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Everything posted by Sammy
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Reign of the Undead updates
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
I forgot, you can change classes at any time for 5000 points. Maybe their abilities should be beefed up a little? To promote class changes? On crawler rounds get the class with the gas protection. Assuming you unlocked it. Also, what are the third category of special abilities? Mine are always 'none'. Is it just there? edit: To keep it simple and not a big change, trying out an additional check for the crawlers. If they are destroyed by explosives dont do the gas. Only from the random checks from bullet damage. On those rounds it makes claymores and C4 more useful. -
Explosives Jacket too powerful
Sammy replied to iboomboom's topic in Call of Duty 4's Call Of Duty 4 Discussion
As I said, you are talking about a real world weapon in a real world environment. Not the stats designed to fill a specific role within the game. This kind of arcade game anyways. The weapon model here is just for looks. They easily could have switched the models and it would have no effect on the game. They chose. Things like trajectories and such are way outside the realm of this game. I assume other games like BF refer to that as 'gravity drop'. However I dont know if that only applies to snipers so as to keep it from getting overly complicated. The only cod4 mod I saw where gravity plays a role is paintball. But that is because those little paint balls are, as far as the game as concerned, tubes. -
Reign of the Undead updates
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
Yea the idea is to balance the weapons out. Make the others useful. Things like recoil vs power like in the regular game. There is too much reliance on the DE and semi-auto shotgun. They are better than most primaries. Probably would be good to start looking at upgrade progression again. Weaker weapons to better ones etc. That is PoV because everyone has their own idea of which weapons are better than the others. I pay the 6500 for an M16 but as-is I dont see it as an 'upgrade'. The 4x head shots at range might change that however due to the accuracy. On the other hand the AK is very good at hip fire. Either that or make primary+secondary weapon purchases totally random for the class. Might be a P90. Might be an M4. Add to the uncertainly that goes with the apocalypse. Lots of different possibilities depending on what works. The DE, as designed for this mod, is shooting a round maybe 8 times as powerful as an lmg. So the balance was the mag only held two rounds. The bumped up mag size was to give you a little bit of a chance. Or just so you think you are getting somewhere. The exploding zombies can be tough also. Hopefully with the location modifiers it will make it easier to get them at a distance. Of course any time balances are messed around with like this it will take experimentation to find the right mix. It should be challenging but not impossible. The crawlers are just too much especially on CQ maps. Im not sure but its possible explosives will already keep them from spouting gas. I never tried. Or is it just random. In which case I suppose the thing to do is a reminder at the beginning of the wave to treat it as a frag fest. Also, the big zombies can only be visualy shot in the legs and maybe lower torso... game limitation. Not sure if everyone knows that. New players would have to figure that out. -
Hi guys..... Made a couple additions this week to ROTU. Going to be playing around with it some to make it more interesting and add some more variation. See what works well and what does not. After playing the game I see too much reliance on the DE. Admittedly my favorite weapon. Rugger tells me that the mag count was bumped way up from the normal 2 rounds because the number of zombies at any one time was increased also to increase the mayhem. But due to its high damage it is very over powered for what it is. However all the other primary weapons just dont do enough damage to handle all the extra zombies. Especially the more powerful ones. So to start, added location modifiers to make it more 'zombie' like. Hits to the arms and legs only do 1/2 damage. Hits to the lower torso / pelvis do normal damage. However upper torso / chest hits do double damage. Headshots do four times damage. So aim for the chest and head when you can. The 4x headshots against the Hell Zombies are quite effective. I dont know yet how the crawlers work. But I hate them. I mean I really hate them. Get gassed and most of the time you are toast. Not sure what kind of temp counter measure can be added. Temp gas protection item maybe. However depends on how temp would work. Cant be a one time purchase that lasts the whole game. That is limited to the soldier class option. Some other things I have in mind that might be fun additions. Will have to see what works and not a lot of trouble to do. Ideas are welcome. Before anyone asks, no killstreaks. Just what you take with you.
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Explosives Jacket too powerful
Sammy replied to iboomboom's topic in Call of Duty 4's Call Of Duty 4 Discussion
Suppressors.... on all weapons... do the same min/max damage as regular versions. However, the damage reduction falloff is much faster. *All* pistols do more max damage than the P90 at 40 points but the damage falloff is also very fast. Much faster than SMG's. Making them very good for close enemies but not very good at range. Two exceptions, the DE and Mag do 50 max. They have obvious counter balances. And no this wasnt something I did. It is this way in the standard game as well. As for 'caliber' it makes no sense whatsoever to compare a real world weapon with a video game. -
Explosives Jacket too powerful
Sammy replied to iboomboom's topic in Call of Duty 4's Call Of Duty 4 Discussion
Uh, yea right. Like I am going to go through every weapon and do that. In this case it is common knowledge that people choose the P90 because of the accuracy at range for an SMG. That comes with a penalty like all things. Of course you dont know about such penalties if all you play is hardcore with no kind of bullet defense options and you die when shot in the foot. You learn by doing. Not what you read on a post. -
Explosives Jacket too powerful
Sammy replied to iboomboom's topic in Call of Duty 4's Call Of Duty 4 Discussion
To keep it quick. Ish. P90 assuming close range does 30 points damage per. Also assuming no suppressor. No changes, everything about the P90 is standard. At farthest ranges it will go down to a minimum of 20. All SMGs do 20 at range. However the MP5 does 40 at close range. The reason? The P90 is overpowered (according to promod people) for an SMG when it comes to accuracy at mid to long range. It is significantly higher. Less punch with the P90 but more accuracy and a slightly higher ROF. Or the other way around with the MP5. That is the balance. So as always choices based on how you like to play or what works best with the map. I prefer the latter because of the power for a close range weapon. If I want power at longer range I will go with a fast AR. So with this in mind..... As for armor, perk armor is 60. Health is 30. So 90. At close range 3 rounds will kill. At longer ranges it might actually take 5 (20 damage x 5 = 100). In any case, armor is actually significantly less useful than juggy. Which I was not going to add since it also was overpowered. But had to add something to help counter the hip fire or extra damage perks. To get that little bit of armor, one time only, they give up stealth and hardwired. I should have a text file with all of this so I dont have to keep reprinting it once a month. -
My guess, this kind of thing will be a holding action on a case by case basic until the free upgrade thing is over soon.
