back onto the user if he is not using the sights while moving. Granted, the weapon is no more accurate while using the sights, but this will at least slow the flamer down a little.

    By the way, the weapons sounds have been modded. Play the stock game, then play the mod.



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  11. #126

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    Re: SOG mod Suggestion Box

    Quote Originally Posted by Mindkill View Post
    I would also like a little less fog, or at least during darkness. With the black background and the gray/white fog, it actually makes my eyes hurt (not to mention it hides a lot of eye candy!). If it can't be toned down, I will just pop a couple Tylenol or some glaucoma medicine before gaming.

    Another thing I have been thinking about is, the flamethrower. I have noticed during CTF matches, the MOUT is the favorite class. Not for the powerful shottie, but for the flamer. Then, the user just walks around, without the need to aim the weapon, killing indiscriminately.

    What I propose, instead of removing the weapon or the game mode, would be to limit the MOUT class to 1 per team. Also, if the flamethrower were to have a finite amount of ammo, that would be extremely helpful. If you need a reference, look here. It states that the M2 Flamethrower carried 2 2 gallon fuel tanks and one nitrogen tank. It's rate of fire is approx half a gallon per second, which would be an 8 second burst. I think that might be a bit low for our purposes. Maybe 15-20 seconds?

    I was also thinking of a new feature for the flamethrower that might help reduce the RnG'ness of the weapon. Blowback. I think this should cause the flame to blow back onto the user if he is not using the sights while moving. Granted, the weapon is no more accurate while using the sights, but this will at least slow the flamer down a little.

    By the way, the weapons sounds have been modded. Play the stock game, then play the mod.
    See i like that idea except for limiting the mount class to only one person because i seen many of times where it is needed at the same time in two places.

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  13. #127

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    Re: SOG mod Suggestion Box

    I like the idea, too. I'm not sure why the flamethrower can't be limited to 8 seconds of fuel, though. It should always be used in very short bursts anyway.

    I haven't used it much, but is it insta-kill? It certainly should be. I also think its [URL=http://www.diggerhistory.info/pages-weapons/flamethrowers.htm]range should be increased[/U]. That'll help offset the 8 seconds of fuel, and make it more realistic.

    I like the idea of reducing its mobility, too. Not sure about blowback, but definitely something to prevent people running around chasing people down with it. It looks like it's always used very carefully, with feet planted, like a firehose. Maybe simply make it not fire at all unless you're sighted in?

    Finally, I don't really get best's point. I can think of a lot of situations where I "need" 8 snipers on a team, too... I think limiting it to 1 per team is fine.

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  15. #128

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    Re: SOG mod Suggestion Box

    Mostly the mount becomes a problem in ctf other then that why does it need to be limited to one person is what im trying to get at. In S&D the mount is great for being on point when entering cqb and having two people out in front with it is nice and hard to take out.
    Or you could put on your back too. Overall the mount is a useful kit and should not be limited to one person just because of one game mode that is not played as often as the other.

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  17. #129


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    Re: SOG mod Suggestion Box

    It's not just the game mode bb. MOUT is a specialized class that should see limited use, just like sniper and recon. If the flamethrower were removed from the MOUT class, then I would not have much of a problem with there being 2 per team.



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  19. #130

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    Re: SOG mod Suggestion Box

    correct me if i am wrong, right now i believe there is allowed two per team and i thought that was specialized enough.

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  21. #131

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    Re: SOG mod Suggestion Box

    I think Mout should be two, this way you can seperate into fire teams and have one on each team.



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  23. #132


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    Re: SOG mod Suggestion Box

    Yeah, right now its two per team. Don't get me wrong, I have nothing against the shottie. It's a damn fine weapon. Like I said before, its the flamethrower. They way it is now, it does nothing but promote a run-n-gun mentality, and that is what I am trying to brainstorm to fix.

    I guess if I am the only one that sees it that way, then I must be wrong. If that's the case, I apologize.



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  25. #133

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    Re: SOG mod Suggestion Box

    no the flame thower was never modded, thats why its R "n" G. For one thing the player needs to be slowed down when using it. And yes we can limit the fuel it uses just like the tank needs to be limited ammo as well that will stop the tank spam. people just fire shots because they know the can with out running out of ammo.



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  27. #134


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    Re: SOG mod Suggestion Box

    Yeah, the tank spam was getting a bit out of control. And cool that the flamer can be limited in ammo.



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  29. #135

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    Re: SOG mod Suggestion Box

    Like I said, if you limit it to 8 seconds of fuel, and make it not fire unless you're sighted in, that should be everything you need to prevent abuse of it. With the limited fuel it'll be very much a special-use secondary weapon to the shotgun, like the rocket launcher. But its range should also be increased

    If the above is done, I don't see a problem, gameplay-wise with including two per team. Having said that, it didn't seem like a terribly common-place weapon during the war, and for historical reasons, it might be better to limit it to one per team.

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