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New Cod4 Mw2 Mod Is Out! Please Help Us Test Out The Beta


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It's a little bit 'one shot one kill' no? Even a noob (no offense) can have a good score if he's lucky.

 

Car is really slow but maybe it's a good alternative cause car is really powerful.

 

As Cobra said, radar was out every rounds and maps... a little bit hard to defroze teammates ^^

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But it's better than the other mod cause even if my ping is high (>150), I can shot easily enemies with 50 :smoke:

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OK fixes have been put in place, give it another go when you can and let us know of anything else that comes up

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exe :

But it's better than the other mod cause even if my ping is high (>150), I can shot easily enemies with 50 :smoke:

+1

that makes us equal...not change this.. :))can kill with any weapon as... :)) goood mode

 

 

 

car more speed....... but not very much ...speed equal to the player..should be ok...so the player would have a chance....

too many car kills...evry 3 kills one free kill or more..... :))))no more 10---15 car kill in afk mode... :)))

 

 

many thanks for the work...to sammy and rugger

ty very much..

regard foogle.. :))

Edited by google
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Yes rc-xd is actually not all that powerful for what it is but its not a free kill. You are using 1 of your limited supply of streaks on a low value attack. I think I posted it already but emp nades will now disable them so they cant move and the player can no longer trigger it. Looking into adding a bonus score for those that shoot it. Maybe 100 points for this server. So if its close and you know the direction its coming from, toss the nade then shoot it from a distance to get the score.

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yeah, just a bit more speed for the car...it should be faster than a person running. You only get one kill with it anyways, but its a great tool for the comeback with defrosting...makes for better matches if its fast enough to do that. Also, whats the dealo with the random b2 stealth run??? Its cool, but whose side is it on when it comes over but noone called for it...I say leave it, just wanna know what it is.Very smooth mod, fantastic job Sammy.

 

On another note, can we PLEEEEEZZZ have a stun grenade instead of a flashbang. My signature move is "da stunna" and my list of victims is loooong.........but it just dont come of quite as well with the flashbang. But thats just a little nit-picky type thingy, ya know?? I love it all anyways!!!!!

 

BTW, noone knew the counter uav would fuzz out your minimap...so much complaining...great job on that....ya gotta love the whiners who dont know whats happening.....

Edited by billyblade
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On another note, can we PLEEEEEZZZ have a stun grenade instead of a flashbang. My signature move is "da stunna" and my list of victims is loooong.........but it just dont come of quite as well with the flashbang. But thats just a little nit-picky type thingy, ya know?? I love it all anyways!!!!!

 

 

 

i thought your signature move was being frozen :hrhr:

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Ambient weapons kill everybody. cuav should have jammed radar, including the grain, from the beginning but there were bugs with the always-on minimap in hardcore.

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xfire is down so cant look at the vid. interesting.

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Love the environmental stuff, great additions. Two things that I did notice, although they may be intentional:

 

The dmg per bullet seems exceptionally high. Anything with stopping power seems to be one shot, one kill.

The other is the reduced amount of time for spawn protection. Some maps have unbalanced spawns. Reducing the spawn protection timer for some maps almost makes one side a predictable losing side. It would be nice to have the spawn protection at least close to what it is on the other server.

 

Regardless, I am really enjoying the environmentals and the "hectic" nature of the losing communications.

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Love the environmental stuff, great additions. Two things that I did notice, although they may be intentional:

 

The dmg per bullet seems exceptionally high. Anything with stopping power seems to be one shot, one kill.

The other is the reduced amount of time for spawn protection. Some maps have unbalanced spawns. Reducing the spawn protection timer for some maps almost makes one side a predictable losing side. It would be nice to have the spawn protection at least close to what it is on the other server.

 

Regardless, I am really enjoying the environmentals and the "hectic" nature of the losing communications.

 

I could not agree more with the spawn protection time. Whatever the time is in the old mod is perfect. it was like 5 or 6 seconds.

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Spawn time is set to same as other mod, Sammy would something of changed with the spawn protection time in the new mod?

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No changes to bullet damage except for the sniper rifles. Which should be back to stock now. But I havent had the opportunity to shoot anybody with them yet. :w00t:

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Spawn protection seems to be not like the other server, we've less seconds. On some famous maps, i could not run like before on my favorite corner when i'm spawn ^^

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A little bug : When i've launched a chopper at the beginning of the round, he has killed enemies but no 'first blood'. The first blood came with the first real weapon shot.

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That is not a bug. Only player wepaons count. I dont know if scores are showing but there are bonus points for first blood and multikills. Also, to keep multikills going you must get another player weapon kill within 3 seconds of the last. The message fade-out should last for 3 seconds. So it its no longer there then the multikill streak is over.

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Rugger said on the last page that the fixes are in place but the car is still way slow...it also won't jump and not sure if it climbs, haven't tried yet. That was the best part of it because you could bring your team back by defrosting many with it due to the speed. If it is slow, can't jump or climb it's a wasted perk that nobody will ever use.

 

Everything else seems to be working great though...great job Sammy and Rugger!

 

Flushy

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That is not a bug. Only player wepaons count. I dont know if scores are showing but there are bonus points for first blood and multikills. Also, to keep multikills going you must get another player weapon kill within 3 seconds of the last. The message fade-out should last for 3 seconds. So it its no longer there then the multikill streak is over.

Yep i got the multikills, it's like Unreal Tournament, love it "MONSTER KILL" "MEGA KILL" "YOU ARE A GOD" :hrhr:

 

Thanks for your response sammy, and great work mate!

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Yup the good ol days of ut2k4. Anyways, mantle and ladders were taken out because they were just silly. Also no jumping. Its a model car not the Batmobile. I suppose could add it as an option anyways for servers that want it to be silly.

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A car which is rolling is enough, no need bunny car... :rambo:

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Yup the good ol days of ut2k4. Anyways, mantle and ladders were taken out because they were just silly. Also no jumping. Its a model car not the Batmobile. I suppose could add it as an option anyways for servers that want it to be silly.

we are idiots sammy...being silly is part of the modus operandi......

 

seriously, with the car its more a question of do you want to give the recipient a tactical advantage of being able to help his/her team comeback witha bunch of defrosts or a chance for a single(maybe multi) kill and thats good enough. We have all got spoiled by it since it is used so much, so everyone is bitching about it now cuz it's different. Being only a 3 kill perk, maybe its better this way. As fast as it is in the other mod it can definitely change the outcome...3 or 4 defrosts(maybe) and a kill on top if you can find some rube standing close by. Whatever you and Rugger decide is just fine by me. You guys are absolutely DA BOMB!!!!!!!! :smoke::cheers:

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Could you post that someplace else? xfire website has been really buggy lately and down alot.

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Shit. Pavelow still not working on new mod. I suppose just have to disable it for now until I figure it out. Bugging the hell out of me.

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