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Posted

still think should go back to the old car way it causes too many issues like bein jammed still even tho ur not a car anymore for one...



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Posted

Actually the whole stealing it idea is kinda great. Especially cause without a jammer it will be damn hard to trow da stunnah on top of it. Anyway I trust you guys will figure out a way to make it work :)

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Posted

i have been playing and it is a very good mod/server. The only complaint if i had to have one would be how long the purple gas lasts. It seems to never go away. :)

 

A bunch of babies were really complaining about it... Cobra and Stang i think. hahahahahahahahha



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Posted

i have been playing and it is a very good mod/server. The only complaint if i had to have one would be how long the purple gas lasts. It seems to never go away. :)

 

A bunch of babies were really complaining about it... Cobra and Stang i think. hahahahahahahahha

 

Purple FX last for 20 seconds starting from the time it explodes. Gas effects timer set by the server but is also 20 seconds by default. That includes the 7 seconds it takes to expand from the moment it explodes to when it fills the area. To match the smoke volume. Longer than the standard smoke but I always thought those were too short anyways considering you could only have one of them.



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Posted

Sammy I agree with you that normal smoke has a to short time, but since the purple smoke has more functions than just diableing the visabilty on a certain area I guess 20 second is rather long. I can compare it to trowing one in the building you are in, it just sticks you in a location for 20 seconds...

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Posted

Gaz smoke ruins the game on many small maps, too long and too large when there is just one way. And I dunno how many times a teammate send the gaz smoke near me but it's just exasperating... :2guns:



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Posted

The timer for the fx was made to match tabun in cod5 + BO, which is set at 22 seconds. The poison area itself in both games lasts 16. So a bit longer but servers can reduce the poison area itself to 10 seconds. Or up to 60 if they want to be punitive even tho the smoke is no longer there... just to be silly. You wont be stuck if you get the tacmask. ;%29.gif



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Posted

You wont be stuck if you get the tacmask. ;%29.gif

But if you get it you don't have the other perk you want... :coffee: It's a choice.



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Posted

True. Its all about choices. But in this case it also means teamwork. If the team wont work together and say 'dont throw in that area' before the round begins then that is another problem. Otho if 4 players throw them in various paths, and everyone has the mask, they can rush through it without issue. Then when you are protected inside and hidden blanket their side of the map with 3x flashbangs and emp since the mask protects you from those also. Oh and get stopping power for when you rush in after they are blinded. Then its good night Gracie.

 

Just my opinionated self. :welcome:



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Posted

is it possible to change the delay between spawning and drawing the gun?

 

sometimes when there's an enemy in your/our spawn and you follow him/her and want to sit nexto them. and knife them it doens't work. they will shoot you before you even could draw a gun or a knife.

 

isn't it possible to draw and spawn at the same time?

 

 

 

cheers



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Posted

If you want to cancel spawn protection early to enable your weapons the button press will enable the weapons but not fire them. The second press will. Also, reenabling weapons is not instant. Just how the game works based on the particular animations of that weapon. If you mean something like being invisible and having weapons... nope. ;%29.gif



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Posted

opinions..........

 

Changing around how the RC jammer works so players are just not frozen, if enabled.

 

The first 'deflector' option had problem under a couple of specific circumstances when testing yesterday. After respawn the turning would not stop unless the player quit the game. I think I fixed that but more testing is required to be sure. The second option is If in range RC speed is cut to 1/2 normal player speed and the fire button is cut off. So if the jamming player sits there you can back up and go elsewhere. But if when the RC backs up he follows it will still be jammed. Then again, he would take the risk that the timer will run out and boom.

 

Of the two, which is preferable?



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Posted (edited)

how about just getting rid of the jamming altogether. seems to be just one giant headache.

 

but make the car destroyable by guns and nades again.

Edited by DramaLlama


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Posted

Jamming will be disabled by default but servers can turn it on. But imho considering how many RC's are used in the game one or the other should be enabled. ;%29.gif

 

So far in testing the RC can be shot just fine. Standard health is 100 and 4 pistol rounds will kill it. Unless the player has stopping power and it will take 3. Nades are obviously much more. Server options can choose a range from 50 - 200.



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Posted

when is that AUG gun going to be normal? starting to getting freaking pissed of being shot from accros the map by that gun...

 

 

it seems to beat every gun out there, even sniper rifles on long range???? something wrong with it!



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Posted

when is that AUG gun going to be normal? starting to getting freaking pissed of being shot from accros the map by that gun...

 

 

it seems to beat every gun out there, even sniper rifles on long range???? something wrong with it!

 

after we kill you a few more times :welcome:



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Posted

well yiou have 2 weeks....i go on holidays in a few hours. LOL

 

 

cu than. :D



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Posted

Sanya redid the xmodel and weapon files so it can be used for both the Steyr and Hbar. With extra LMG specific stats, attachments and animations certainly. So we will see how that goes.

 

As for the standard sniper rifles a couple things to keep in mind. First of all AR's can potentially shoot the same distance. Not that its too long but sniper rifles were too short. More because IW didnt make big maps and figured sniper rifles didnt need to fire long range. Thus we had the LR rifles for awhile that couldnt penetrate unfortunately. The other is that sniper rifles with sway have been a little bugged since day one of the game and they never fixed it. And so the result was no-sway rifles. Trade offs. But non-snipers dont like that and think its too easy. Sometimes when trying to make things better you just cant win. :hrhr:



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Posted

hope someone is workn on the car thing...3 x today when my car was emp it forced me out of my car and i was still jammed as a person not the car this is kinda aggrevating as i was the last one and couldnt defrost so it made for an easy kill on me and we lost the round with no chance at tryn to make a comeback



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Posted

yea i d say use the kill the car option and not jam seems like jamming is causing issues



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Posted

Yes, posted above about the car.



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Posted

I checked out the d2c and crownfort maps. They have some peculiarities about them causing bad calculations for how wide and high the map is and where the edges are. Crownfort seems to be made of two skyboxes. One for each 1/2 of the map with the team spawn. If you spec and can fly around you will be inside one of them but not be able to go into the other or even see inside of it. d2c in particular is really low. In places if you throw a nade too high it can hit the ceiling and will disappear. Might require forcing some height settings for those maps and will see what works. Thx.



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Posted

Sammy Both the beta server and the Chicago server as this mod from my understand the ruling for the sudden death need to change or fixing ...for this reason if other team is short handed and other team as more by the time runs out the team with more people alive should win unless the team with the less kills the other team ...i just ran in to a problem sudden death other as 1 and the team i was on had 3 with me being one of the 3 i die and round ends with the number being 1 vs 2 and the team who as the 1 win the round there as been other cases like this where sudden death as given the other team the round where in fact they should not have when the time runs out other with the less number people alive win round .



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Posted

Yes that was changed. Sent Rugger the links to the updated mod. At the end of sudden death the team with the most living players wins regardless of how many are frozen. If the number is the same its a tie.



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Posted

On the next update, is the crossbow going back to 10 regular shots? That's really the only thing I don't like on the mod.


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