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02-07-2005, 03:51 PM #1
Reality Mod Discussion
Figured we should have a thread devoted to discussing the differences, tactics, strengths and weaknesses of the Reality Mod, and maybe we can also give some feedback to its developers, since it's still in Beta. For starters, here's what the developers say are the main differences:
Weapons
· Real rpm for each weapon
· More realistic recoil
· Both rebels and JO can use all the weapons
· RPG, AT4 can be fired only scoped
· New skins for some of the weapons
· New acog 4x for the M4
· New scope in the Drgunov, SVD
· Fixed magnification in all the sniper riffles, apart from the m21
· No elevation showing (although elevation is working). Work in progress.
· No zoom on iron sights
· More or less ammunition for some weapons
· Limited ammo in emplacements
· No crosshair
· Higher bullet spread when moving (ala RvS, GR)
Players-Classes
· Better skins for some armies
· Slower more realistic running speed. Speed is the same for all classes and not affected by the loadout. At the moment the total loadout weight will be very high but it doesn’t make any difference to the gameplay. We are working to hide away the loadout.
· Sniper can use mp5 as secondary gun.
· Medic cannot revive, just heal (because of that we might consider in later versions to give M203 to medic)
General
· Tracers are showing (provided that they are switched on, server end), but no thread indication is showing on the mini map.
· New minimap design
· New interface design.
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02-07-2005, 03:55 PM #2
Re: Reality Mod Discussion
Just messing with the mod for a bit on LAN this morning, one thing I noticed immediately was that the weapons now sighted and recoiled much more like the "real thing" I trained with, although a number of the weapons post-date my military time.
That means that, at any kind of distance, most of us will want to shoot any of the rifles in single-shot versus burst or auto mode (of course auto has been eliminated for some classes, like the M-16). Bursts, or series of bursts, may be fine for storming a base, but it's damn hard to be accurate that way and wastes ammo. Even for a running target, I'd rather snap shoot three or four times, single shot, if the target's at a distance.
Also, playing on a co-op game (by myself), it seems that different caliber bullets have much more like their real-life impact -- meaning that 7.62 rounds knock someone down harder and quicker. Has anyone else noticed this? Is it actually different from standard JO? Or was that just on bots? I was taking out "guard" bots with a sniper rifle and they were really flying when hit.
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02-07-2005, 03:57 PM #3
Re: Reality Mod Discussion
Beat me to it Vet. I was planning on writing up an in-depth 'first impressions' post this evening. I'll still do so. Others welcome of course... would like to see where people agree and disagree on features.








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02-07-2005, 04:07 PM #4
Re: Reality Mod Discussion
I won't go in depth, but I'll say that I like this mod A LOT! I was a bit disappointed at first when I couldn't revive some people that had medic timers, but it turns out that was just a glitch, I guess.... And actually, even if a medic could only heal people that are still alive, I would still like this mod. The adjustments to the weapons' sights and recoil are worth it alone!
Originally Posted by Mirfee
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02-07-2005, 04:19 PM #5
Re: Reality Mod Discussion
There's a new URL for the developer's site: www.brutal-arts.com. There's a thread about the next version of the Beta to which you can add suggestions. Here's what's already planned for the next version (1.6):
» From Feedback
1.Forced walk with iron sights up
2.No Kill messages
3.Closer to realistic chopper speeds
4.Better balancing on Assault Rifles/SMG's
5.MP5 for snipers
6.Sniping to be looked at (range finding etc)
7.LMG Balancing issues to be resolved
8.Mortars rounds amount and fire delay time
9.Auto m16 missing from armoury's
10.An m4 with an ACOG 4x scope and one with a reflex sight
11.Thinner Lines on m4 scope
12.M203's to accurate
13.recoils to be looked at
14.A proper installer thanks to striker 1991
» Bugs
1.Medic code will be looked over
- sometimes dead people can be revived
- medic packs hurting people in some cases
2.Default Skins bug
3.Expansion MisMatch bug
4.Some guns missing from being available to both sides
5.Intro music volume control
6.NBO/ 50 Cal recoil needs to be checked
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02-07-2005, 04:21 PM #6
Re: Reality Mod Discussion
Wow! I love these guys! They're clearly dedicated to making JO as good a game as they can. Interesting to see the list of changes and fixes. Some of them have been clearly experienced among some of us already.