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There are oh so many people that belong in there.
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Slow Map Downloads
Sammy replied to noamsch121's topic in Call of Duty 4's Call Of Duty 4 Discussion
Sometimes there are required downloads for things like mod or map scripts that are not retrieved via a redirect. In which cases setting to 0 would lead to clients perpetually stuck at 0. -
Good price on bf4 premium. But still will never trust them with my cc#.
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map rotations cod4 for mw2 1.46b9
Sammy replied to dadda2's topic in Call of Duty 4's Call Of Duty 4 Discussion
Arg. Just that one? -
Too often 'the people' are poorly educated on a particular subject or candidate. Not that they arent otherwise smart. Just uninformed. Their own fault however. The information to get educated is there.
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I hate losing. But then I suck as a player.
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Yup its quite simple. Before you vote find out for yourself what the facts are. Directly. Dont others tell you what the facts are.
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Looking at the link name, I dont think I even want to read that.
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Dont know what game you are talking about. But teamwork? Whodathunk?
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True. No promises. But leaving the EU probably wasnt something that was considered to ever be successful. Same thing can happen in the states. People just dont think its possible. Until it is. A lot can change in a short period of time. Heard about the shenanigans on that vote in the press but cant say I know much about them or how they happened. Oh and we have our own shenanigans here that make those in Scotland look like child's play.
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map rotations cod4 for mw2 1.46b9
Sammy replied to dadda2's topic in Call of Duty 4's Call Of Duty 4 Discussion
Chinatown and Creek should would now. I will check them out when I can. However a few others like Crossfire and Broadcast still do not. edit: would? Grr, hate it. minor case of dyslexia -
map rotations cod4 for mw2 1.46b9
Sammy replied to dadda2's topic in Call of Duty 4's Call Of Duty 4 Discussion
//mp_osg_abbottabad //mp_bjelowar //mp_d_day_74_night //mp_mom -
Explosives Jacket too powerful
Sammy replied to iboomboom's topic in Call of Duty 4's Call Of Duty 4 Discussion
Possible it was set too low in the xi server configs. Default is %35 but might have been %25. Reset to 35. Let me know how it goes. Possible I added it to the configs with the wrong value when I was updating stuff. Anyways.... too bad you left boom. I had to add some quick debug info so I could see what was happening. Hard to get people to run round with rpgs. -
Explosives Jacket too powerful
Sammy replied to iboomboom's topic in Call of Duty 4's Call Of Duty 4 Discussion
Ok I didnt think you meant semtex. There are some workarounds needed to get that to work and follow the player but its still a regular semtex. However if the unstuck ones work fine, but when stuck it doesnt work right, let me know. I have had them stuck to me as well and they get me. -
Explosives Jacket too powerful
Sammy replied to iboomboom's topic in Call of Duty 4's Call Of Duty 4 Discussion
For damage done, yea. For nades its 300 points if at your feet (which is the player origin) down to a minimum of 75 points at 256 units. Outside 256 then no damage. So to the center linear damage starting at 75 on the outer circle up to 300. The closer you are the more damage. Again this is just base damage and doesnt account for obstructions. Actual damage is entirely calculated by the internal game engine taking into account the ground, walls, any trees, rocks, maybe cars. All that stuff. Also how much of the player can actually be 'seen' by the nade. %100? Maybe only above the waist? For those with the jacket the actual range is the same at 256 units but the linear damage will be from 25 to 105 points. Which is %35. The lone exception being tubes with a lower percentage. It operates different from ballistic armor because that one stops ALL bullet damage not just a percentage. I have talked about this, what, a minimum of 20 times now? -
I guess others miss the point and are not asking themselves why Trump is so bad that Clinton of all people is winning. Saying all Hillary voters are idiots may make people feel better. But it tends to keep them from performing some crucial self examination.
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Explosives Jacket too powerful
Sammy replied to iboomboom's topic in Call of Duty 4's Call Of Duty 4 Discussion
Its simple math. The game says 'do 100 points damage'. I say ok but lets reduce down to %35. So 35 points. You are still dead. For clarification, if you are standing on a nade it does 300 points damage when it explodes.
