Sammy

ow2 147 wip info

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Not a big number of players (hint hint) so a lot not tested yet... need to test most of the streaks... but thus far no bugs in the logs. Which is always good. I think I got all the settings right from the main server.

The rocket gun is popular. However it really needs testing in a fast paced environment. Might have too much ammo for what it is. Depends on how it plays out. Need to test the machine pistol. Havent seen it in action yet but basically its very short range with a good amount of recoil but also very fast rate of fire.

Havent yet seen or been told of any headshot issues so I assume thats all ok. Please get some people together and give it a try today. If you want to do tdm, to keep the action going, let me know.

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8 minutes ago, Dessy said:

Is this mod fully compatable with all of the 800 maps we had in the past?

 

 

I hope so to, sinds we changed from the "OLD" mod we cant use any of these good maps anymore. 

i reather to take away all the extra stuff and get all our maps back, instead of all the extra stuff with the same rotations over and over and over and over again. 
i never understand it why it had to be upgraded. 

I realy think it is pretty awsome you can mod stuff and i do thank you for all the time you put in there, but i personaly dont want to have just one person making a mod and we have nothing to say about it.
All of the new mods have been on a test server and when it was ready we got sticked with it without asking any of us what we think about it.
Don't forget that next to that cod4 is slowly dead,  and we gain not as much new people as before. 
You need to let the players decide where ever we want this new mod or not. Don't you ever forget that at the end it is up to the players to keep the server alive! 

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3 minutes ago, Dukoo said:

I hope so to, sinds we changed from the "OLD" mod we cant use any of these good maps anymore. 

i reather to take away all the extra stuff and get all our maps back, instead of all the extra stuff with the same rotations over and over and over and over again. 
i never understand it why it had to be upgraded. 

I realy think it is pretty awsome you can mod stuff and i do thank you for all the time you put in there, but i personaly dont want to have just one person making a mod and we have nothing to say about it.
All of the new mods have been on a test server and when it was ready we got sticked with it without asking any of us what we think about it.
Don't forget that next to that cod4 is slowly dead,  and we gain not as much new people as before. 
You need to let the players decide where ever we want this new mod or not. Don't you ever forget that at the end it is up to the players to keep the server alive! 

+ 1    yeah i dont like it  MW2 server  how it is right know  is good as it is     only thing  that would be improved on that mod is make it compatable with the old maps.

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32 minutes ago, Dessy said:

+ 1    yeah i dont like it  MW2 server  how it is right know  is good as it is     only thing  that would be improved on that mod is make it compatable with the old maps.

+1 to @Dukoo and @Dessy

I would rather have more maps with the server we have now.

I played the test server a little and there are things there that I think will not be liked. I know I really didn’t like the spawn protection changes and the explosive handgun...  We already have one of the most popular COD4 servers going. 

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We shall see how the spawn protection addition plays out. Might work well. Might need some tweaks. Or it might not work well at all. Only gameplay will tell. Wouldnt be the first time that something just didnt work. As for map compatibility I was careful to keep asset counts the same for those that tended to cause the most headaches. Namely model count and number of materials. But I am still watching.

The rocket gun is harder to use than you think. Its damage and blast radius is small. Rate of fire is slow. Doesnt go far before it starts to wander instead of a straightish line. But since this is the first time the mod has used one nothing is set in stone. However for anyone that doesnt like it, it helps to know why. Then things can be adjusted and try again.

As for maps that you want that arent in the rotation, tell someone. Maybe they work but just arent there or not in enough rotations. Or maybe they were but there were too many 'this map sucks' people that complained.

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lookin good sammy...i predict it will be better then 146 BUT u gotta go back to the old car mayb!! people in 146 wont go becuz of that.. ive tlked and heard from alot of people on that...i for one dnt care :) but i do have question since there are 2 cars now ..did u get rid of the car jammer? or if someone is running a car jammer are they still allowed to be defrosted by a team car?  im jus curious becuz car jammer seems cheap if u run it now...ill drive all over lookin to blow someone up but wont get nothing if they have jammer but same fuckers can be instantly defrosted by a car although they have a jammer on lol....o yea did ya make the nuke defroster? is it in 147?

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As for the B2, there were a few problems that I havent had time to work on yet so no its not there. Anything like that has to play nice with all the other methods of defrosting etc.

The car as it currently stands is overpowered really for a 3-kill award in freezetag. Its also way too fast but it was made that way here to help with defrosting. The side effect is that its nearly an automatic kill even with jammers.  I expected there to be resistance to the dual-cars. People cant have their cake and eat it too with defrosts and an easy kill.  Thought about making them into different tiers. 3 for the defroster car and 5 for the killer car (to go with predators).  The current car is the only 3-kill lethal streak. That low isnt a big deal in tdm since you just respawn but it has a big effect in ftag. So if that sounds like the better option let me know.

