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Everything posted by Sammy
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Been experimenting with a dom/ftag combo game. Its pretty interesting. But for gameplay to be reasonable auto-defrost would need to be enabled. Say one minute. Also you cannot win by freezing the other team. Domination scores only as in a real objective game. Otherwise after a time it would be near impossible for the other team to take back flags and overcome the enemy score. However, since it would be prudent that some would defend the flags there are fewer to go hunting. Also the stealth and objective perks would be more useful. One for quicker capture, especially with an RC, the other to protect yourself against the usual claymores planted around the flags. If anyone has suggestions that would improve gameplay let me know.
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Mw2 Freezetag Bugged Map
Sammy replied to piney's topic in Call of Duty 4's Call Of Duty 4 Discussion
This is true. Not all maps are created equal and some are just not suited to ftag. I dont see anything to add to the mod that would help with this kind of thing except turning on auto defrost. But that would change the game significantly. -
That post caused a panic attack. Maybe I should sue.
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Cod4 Freezetag Beta Semtex Fun ?!
Sammy replied to Infinity's topic in Call of Duty 4's Call Of Duty 4 Discussion
Sure its possible. Or a better way to put it, it is impossible to prevent it in cod4. I could do it with some sleight of hand but that would mess up the effects for it. Considering the short fuse time throwbacks wouldnt happen very often. Later games have a 'canthrowback' setting for weapons. -
Certainly not the Powerpuff Girls.
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Not really worth it since it would settle into a regular ftag match soon. Also, considering people tend to camp a dropped flag or bomb it would be a bad idea to go try and pick it up. Likely you will be frozen the second you do and might be out for the rest of the match. Combining it with domination might be better since there are three objectives to attack and protect. Possibly with a slow auto-defrost.
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Anyone Have A List Of Stock Cod4 Maps?
Sammy replied to 2_MANY_BEERS's topic in Call of Duty 4's Call Of Duty 4 Discussion
If you are thinking of using them in the OW2 mod these maps wont work. Too many models in the maps: mp_carentan, mp_broadcast, mp_crossfire -
Electronic warfare stuff, so to speak, remains with hardwired. But I am open to suggestions for an addition to the tacmask. It must fit into the role it fills as personal protection against stuff like gas, flashbangs, explosives and that has shock effects. Also 1/2 damage for mininuke radiation. No protection from tac nukes.
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That would be way too much smoke fx for the game. If I wanted to go that route I would have it fire one or two long distance flashbangs then one nade. But I know alot of people already do that and many hate it. Mayhem.
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I can do many things. But because I can do a thing doesnt mean I should. Case in point: http://www.xfire.com/videos/25c239 Now imagine if a heli dropped 12 of them.
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I was asked about one a long time ago and ran some tests but it was too much. You can throw them pretty far anyways so the only reason for a nade launcher version would be to launch them all the way across the map. edit: As for the RC: They only take a few shots to destroy it. You can destroy it with any explosive. You can emp them. You can jam them. If you have a sentrygun it will shoot them. There are more way to stop or kill it than any other weapon. Still not enough I guess.
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Ace Mod Map Needs To Be Removed
Sammy replied to BigPapaDean's topic in Call of Duty 4's Call Of Duty 4 Discussion
There are errors about too many fx on waterfall even if its just one player sitting there in modwarfare. Which is nothing but the standard game with a custom map. -
Small vs large maps is a very old and tired issue. Yes other times it was claymores. The complainers were run and gunners because they were upset the explosives cramped their style. So in their infinite wisdom IW and Treyarch crippled a good defensive weapon option because they decided to cater to the run and gunner console players. It was the same for flashbangs. After that, it is not possible to make a mod that does all things for all people and all maps. It doesnt play well on small maps. That is the fault of the map not the mod, if people want to think of it that way. I do not, it is just life. You dont choose the environment you fight in. You are told 'go there and fight'. You dont say back 'only if the enemy cant use gas'. You pick up a mask that will also protect you from flashbang spammers. The balance for the gas? It affects teammates so you cant throw it and run through it without the mask. That would be unfair especially since gas can easily kill you in hardcore. But...this change was made to the current version. The poison area itself lasts for 10 seconds from the time the nade explodes. The smoke lasts for 20 seconds from the time it explodes to it being gone totally. It is still the same size but not quite as opaque. The special nade perk applies and you can get three of them. As I said I will be happy to provide the updated mod.
