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| Day of Defeat - General Discussion General discussion for Day of Defeat |
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#16 (permalink) | ||
![]() ![]() Join Date: May 2003
Location: K-W, Ont.
Age: 27
Posts: 1,713
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Re: Realism Mod 1.2 Installed
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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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#17 (permalink) | |
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Join Date: Apr 2004
Age: 20
Posts: 1,646
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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.
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-Zephyr
__________________
You were once like the newbie who needed a hand from above and TacticalGamer gave you it. You owe the newbie who comes after you that same outstretched hand from above on your honor as a Tactical Gamer. Tactics at TG come from trust and friendship, not meticulous detail and rigid discipline. Everyone should be assumed mature until proven otherwise. We are no clan. We are not a single game. We are mature, intelligent, and cooperative individuals. We are TacticalGamer, a community above and beyond its name. |
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#18 (permalink) | |
![]() ![]() Join Date: May 2003
Location: K-W, Ont.
Age: 27
Posts: 1,713
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Re: Realism Mod 1.2 Installed
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#19 (permalink) |
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Banned
Join Date: Mar 2005
Age: 19
Posts: 138
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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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#20 (permalink) |
![]() Join Date: Mar 2005
Location: Pennsylvania, U.S.A.
Posts: 582
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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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Dirt013 ![]() ![]() ![]()
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#21 (permalink) | |||||
![]() Join Date: May 2003
Location: NE Outer London, UK
Age: 26
Posts: 1,540
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Re: Realism Mod 1.2 Installed
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#22 (permalink) |
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Join Date: Jul 2005
Posts: 131
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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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#24 (permalink) |
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Banned
Join Date: Mar 2005
Age: 19
Posts: 138
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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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#26 (permalink) |
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Join Date: Apr 2004
Age: 20
Posts: 1,646
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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. -Zephyr
__________________
You were once like the newbie who needed a hand from above and TacticalGamer gave you it. You owe the newbie who comes after you that same outstretched hand from above on your honor as a Tactical Gamer. Tactics at TG come from trust and friendship, not meticulous detail and rigid discipline. Everyone should be assumed mature until proven otherwise. We are no clan. We are not a single game. We are mature, intelligent, and cooperative individuals. We are TacticalGamer, a community above and beyond its name. |
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#27 (permalink) |
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Join Date: Nov 2005
Posts: 10
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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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#28 (permalink) | |
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Join Date: Apr 2004
Age: 20
Posts: 1,646
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Re: Realism Mod 1.2 Installed
Quote:
-Zephyr
__________________
You were once like the newbie who needed a hand from above and TacticalGamer gave you it. You owe the newbie who comes after you that same outstretched hand from above on your honor as a Tactical Gamer. Tactics at TG come from trust and friendship, not meticulous detail and rigid discipline. Everyone should be assumed mature until proven otherwise. We are no clan. We are not a single game. We are mature, intelligent, and cooperative individuals. We are TacticalGamer, a community above and beyond its name. |
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#29 (permalink) |
![]() ![]() Join Date: May 2003
Location: K-W, Ont.
Age: 27
Posts: 1,713
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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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#30 (permalink) |
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Join Date: Mar 2005
Age: 21
Posts: 108
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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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