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Old 02-14-2006, 12:31 PM   #16 (permalink)

 
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Re: Realism Mod 1.2 Installed

Quote:
Originally Posted by Zephyr
Overall another big problem is that there is no longer any difference between allied and axis weaponry. Allied rifles were preferable for some people because they reloaded faster and had a larger clip, despite not always delivering a lethal shot. Their axis counterparts had, of course, smaller clip size and longer reload time in exchange for lethality. This whole strategic difference is now gone thanks to the realism mod. Axis riflemen are going to be grabbing the allied rifle off the ground as fast as possible because it is not only just as lethal as theirs, but faster and with a larger clip.
Before the change the K98 was not always one hit kill. Now I think it is. The M1 is still not a one hit kill all the time, just more of the time. The K98 also still has a better accuracy which means that there is a range at which the M1 will have to go ironsights where the K98 will not. There is still a tradeoff between the two rifles. I think you will find this to be true if you play around and experiment with it more.

Quote:
Originally Posted by Zephyr
Their main enemies, the sniper and bazooka, are in almost twice as much danger exposing themselves to get a shot, even against the 30. cal, as only one bullet will take them down now insead of a reliable two or three.
The health has not been made "two or three" times less.

You are saying MGs are helped by the changes. Toshido is saying MGs are hurt by the changes. As long as people are complaining on both sides it sounds good
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Old 02-14-2006, 03:22 PM   #17 (permalink)
 
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Re: Realism Mod 1.2 Installed

[quote=RandomGuy]Before the change the K98 was not always one hit kill. Now I think it is. The M1 is still not a one hit kill all the time, just more of the time. The K98 also still has a better accuracy which means that there is a range at which the M1 will have to go ironsights where the K98 will not. There is still a tradeoff between the two rifles. I think you will find this to be true if you play around and experiment with it more.

Quote:
Originally Posted by RandomGuy
The health has not been made "two or three" times less.

You are saying MGs are helped by the changes. Toshido is saying MGs are hurt by the changes. As long as people are complaining on both sides it sounds good
The health is not "two or three" times less, the chance of a lethal hit is "two or three" times greater than it was before because of the chance of a bullet hitting a limb versus the chest or head. While Toshido may be having the opposite experience as I am, that is due to two factors. A) he clearly has a slow trigger finger during his tests of the mod and B) he still points out that SMG's are taking down machine gun emplacements, which is absolutely wrong in terms of balance. The fact that the SMG has an initial bullet accuracy that is very high and that health is very low causes a machine gun emplacement to fall to a SMG. Please explain to me how this is more realistic. Also, I would like the realism mod be put to a vote. I don't feel that the server is ready for a mod yet and would like to see, by numbers, who agrees and disagrees. The least we can do is be democratic.

-Zephyr
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Old 02-14-2006, 05:27 PM   #18 (permalink)

 
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Re: Realism Mod 1.2 Installed

Quote:
Originally Posted by Zephyr
The fact that the SMG has an initial bullet accuracy that is very high and that health is very low causes a machine gun emplacement to fall to a SMG.
I believe you are mistaken about the initial bullet accuracy. It works totally different from counterstrike. Also recall that a SMG could always one-shot anyone (100 damage) with a lucky headshot. When firing at an emplaced MG, usually only the head is visible.
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Old 02-14-2006, 06:55 PM   #19 (permalink)
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Re: Realism Mod 1.2 Installed

I don't mind the blackout addition. In fact, I love it.

The health, however, has a dramatic negative impact on the DOD gameplay. It is absolutely not necessary at all. DOD is, at its core, a realistic game that leans toward teamplay rather than run and gun. Lower health does not add anything to the game other than perverting the weapon balance that I'm sure the developers have worked hard for.
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Old 02-14-2006, 07:15 PM   #20 (permalink)
 
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Re: Realism Mod 1.2 Installed

Can we add Realisim Mod to the server name if we keep it? (or portions of it) That might help us attract i more like minded players.

www.tacticalgamer.com (Realism Mod)

Dirt013

Oh btw, I like the Black out. Would like to see the movement slowed a bit. Health...haven't decided how I feel about that yet.
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Old 02-14-2006, 07:34 PM   #21 (permalink)
 
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Re: Realism Mod 1.2 Installed

Quote:
Originally Posted by Marconi
After playing it for tonight, brief impressions.

1. Love the blackout after death. Really startling, really makes it so it's hard to communicate enemy positions after death. That's a good thing, IMO. You can still communicate what you saw before you died, of course, which is also fine. It's also startling. I likey.
This effect was in the earlier dod beta's and disapeared at Beta3 i think... I missed it alot. I dont like the cam that allows you to see who shot you, but at the same time i do like seeing your body fly all over the place when you die/get blown up. The fadetoblack is just like really dying tho... Its a shame it cant make everything go black. I think the old fadetoblack did this (whole screen went black basicaly?)


Quote:
Originally Posted by Marconi
2. The health..not so much. It's just easier to die - it already is easy to die. I don't see the benefit.
Im 50/50 on the health thing. I think 65health is too low myself. Maybe 75health would be better, but i do agree that it helps even things alittle bit.