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Unfortunately to add ftag would need all the raw mod files and a recompile. A shame because its a cool mod.
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No Weapon At Respawn
Sammy replied to FunkyChickn's topic in Call of Duty 4's Call Of Duty 4 Discussion
See post above. No I am not part of G13. -
No Weapon At Respawn
Sammy replied to FunkyChickn's topic in Call of Duty 4's Call Of Duty 4 Discussion
Actually, I am working on the mod pretty much every day. In addition to the usual fixes currently working on repeatable bonuses at the expense of the usual 1-time-only ones since they dont unlock anything in an unranked server anyways and after awhile they are useless. You get extra points for a 3+ RC multikill or long distance headshots etc. The usual like backstabber and revenge. Its almost ready for open testing in a large multiplayer environment and I will be happy to make it available for an XI test server if people want it. Just let me know. -
No Weapon At Respawn
Sammy replied to FunkyChickn's topic in Call of Duty 4's Call Of Duty 4 Discussion
If you are heavily damaged by a mininuke you drop your weapon. You can immediately pick it up again. -
The ACR was balanced to operate as an M16 style weapon to fill that need in the game. Includes damage, recoil/centeringspeed, rof and other things. One of the old cod4 cliches was the argument that the M16 was a laser beam. The way the 'real' weapon operates does not come into play because the game is a poor reflection of reality. A 1-3-fullauto selective fire version would need three differently balanced weapons to work within the confines of the game. More or less those three were the G3/M16/M4. G3 vs M14 is a matter of opinion.
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Sry havent checked the forums in awhile. Busy with mod stuff. Cant win on this kind of thing obviously with the limits cod4 has. Some prefer the G3 others do not. Some want the M16 others want the Scar-h. So the decision was to have one single shot (M14 ebr), one 3-burst (ACR) and four full auto with different balances.
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The current mod I released a few weeks ago but it hasnt been added to the xi servers. So its there if Rugger et al want to change it and see what you think. Except for a couple small issues nobody has reported any major bugs yet. I dont know if any of them play freezetag tho.
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The error generally happened on small maps that didnt have large enough skyboxes. The game doesnt like trying to give players turrets outside of the map. Has since been fixed in the current mod. Oh and its Pavelow.
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Most of the opposing team? That shouldnt happen. Added to my list of to-do stuff. Anyways, this was added as a check to make sure nobody is standing on your respawn location after you use the RC or others like it. Like using the translocator in UT by throwing it at an enemy and telefragging him. So, rule of thumb is to not stand in the middle of where an enemy activated the RC or he will kill you when he respawns. I would have liked to have a player clone that you can shoot. Kill the player while he is looking at the laptop screen driving the RC and he is dead. But since I cant do that having a player clone standing there where the bullets pass through him would cause too much confusion.
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Just downloaded it. Very cool map. A 'sniper' map depends on your definition and whether or not it only includes maps with forced sides that you cannot cross and are mirrors of each other. Is a map one that benefits snipers but you dont have to be? Or one where you simply have no choice and couldnt rush them and die trying every single time even if you wanted to? Personally I never did like the idea of forced mirror maps you cannot cross because it precludes the possibility of someone putting in the time and patience of being extremely stealthy and trying to out flank you.
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Part of the reason why its in the package. The best players must always keep in mind that anyone in the game can kill em all and win for the other team. The more unpredictable things are the better. But as you say, if you get one you are lucky considering there is only a 1% chance.