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New Cod4 Mw2 Update On The Chicago Server 9/6/2012


Ruggerxi

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Just got done with the Simpson map...the spawns are all out of whack. Literally spawned on top of multiple enemies, etc.

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Just got done with the Simpson map...the spawns are all out of whack. Literally spawned on top of multiple enemies, etc.

 

Maybe the mapper did that by design. After all the simpsons are wacky in general anyways.

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Would it be possible to get list of changes made to the mod, from the NY beta mod to this one? That way we might know what to look for and test?

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I was noticing a problem with sprinting and trying to sight there was a huge delay... much longer than normal... it seriously affects my rushing... many times i would be sprinting press my sight button and id just stop running and not bring the gun up instead of stopping and bringing it up...

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I was noticing a problem with sprinting and trying to sight there was a huge delay... much longer than normal... it seriously affects my rushing... many times i would be sprinting press my sight button and id just stop running and not bring the gun up instead of stopping and bringing it up...

 

Only one change was made to any weapon concerning that. The raise time for chinalake after sprint was way too slow and it was increased.

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maybe it was server lag or something but i was noticing a huge delay using the g18 full auto... ill test it more tomorrow and see

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For the spas the reload time per-shell is 0.75 seconds, which is the same as in mw2. The tradeoff for the slower reload is that it does 40 pts damage instead of 30 before the usual modifiers are applied. The spas in later games made reloading faster but reduced damage back down to 30. So its up to all of you. Do you want a faster reload time or higher damage? Or if you want both get sleight of hand.

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only thing i would like to see stay is the car jammer but where it just wont blow up the guy that using jammer so u can still move car freely i think it was set up like that on beta chicago i really liked that way much better for car....

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The car one I have to look at.

 

Hit detection itself is entirely out of my hands and the game engine controls it. Changing gunkick settings will certainly have an effect (ak vs scar etc). I made two changes in this regard for this server only: the acr and the steyr aug. The reason was balance. People here were not happy the damage was downgraded from the older mod so I raised it again. But to keep some kind of balance gunkick was slightly increased.

 

edit: Ran many tests on the car from directly above the target and it damages correctly. However must consider that the max range for it is 256 units. Same as a standard C4 charge. Damage and falloff are also the same. If range is an issue, or how much damage is done, then that is a matter for the admins and you can set to a bigger radius sphere or damage. :thumbup:

Edited by Sammy
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