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@@Sammy if the emp cannot be made so we can cook it then what you said about the flash affecting a car like it does a player would be the next best thing.

 

If a player uses a anti flash perk, would this protect the car against proposed flash idea? Or would the player be protected but the car still suffers?

 

I raise that question as if the perk protects the car aswell then that would leave us at square one again.

Edited by NITRO
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It might be possible but I never tried it with flash or stun or even smoke. However the ability is limited to frags. They are not anti-car nades they are emp nades. If I do the flashbang thing they dont need to be on the ground and just have a timer. Besides, shouldnt an explosive device blow off your hand at a minimum?

 

If you remember, in the past the jammer didnt just prevent firing but actually stopped the car. Those with the perk loved it. Those with the car hated it. You blocked the car then naded it with emp. That was considered too powerful so the freezing part was removed to be more balanced. On next server restart the emp range will be a bit larger so people can see how it goes.

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As for the perk, most people dont run around with tacmask anyways but I will have to think about it.

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thank you for the infos, will test the emp range soon then.

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@@NITRO

 

The Stun grenade currently affects the car too. Your screen goes all white for about 5 secs. In that time you can shoot the car, tube, or C4 it or just simply run away. I thnk its fine the way it is. I get chased around the same time as anybody else and some times I get killed most times, I kill the car.  It didn't use to be like this but I adapted my tactics. I am not using anything other than what you guys use. If you get good with sound processing use the EMP nade before you see the car. The EMP nade has a pretty wide circular blast radius. I have seen it disable my car when someone was in the other room.  You may not be able to outsmart a smart player all the time.

 

Tips:

- If you hear a car coming your way run up to a corner and throw the nade in front of you. The car driver won't see it and by the time they realize it will be too late. 

- If you're in confined places throw the EMP nade when the car is coming up close to you, NOT on you. As in, you do not have Line Of Sigh (LOS) but Doppler effect distance measurement. The car cannot navigate away easily and you can disable it.

- Throw a Flash grenade type nade to disable a car will make it far too easy. It's instant bang and people will be able to kill the cars without any tactics involved. Reminds me of an argument on ACR being too 'noob' friendly.

 

I know people like me, who love chasing around people with Hardwired probably annoy the shit out of people who hate getting blown up by cars. Much in the same way I hate the helmet. I wish it were gone, because a lot of my game play relies on one shot/burst kills. I move from target to target or try to move very quickly when they are in sight. If one person has a helmet and I couldn't kill them while trying to another, I am dead.

 

So again, If you make killing the car too easy people will stop using it all together. Nowadays pretty much everyone uses Hardwired so its already pretty challenging to kill someone with a car. The timer is 30 seconds, its a long time to stalk a person. I usually toil around until and give intel to my teammates on enemy locations and when I am down to 10s in the timer I blow up the campers/snipers. If I find or I think I found some familiar friend player I chase them specifically for personal amuse. I am not always right but I have gotten pretty good at it by behavioral study. A lot of people run in their unique ways even though their characters have the same avatar. I can easily spot @@Giggles, @@azzkikr, @@Nighto @TagGer and a few other players when they are in the opposite team. It is a guess but an educated guess nonetheless. I usually identify @@ChknFngr by the way he throws the EMP nade, right on his feet like a dumbass, HAHAAA :D, much love.

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Could always go back to the way it was when cod first had the car. Meaning no protection at all.

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@@iboomboom I prefer to carry a emp so I can kill a car or use it to defrost someone. Alot of people carry it for this reason.

 

But..it takes too long to explode and is not cookable. This gives the car all of the advantage. This is the issue we are trying to solve. There are multiple complaints about this so the question is, is it fixable and if it is are you willing to make the change @@Sammy

Edited by NITRO
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@@iboomboom I prefer to carry a emp so I can kill a car or use it to defrost someone. Alot of people carry it for this reason.

 

But..it takes too long to explode and is not cookable. This gives the car all of the advantage. This is the issue we are trying to solve. There are multiple complaints about this so the question is, is it fixable and if it is are you willing to make the change @@Sammy

 

hmm... @@Sammy if we resort to the no-protection mode then perhaps we can reduce the blast radius of the car. I know it has C4 on it. If the blast radius is small enough that you have be dead on the player then not many people can be killed and you can dodge the car  around corners.

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No protection??? That's going backwards to what the issue is!

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You have hardwired and emp nades to help. But they arent foolproof. They arent supposed to be. There is nothing to fix.

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it works, so there is nothing to fix, but to me and some others, there is just a lil problem with balance, u have hardwire + emps to help, but that is using 2 protections to avoid something that is too op to be fair, and something that 75% of the time wont really help.

 

i mean very often there are like 2 or 3 enemy cars around u, there is absolutely nothing u can do and nothing will help u or maybe just luck.

 

really if we could cook those emp it will be very very very welcome, as it still involves tactic and everything, that really would be cool.

if its impossible, ok screw it, maybe someone have other ideas that will be benefic.

or yea maybe make the emp range bigger ?

Edited by ChknFngr
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There was nothing to fix with the ACR either but you had no trouble changing that with fuck all complaints motivating it.