Quote:
Originally Posted by Marconi
3. Didn't notice the speed decrease at all. If it was there, it felt fine. I could probably go lower than that.
I didnt notice this either. But DOD maps are so small these days its hard to notice.. I miss the huge maps of the old HL1 games. CS had some huge maps which valve removed, and once valve got DOD, they removed all of the large maps from them too!!

Quote:
Originally Posted by Marconi
4. Hit effect - didn't notice. Probably could be more pronounced? But when combined with the 65 health, well .... you probably die before you register it, heh.
Exactly. I noticed the effect, but you normaly was dead before really noticing it anyway.


Quote:
Originally Posted by Marconi
Overall impression .... didn't see much difference from vanilla, to be honest. Needs more oomph.
Once i got my aim back i didnt notice the difference either.
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Old 02-14-2006, 09:02 PM   #22 (permalink)
 
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Re: Realism Mod 1.2 Installed

I agree realism mod should be added. If I hadn't known TG runs cool servers I would have passed it over for the server that tells me it has a play style I like.

It also seems the health change is generally disliked, many say it's too low, other's say it shouldn't be lowered at all. I'm of the opinion that it should be much higher if not 100.
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Old 02-14-2006, 09:18 PM   #23 (permalink)

 
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Re: Realism Mod 1.2 Installed

Right now the starting health is at 80. We'll try that out for a while.
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Old 02-14-2006, 09:50 PM   #24 (permalink)
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Re: Realism Mod 1.2 Installed

Again, I hardly see the point to tampering with the Dev-made weapon balance by tinkering with the health. Neither mod makers nor us have more knowledge than the devs about what they wanted regarding balance when they created DOD.

Nevertheless, I will try this out.
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Old 02-15-2006, 01:53 AM   #25 (permalink)


 
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Re: Realism Mod 1.2 Installed

The 80 seemed slightly better, but still getting alot more one shot kills or crazy shot kills that i previously would have survived.
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Old 02-15-2006, 11:52 AM   #26 (permalink)
 
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Re: Realism Mod 1.2 Installed

I found myself able to pick up the M1 from a dead body as a axis soldier and kill 4 allies with it. When I looked over their weapons I found two M1's, 1 Machine Gun, and a BAR. I have serious doubts that even with my element of surprise I should have been able to kill all 4 of them with 4 shots.

If it took two shots to kill someone with the M1, I probably would have died after taking down maybe two of them. I still think it's the uber-rifle now. I've been grabbing it every chance I get as it is just an unstoppable killing machine if you have decent accuracy.
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Old 02-15-2006, 03:13 PM   #27 (permalink)
 
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Re: Realism Mod 1.2 Installed

I just started playing over the weekend (though I played plenty of 1.3) so take this witha grain of salt.

I just want to echo the sentiment that the health changes disrupt the game balance and make the M1 over powering.

As far as the impact disrupting aim: I only noticed it when I had a bazooka... and so did 3 of my team mates. I thought it was funny but maybe they wouldn't be as enthusiastic about the mod.

As for the fade to black... maybe realistc, but certainly depressing. I mean I understand not wanting to reveal the location of your killer for realism's sake and to encourage discussion among teammates but starring at a black screen for 10 seconds... it's very unfriendly. The "point to shooter" camera is a mechinism to balance the game against campers/snipers and while good communication can make up for some of this, it can still lead to some very unfortunete episodes.

On the whole I dislike the mod. There is a balance between realism and playability that makes for a fun game and I think the developers ought to be trusted with finding it.

If you REALLY want to encourage tactical play on the server the best way to do it is to first encourage communication. Get admins on the server talking on the mic, relaying positions, coordinating movements and the rest of the players will follow because ultimately, even in the unmodded game you benifit from tactical gaming. I'm sure the admins are trying but the server seemed very quiet when I was on last even though it was almost full.
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Old 02-15-2006, 04:14 PM   #28 (permalink)
 
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Re: Realism Mod 1.2 Installed

Quote:
Originally Posted by givebeesachance
If you REALLY want to encourage tactical play on the server the best way to do it is to first encourage communication. Get admins on the server talking on the mic, relaying positions, coordinating movements and the rest of the players will follow because ultimately, even in the unmodded game you benifit from tactical gaming. I'm sure the admins are trying but the server seemed very quiet when I was on last even though it was almost full.
Excellent first post! Welcome to TG, stay a while!
-Zephyr
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Old 02-15-2006, 04:34 PM   #29 (permalink)

 
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Re: Realism Mod 1.2 Installed

Tonight I will put the starting health to 100. We'll try that out for a while.

At the same time I'll look at slowing down the movement speeds a little more but this will require a bit of time to experiment due to the inter-relationships of running, crouching and sprinting speeds, so there won't be any immediate changes.

Last edited by RandomGuy; 02-16-2006 at 12:10 AM.
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Old 02-16-2006, 01:40 AM   #30 (permalink)
 
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Re: Realism Mod 1.2 Installed

The mod is pretty cool, but I dislike how slow you move when prone. I was trying to cap a flag and take cover from fire, I went prone and accidentaly got too far from the flag, I was moving at a snail's pace trying to crawl back to the flag, so I stood up and got shot. I think the previous prone was better when it just made your view move side to side as if you were army crawling.
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