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02-07-2005, 05:30 PM #7
Re: Reality Mod Discussion
I played Joint Ops for the first time on this Mod, played it for hours. I have to say I am very pleased with this Mod. Had a thought about the medic situation, maybe if the medic timer was set low like say 30 seconds, that would still allow medics to revive fallen men but would also keep the pressure on the medic to stay with the group. Just a thought, Great Mod guys. Great games as well Mirfee

=GsTA= Shogun
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02-08-2005, 06:02 AM #8
Re: Reality Mod Discussion
Riyker and I tried this last night for a bit. I found that it didn't take the skin I chose, and I looked different to myself, than what riyker saw. I also always started out with just a knife, even though I sorted my weapons out before hand. On the very fringe of death, I got riyker to change class and heal me, except when he tried to med, he killed me instead lol. One thing that was disappointing is that AT4's and GL's seemed to be the weapon of choice over bullets.
The vehicles drive faster, expecially the little birds. Though the dune buggy's did have a feel of the Laurel & Hardy comedy-car-speed-the-film-up-feel to it when you turn corners lol.
Player speed has dropped, which is extremely welcome, and the amount of frags has gone up to 5 of each. With the loss of zoomed view on the 16 and 47, I think people will have to wait a lot longer before engaging, and wait until the enemy is closer.
So far so good. Though I can't work out if I want the M4's Acog or the M16's nice wide field of view yet. It certainly needs more testing and more people on to really see how it works.Jex.

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02-08-2005, 10:33 AM #9
Re: Reality Mod Discussion
I'm going to hold off on a thorough writeup until I've had some more time with this... first impressions are becoming a bit more elaborate and nuanced. Probably a few more evenings this week, and then write/post this weekend when I have a more complete feel for this mod.
Still the best thing to happen to JO since... well... it's release!








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02-08-2005, 03:14 PM #10
Re: Reality Mod Discussion
I think that Mirfee's comment epitomizes the difference between most pubbies and the kind of player we attract here at TG. Most pubbies wouldn't care to read first impressions of a game or mod that are "elaborate and nuanced." Many of them would have to look up "nuance" in a dictionary.
Originally Posted by Mirfee
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02-09-2005, 04:04 PM #11
Re: Reality Mod Discussion
This seems strange to me... When I play as a medic, I usually take a very light load-out (no secondary weapon, fewer rounds, no flashbangs, no target designator) so I can move as quickly as possible. It seems strange that a reality mod would make a medic carying a rifle and 3 clips run as fast (or as slow) as an engineer carying an AT-4 and full compliment of grenades, sidearms and ammunition.
Originally Posted by VET72
It would be nice to see an endurance bar where people would have to slow down and rest if carying a heavy load-out... but that may be TOO much realism...If you see me I'm already dead.
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02-09-2005, 04:41 PM #12
Re: Reality Mod Discussion
Rest? How about eating and other bodily functions? I believe I read that that the mod developer was going to make some adjustments, ultimately, on speed versus loadout. The other thing about the mod, however, is that all stealth now becomes far more important, and regardless of loadout there's a lot less running except in areas known to be clear.
Originally Posted by J-Rod
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02-09-2005, 04:58 PM #13
Re: Reality Mod Discussion
Hehe.. naw - I didn't mean like "sit down & have a beer" kind of rest, but more like how it's implemented in some other FPSes. For example - you have a sprint key which can accellerate your movement, but that drains a fatigue bar. Heavier load-outs should drain the bar faster, so a player with a light load out could sprint for longer than a player with a heavier loadout, which in effect makes him faster. Walking speeds could be exaclty the same, sprinting speeds could be the same, but a player with a heavy load-out would only be able to sprint for (example) 1/4 the time a player with a light load out can sprint for.
Additional reality... decrease the accuracy of a player with less than 10% endurance remaining... Meaning that a pigman carying an M-60 that sprints for 20 seconds would be terribly inaccurate.
Of course... you would need to be able to sprint in the game to accomplish that...If you see me I'm already dead.
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02-09-2005, 04:59 PM #14
Re: Reality Mod Discussion
That could give "crappy mod" a whole new meaning.
Originally Posted by VET72
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02-09-2005, 05:00 PM #15
Re: Reality Mod Discussion
And a new satisfaction to knife kills!
Originally Posted by leejo
If you see me I'm already dead.
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