 

That was an example, I don't want the ACR back I'm just pointing out that your being hypocritical.

 

I honestly thought this was a mostly democratic type clan with the main focus being our members and larger player base. So when issues came up they were dealt with (within reason) to keep our regular donators happy and content. What I'm seeing here and whats happened in the past is conflicting with that idea.

 

This isn't about the few, it's about the majority. Fucking lone wolf types piss me off.

Edited by NITRO
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What if we made the RCXD a passive kill streak like the Defroster sentry? At the same time no EMP nade to kill it, only nades, C4 or Bazooka ?

 

I know I will stop using the RCXD if it is only a passive kill streak with no kill power, kinda like the defroster sentry that can be very easily killed too. On that note, can we make the defroster sentry hard to kill, like 4-5 nades or 2 bazookas/C4? Kind of an under powered sentry right now where it needs all the defensive power that it can.

 

<--- this guy slowly backs out of the room and closes the door without a noise, but not without ushering a final cry - "Long live explosive RCXD".

Edited by iboomboom
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i think that can also be fun, thats what i thought at first, but i dont mind people using cars to kill, my problem is that those cars are not easy to kill at all even with all the tools that are made to avoid those.

 

but why not, but i agree on the defroster sentry, it could be a bit stronger. it a good tool, but u see again its seems all the denfensive part perks, strikes are kind on the low side compared to the offensive, thats what im talking about a balance. there is some small adjustments that could be great.

 

if not then its ok, the mod is fun and thats all what matters

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I will see how much defensive strength the defroster has.

 

edit: ok defroster health defaults at 1000. Which is pretty high. However explosives have a pretty large multiplier against turrets. A melee is an automatic kill.

Edited by Sammy
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@@Sammy you still haven't given an answer if something is being done about the emp? We seemed to have skipped that and gone onto the bloody defroster.

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Blast radius for Grenades and C4 and RPG is Alot smaller than it was on the old mod also.

 

Most Pistols are 1 shot kill?

 

I think the recoil on the Desert Eagle needs a Huge increase.It kicks 1/2 as much as the old 44 Mag.And i've seen people Rapid fire it and it holds a really tight pattern.You should not be able to Snipe with 1 from 100+ yards either IMO.

 

 

Hardly Anyone uses the Defroster because if you Fart on it,it blows up (1 emp or 1 nade or 1 tube or 1 clip from the M16 or 1 knife or 1 Car explosion ect ect ect) and it's pretty slow and for it to be affective it must be used on the front lines because it's range is a bit short.

Edited by Pvt.Death
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Stay away from my deagle recoil is fine it still floats for me during rapid fire. I get good distance on a single shot because it's a high calibre weapon.

 

Surely we don't want to nerf anymore weapons?

Edited by NITRO
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<--- this guy, whistling from outside the door.

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No changes from stock for C4, frag grenades, or rpgs. Not even their models. All pistols are osok depending on range because of the low health associated with hardcore.  You can snipe with pistols because that is how they made the game. Pistols can literally fire as far as sniper rifles. The difference is the fov, recoil and the rest. And obviously the scope.

 

I will test out the defroster health. It should be pretty tough against bullet weapons but not so much against explosives. Full defrost time is four seconds. Default range is same as a standard sentrygun. The slow 'pulses' are just the fx. Just as the minigun fx for the sentry are just for show. The actual beam is invisible, like player defrosts.

 

As for the emp, other than bumping up the range the answer is that it functions as intended.

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Shooting the deagle over larger distance requires some guess work, when you aim in you loose the enemy behind the sight. When closer if going for an unrushed head shot the luminescent dot covers thier whole head lol. :laughing:

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Defroster health seems to be pretty good against bullet damage at 1000. The explosive damage modifier might have been too large so I cut that down and it will take effect in a bit.

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Ty Sammy :thumbup:

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think i remember saying at the beginning of this mod that explosive damage was bit too much especially with those stupid arrows...but no one seemed to listen to me...oh well it workd out in the end lol cya fukers in game

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1.46 has bolts and they are less powerful than nade launchers. I figure its a trade off for having a scope. Speaking of 1.46, coming soon. Limited ability to save streaks. Ignore all the debug info. Its still buggy at times and needs a lot more testing but works well so far.

 

 

You can save a maximum of three at any one time. They can be chosen in any order regardless of how you got them. If the array is full any streak awards after that will be skipped. Lower streaks will not be overwritten with higher ones. So it is best when full to use one of them to free up a slot. If you die and the streak restarts multiple numbers of the same item are possible assuming a slot is open. Two RC's if you get the streak twice. Using of two out of the three slots. The tac nuke is an exception and has its own dedicated 4th slot that only it can use.

 

Currently it works with three keybinds. After chatting with boomboom he suggested that because many players like to activate them quickly this is the fastest method and can be used like switching between your rifle and rpg. The other option is a small menu in the middle like quick commands but in the lower center of the screen with icons. Press 6, as usual, and it brings up the menu. Click the icon with the streak you want and it will bring up the appropriate weapon. Marker, pad, or cellphone. It is more intuitive but takes a bit longer to do.

 

I am open to suggestions on which people would prefer or other considerations to think about. Before anyone asks, three is the limit.

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