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02-16-2006, 02:49 AM #31
Re: Realism Mod 1.2 Installed
I was noticing tonight that the crawl speed was very slow, almost immobile. If you were prone you kind of got stuck in that spot more or less. It made it hard to peak around corners and almost impossible to crawl away from machine guns.

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02-16-2006, 09:49 AM #32
Re: Realism Mod 1.2 Installed
i heard alot of people complaining about that too, just made it easier for arf to KILL us when that happened. Also had alot of people complaining that Arf was "hacking", which he was not, just people are slot and he is to good.
that sounds like a good idea trooper.
-Vulcan
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02-16-2006, 10:50 AM #33
Re: Realism Mod 1.2 Installed
I noticed the prone issue last night, too. The server variables that affect speed work rather unintuitively. By decreasing one of them only about 10% the crawl speed was obviously affected more than 10%. So I'm afraid I will have to put that back to default values.
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02-16-2006, 11:25 AM #34
Re: Realism Mod 1.2 Installed
As a GO all-too-experienced with cautiously changing server settings which interfere with gameplay, I encourage everyone to be patient with RandomGuy as he works to find just the right setting for all this stuff.
With some of these things, you've just got to throw players and games at the change to see if it's a solid fit for what we're trying to do here. Thanks for being patient.Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup
Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.
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02-16-2006, 11:32 AM #35
Re: Realism Mod 1.2 Installed
hey hes doing a great job with the game and server. +rep
that sounds like a good idea trooper.
-Vulcan
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02-16-2006, 12:53 PM #36
Re: Realism Mod 1.2 Installed
+rep I may have disagreed with him but he sure as hell is working hard trying to make this server work!
-ZephyrYou 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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02-16-2006, 01:50 PM #37
Re: Realism Mod 1.2 Installed
I bought the game after playing for free. I liked it then but the realism MOD I am not a fan of. It frustrates me to no end and if it going to stay on the TG server I probably will find a public server to "play" on. i am all for tactics but it seems that this MOD really makes the game unbalanced.




A battle is dynamic, i.e constantly changing and evolving. Follow the strategy in place but never be afraid to improvise if the situation calls for it.
All I ask for is communication
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02-16-2006, 01:58 PM #38
Re: Realism Mod 1.2 Installed
"It's unbalanced" isn't very convincing until you give specific reasons. But anyways, surely you don't still think it's unbalanced when the starting health is now 100 again?
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02-16-2006, 02:00 PM #39
Re: Realism Mod 1.2 Installed
i personally never thought it was unbalanced, if you are going up against someone with a good shot, you are dead no matter what. Can you expand on why you think its unbalanced.
that sounds like a good idea trooper.
-Vulcan
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02-16-2006, 02:42 PM #40
Re: Realism Mod 1.2 Installed
What are the other features of the MOD besides the Black Screen of Death (which i like), the Health (which is 100 again) and the ability to modify player speed?
Oh...bullet impact, am I missing anything else?
I think Health should be set @ 80. (imo)
Oh, and Great Job Random...I appreciate all the work!
Dirt013Dirt013




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02-16-2006, 02:47 PM #41
Re: Realism Mod 1.2 Installed
That is all. Actually, player speed is done by standard DoD config.
Originally Posted by Dirt013
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02-16-2006, 04:59 PM #42
- Join Date
- May 2003
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- NE Outer London, UK
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- 1,540
Re: Realism Mod 1.2 Installed
the guns are tweaked to certain values that have been tweaked and tweaked constantly by the developers in the last 3-5years dod has been running. They have tried to make the guns equal and balanced. You have a fast firing gun, that needs 2 - 3 shots to kill, and you have a slow firing gun which is 1shot 1kill. The Kar is better for sniping, the M1 better for close range, etc.
Originally Posted by RandomGuy
The M1 isnt a fatal shot gun everytime however it does fire quiet fast compaired to the KAR which is 1 shot kill, but if you miss you are dead. Now even with 80 health, the M1 is deadly (max damage per shot for the m1 is 90-95 i think, unless headshot), and can kill a whole squad of players because its got a fast firerate of 3 to 4 shots for every KAR shot.
I know the reason for less health is to make it more tactical, less running around, but i think its changing other aspects more than its making tactical gameplay.
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02-16-2006, 10:52 PM #43
Re: Realism Mod 1.2 Installed
One of the things I is unbalancing about the mod is that I think it gives to much advantage to the K98 over the M1.
Originally Posted by RandomGuy
The problem is that for the M1 to take advantage of its higher rate of fire the user has to be prone or crouching. The K98 is plenty accurate standing. The slower run speeds cause a problem because you move too slowly around corners while crouching or prone (you'll get spotted and shot before you clear the object). With a K98 you can rapidly change locations without sacrificing accuracy. The slower all around movement also exaggerates the K98s accuracy and damage advantage because the targets are slower so a second shot isn't needed as often.
Overall I don't think the mod makes the game any more tactical. The teamwork on the server is being driven by the community and the mod isn't requiring any more then there was before. Even the blackout doesn't really change the game. If I get hit by a sniper I almost always know where he is (the darkened 2nd story window) without even looking and in the few cases I don't the survivors find him (and every other enemy) and inform the team, so nothing is really concealed by it.
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02-17-2006, 12:16 AM #44
Re: Realism Mod 1.2 Installed
The slow crawling speed almost makes it hard to get an MG in place. Unless you are lucky and drop prone in exactly the right spot you are screwed.
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02-17-2006, 09:44 AM #45
Re: Realism Mod 1.2 Installed
I agree, this and a few other cases are why it's changed back.
Originally Posted by Toshido
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