Not sure what you mean about car defrosting and jammers since they dont interact. Otherwise, no changes made.

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Played it yesterday. It plays slow, speed different on this server? 

Don't like the forced visibility of spawn protection. Doesn't matter when I want to get out of itI can't nade spam as is very effective strategy on some maps. 

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One of the older open warfare options was an 'explosives' delay that didnt actually give you the ammo until say four or five seconds after spawn.  It was separate from spawn protection. Included nades, rockets, tubes, clays. I have seen XI servers use it in the past. Maybe some still do. Speed should be the same but I will check.

 

edit: running speed should be fine now.

Edited by Sammy

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On 1/31/2018 at 2:54 PM, Dessy said:

+ 1    yeah i dont like it  MW2 server  how it is right know  is good as it is     only thing  that would be improved on that mod is make it compatable with the old maps.

Give me a list.

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Running speed looks fine.

question, isnt the RK5-RG as side weapon a bit overpowered?

it looks like a mini tube, no idea what impact it has got, cause I was alone in the server.

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Overpowered is a question to answer with gameplay. Just shooting it alone, might seem that way. In a fast paced environment, who knows. Its fire rate is so slow for a side arm its likely not very good against run and gunners and hoppers. Miss your first shot and you have nothing left unless you switch back to your primary quick. As for power, its damage is low as well as its explosive range. It also veers out of control relatively quickly. So I suppose if you are close to a target that is just standing there its an easy kill. But I can say the same for the DE.

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edit: To add, since this is the first weapon of its kind it is certainly experimental at this stage to see where it goes. Might be a good and balanced addition to the sidearm class. It might need to be moved. Depends how many kills they make with it. Also depends how many times players are killed trying to use it. Any time something significant is added it requires extensive testing with many players to see what its like in practice.

The spawn protection thing seems for example universally unpopular at the moment but it will depend on whether or not tweaks will adequately mitigate using spawn protection to make an easy kill with no opportunity to defend. Or if people dont particularly care about that issue to begin with. In any case, already rewrote it to make it an option and not a requirement anyways.

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On 1/30/2018 at 2:33 PM, Sammy said:

I didnt do it simply because of discussions when it came to the right game balance. It was also to make it consistent with other weapons.

The spawn change was done out of fairness to give others a chance to defend themselves against people that pop out of spawn protection and shoot within a split second. Typically, the time to raise your weapon would do this but more people use the insta-raise trick and its unfair to others. Especially those that cant or dont use tricks to exploit the game.

Maybe I am stoned, or just stupid, or both. lol  

I am not sure what you mean with this spawn protection issue.  What's this insta raise thing you guys are talking about? Can you give me an example of this anyone?

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Usually, when you come out of spawn protection, you have to raise your weapon. Takes a second and in the past some have complained about it. During this time, normally, you cannot shoot but can be shot at. However the trick is to bypass the raising so that the instant you are out of spawn protection.... since you know the timer... it snap raises aiming down the sights. So you can stand right in front of a player and the instant spawn protection reaches 0, bang.

Those that dont know the trick, which exploits an oversight in the game, cant do this and are at a disadvantage. Or others simply dont because they think its unfair. Spec some people and you will see some do it.

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jus played against someone and i think its runnin smooth!...that gernade pistol is USELESS it dosent have enough balls to it..for what it is!...mayb put it in inventory make it stonger and give  3 rounds..plus addition 3 rounds if ya get a ammo pack.. i only played 1v1 and we both shot the fuck outta it at each other and neither died..he did wound me once.

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Its supposed to be side arm class with short range and small explosives not like a smaw in a pistol. However perhaps it needs a somewhat faster fire rate. That said, its not very good for players that like to go pop-pop-pop with their guns while hopping around.

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8 minutes ago, Sammy said:

Its supposed to be side arm class with short range and small explosives not like a smaw in a pistol. However perhaps it needs a somewhat faster fire rate. That said, its not very good for players that like to go pop-pop-pop with their guns while hopping around.

dosent kill like a side arm is what im sayin! its useless in my opinion..btw wasnt jumping either it jus shoots like shit...dosent go where u aim! and when it does it dnt do shit..mayb increase the firing rate idk..jus thought id let ya know

 

Edited by Crack

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It does go where you shoot it... to a point. Its a short range projectile and goes unstable after a distance like rpgs do. So when seeing how it plays out over time as people get more experience with it will show how it goes. It may be useless for some but good for others depending. I was killed by it quite often in testing to the glee of the shooters. But you never know. I can hardly hit a thing with a saw but Im not very good at it. :lol:

Speaking of rpgs. Do you aim at the player directly hoping for an impact kill? Or do you aim at the area you want it to explode?

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