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Changes To Mw2?


Ramjett

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well after my first post i really have already changed my mind about this.

 

i do think the faster running is good...not perfect for some maps but ok for me.

spawntime need to be set like before....6 seconds and than it would be good.

 

i haven't experienced anything strange yet with the car. Can the speed of the car been set the same as the persons? seems that even with sprint mode the car is still slower. It's not handy when you try to chase someone.

 

love it that the ACR is full auto now. i really prefere this one to the AUG STEYR.

 

killstreaks are fine. same as previous mod. 5 kills for airstrike and 6 for artillery. no need for any changes there.

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Once this mod is sorted out, there is already a new version on the horizon, this version is what we have right now on the server but it adds a different way to get killstreaks. It doesn't go by kills it goes by points. So if you are a big defroster and don't ever get killstreaks well your gonna love this version, instead of getting a killstreak at 4 kills, you would get one at say 40 points. That can include kills or defrosts. So that is what will be on the chicago server once this mod gets sorted out.

 

How about adding something in the way of a killstreak bonus once you have knifed people so many times? That could be interesting. You are usually taking a little more risk of getting killed yourself going for a knife attack....rewarding multiple knife attacks seems reasonable.

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It had something like that long ago as an experimental option. Bonuses for 5 melee or 5 head shots in a row. Being the first to pick up the bomb and plant it. Defusing the bomb then taking it and planting it on the enemy site without dying. Stuff like that. The code for it is straightforward enough but there were problems with overloading text assets so instead we went with multikills as a more generic option. Also had the 5-kill 'killingspree' awards to go along with multikills. But same thing with asset limits being hit.

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Perhaps then, if the new system awards kill-streak bonuses based on points, the point value for a melee kill could be higher than that for a gun kill?

 

I am really enjoying the new mod BTW....thanks all your efforts Sammy.

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Well if I did that then I would also decrease the points from an ACR kill since it is an over powered and a noobish weapon. Maybe the P90 also. Nah not really.The mod is already set up to have custom scores for the various types of kills. Regular kills vs headshots or melee and things like that. So gotta go talk to the admins. ;)

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Love the new mod. No real complaints, although, now that I know the spawn protection time was shorter, explains why I was becoming visible and being shot/killed while I thought I still had some protection time.

 

It has also made me like the mp5 now rather than the aug, and the mp5 also is more mobile so you do run faster with it.

 

I would have preferred this mod and playing it on the other server had there been enough people on the other server. My ping is nearly 40 to 50 ms lower on chicago than it is on new york, but I always go where the crowd is, for the real action.

But another thing altogether. oh well.

concluding... the new mod is AWESOME.... keep up the great/hard work Sammy, and who ever else helps with the mods.

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are your own teammates supposed to be able to blow up your RC car? too many people shooting the wrong cars and people getting mad

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No. There should be no FF for the car. I will check it out to be sure.

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what i did experience is that when i shoot a car and it is close to my team mates, it will kill them....

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Then it wasnt a friendly car. You can neither shoot it, nor will it kill friendlies when it explodes.

Edited by Sammy
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what i did experience is that when i shoot a car and it is close to my team mates, it will kill them....

 

 

well i'm talking about an enemy car. it happend to chili....i shot the car that was near chili, and it killed him :D :D

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edit: got mixed up by the posts...

 

Ok, if I get your meaning. You have a car, I shoot your car, when it explodes it should kill players on your team only since I blew it up. And I should get the credit for any kills. Like claymores either by shooting them or if I stole one of yours by hacking it. Does it not happen like this?

Edited by Sammy
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I tested the RC with the same method the predator uses. Seems to work better so I will go with that, but certainly not as powerful. Shouldnt be any difference between when you push the button or not. Both go to the same 'explode' functions with the RC owner as the killer. The ac130 timer doesnt start until you are actually on station and can fire the weapons. But the 'fly in' can be removed by Rugger if everyone wishes. The timer itself defaults to 30 seconds but it can go as high as 50 minutes... which might be just a tad too long. That is going to change in the final build but it was there for debugging. :hrhr:

 

 

 

What i mean is that the ac130 keep flying out and in of the map, and when it fly out of the map the timely is still running

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Today I saw a UAV moving at ground level. Don't remember which map. Also, the car is affected by purple smoke - not sure if that is intentional or not. On the old mod if wasn't.

