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Sammy

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Everything posted by Sammy

  1. For the spas the reload time per-shell is 0.75 seconds, which is the same as in mw2. The tradeoff for the slower reload is that it does 40 pts damage instead of 30 before the usual modifiers are applied. The spas in later games made reloading faster but reduced damage back down to 30. So its up to all of you. Do you want a faster reload time or higher damage? Or if you want both get sleight of hand.
  2. The steyr model serves a dual role for both the aug and hbar. Yes lots of choices for people depending on what they want to do.
  3. Only one change was made to any weapon concerning that. The raise time for chinalake after sprint was way too slow and it was increased.
  4. Maybe the mapper did that by design. After all the simpsons are wacky in general anyways.
  5. Last time all I heard was that it was too hard to shoot and kill. Now the default health is 100 points to make it the same as normal player health. And this is for a tiny car with a c4 charge on it. But if everyone wants an armored car, so to speak, Rugger can double that to 200.
  6. Lets see... lots of things in the posts armor: assuming its 30/70 between health and armor that is basically a SC game. It will absorb three rounds or less depending on the weapon and stopping power. As an extra balance (not just stopping power) the armor piercing perk ignores all armor, including on vehicles. Just to clarify, it protects against headshots. Otherwise we wouldnt have used Master Chief's helmet as the icon. suggestions: Yes there are lots of requests and all are listened to. And not just here. But that does not necessarily mean they are bugs or will go into the mod if they are not good for the game. smartbomb vs artillery: smartbomb flyby speed increased so it doesnt take as long to get there. Also, the 3x smartbomb is the default. It can be increased up to 6x to give it more punch but imo that is too much. guns: it sometimes happens that a gun in an updated mod is called 'better' or 'worse' when it fact no changes at all have been made to it. The rds/acog is not guaranteed to be on target because of visual gun sway especially at a distance regardless of what you see. Always been that way. If not it would be exactly that for every bullet weapon and every single shot: a laser beam. ACR should be there unless the server disabled it. Steyr is not worse. If anything it is overpowered but I did it for this server anyways.
  7. Oh as for the tac nuke, I am testing out a re-roll that will go with the objective perk for the original owner of the care package. I dont want to actually make it easier to get but just a little chance that someone might get it early if they want to get the perk for it. Same percentages apply for which award you will get. Assuming it wasnt boobytrapped of course.
  8. RC-XD blast radius is 256 units and 30/200 min/max damage. It is the same as post-patch stock tweaks that reduced range. Twice the height of a standard door. LOS checks apply. But can be set to 1000 range + damage if servers want a MOA-RC for a 3-kill weapon for some reason. I will test the car above a player and see what happens.
  9. No he is having too good of a time. I was thinking of more along the lines of this. Used to know it by heart in my youth.
  10. All this back and forth on RC countermeasures is driving me bonkers.
  11. When picking the award there is 1 chance out of 100 that it will be a tac nuke. 10 in 100 that it will be UAV etc. If you want a weapon that will kill every player on the map and guarantee that your team wins then you gotta work for it.
  12. Hmmm... thats an interesting point. Any ideas? Things that wont change are streaks not counting towards streaks. Also the tac nuke will not go below 20. edit: Any addition/change cant reward campers. If you need ammo you still should have to go out and get it somehow.
  13. I assume after that you picked up the weapons of one of those 13 you shot when you were empty?
  14. Ah I see. Actually used to do things like that many years ago with old games when it was just me against slow moving zombies or aliens. I have this flight stick that just sits around collecting dust and maybe I will gve it a try.
  15. Its set at 20 on the updated mod.
  16. Coins? You mean the moneybag? That means you got caught camping a bit and a price got put on your head. Whoever shoots you gets the extra points. The icon is a reminder that it hasnt yet been collected. Not sure what is meant by blocked acr, unless its disabled on the server? Dont understand what is strange. The streak menu works more or less like it does for all games since BO but with less clutter. It does need a hint of some kind and thinking about what to do.
  17. Forgot to add to above.... Everything cool with the RC and jammer now? There will be a couple things moved around for a couple perks in the future. Something needed to be added to deal with counter-uav and leaning towards combining eavesdrop with something akin to hardwired (emp and cuav protection). Tacmask will deal with flash, novagas, and explosives shock effects. Will leave the rc jammer with eavesdrop since it still fits with that.
  18. Looking into adding a 'select/deselect' text to the top someplace as a hint. However pretty much this is how the game does it these days. There is a spot on the left side that if a streak is disabled it is padlocked. It also wont highlight when a loadout option is open. I havent looked into it yet but it would be nice if I could use the same menu element for a checkmark. Just switching the image used. Otherwise each one would need extra menu elements and there arent many of those to waste. As for the other style menu, there are some game aspects that wouldnt work correctly with it and doing it this way avoided opening up another can of worms. It also allows for much faster selection changes.
  19. That is true its about what works best for you. Just saying the the xbox and consoles include "legal" aimbots that the PC doesnt have... except for cheaters that is.
  20. Which weapons? And do you mean visually? Weapons have sway especially acog. Are you sure its mp_road? Seems to change sides ok at home but that is certainly far different than a larger game in an open environment. Oh also, just in case delete the mod and redownload. Yes its a pain in the ass but if one of the iwds are not the same as whats on the server it may also cause that problem.
  21. The PC version doesnt enable full support for joysticks/gamepads. I think you would have to use an external driver that maps the joystick to emulate keystrokes. Its not a good idea anyways since joysticks are not very responsive. The xbox version has extras that compensate for the lack of it (most notably aim-assist which is another way of saying aimbot) and those that have decent mice will beat you every time.
  22. Yes please play it and tell me how it goes. I know its like pulling teeth but it would be great if a large enough group could do it.
  23. All weapons are disabled for spawn protection and certainly that includes nades. When enabled your primary weapon is raised after which things act normally. However there is also a secondary delay for nades and explosives, if the server sets it. Usually enabled to prevent spamming spawn points at the beginning of the round and things like that
  24. Not doing any lag binding are you?
  25. Only if its balanced as a full auto weapon, which its not.
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