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Yes the RC is affected by the novagas as it is in the stock games. The ac130 doing with the black sides usually means the map is smaller than the usual standard radius it orbits. So the ac130 is outside of the map and player weapons do not work. If you know the name of the map let me know so I can check it out.

 

For the UAV, if you remember the map plz post it. There is probably something unusual about the center of the map when its trying to find how high the skymap is. Just a tidbit, games after cod4... maybe 5 also... the IW/Treyarch mappers put in new nodes into the maps. Similar to the ones used by heli paths. But these are 'height' nodes used by the various airstrikes and care package drops so they know how high the map actually is. For cod4 mods we have to do the best we can to figure it out. Difficult considering the 100's of custom maps.

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i thought the gas friendly fire was suppose to be off on this mod people still throwing that shit on me...it still affects my player..

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Gas has always done shock effects to friendlies. However it only damages the health of enemies and yourself it its your own gas. So to speak.

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I don't like the gas effecting the RCD's, how can a car be gassed it can't breathe or feel....just saying.

Edited by Sonovabich
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edit: got mixed up by the posts...

 

Ok, if I get your meaning. You have a car, I shoot your car, when it explodes it should kill players on your team only since I blew it up. And I should get the credit for any kills. Like claymores either by shooting them or if I stole one of yours by hacking it. Does it not happen like this?

 

 

yup that what i mean. i thought that shooting it wouldn't cause any damage. to nobody

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I just checked and the spawn protection time was cut in half which is pretty drastic, let me add 2 secs to it and see how it goes. Leave your feedback here

The spawnprotection is indeed a lot better now, i am now capable of leaving spawn or at least half way.

 

I have one other problem in the server though, My pilot of the helicopter isnt doing his work properly, could someone fire his ass. That damn guy/girl never kills anybody :no:hrhr:;)

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Looking forward to playing again, Hope my laptop will be back from service this weekend.

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I don't like the gas effecting the RCD's, how can a car be gassed it can't breathe or feel....just saying.

 

All games with the car and the gas work that way. Technically, they say the car itself is 'stunned'. So in this case maybe its just a matter of which shock effect I apply to the player.

 

But there is a simple solution. Dont drive though the gas. Keep in mind that it means you can use the gas against their cars as well. So it works both ways.

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the gas did not affect the cars in the last mod. so something has been changed.

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I just checked and the spawn protection time was cut in half which is pretty drastic, let me add 2 secs to it and see how it goes. Leave your feedback here

The spawnprotection is indeed a lot better now, i am now capable of leaving spawn or at least half way.

 

I have one other problem in the server though, My pilot of the helicopter isnt doing his work properly, could someone fire his ass. That damn guy/girl never kills anybody :no:hrhr:;)

lmao.... yes, fire that idiot, i saw he hit nothing :rofl:

 

ok, after playing a bit more i have three things to add:

1. RC gets way too easy shot/destroyed and its not powerfull enough, had a car exploding right beside ppl without showing they have the protection on and it didnt hurt them...

2. the power of nades is way too low, noobtubes a bit too powerful, as Chris got me through the window too easy...lol :lol:

3. Is it possible to get an indication how many ppl r frozen, just like the old mod showed?

... oh and one question: does it tell the last player that he is the last? i cant remember if i heard that.... :unsure:

 

The rest is working fine for me, i really enjoy the mod and all the maps, so thx for ur hard work and help. :thumbup::unworthy:

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after someone throws a grenade, their gun is floating in the air like 3 feet in front of the person. After I throw a grenade, I cannot see the gun floating, but I can see it floating after someone else throws one. not sure why it happens, but it can give away someone's position.

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