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Everything posted by Sammy
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Sounds like a Betty.
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Cod4 Betatest New York Map Rotation ?
Sammy replied to google's topic in Call of Duty 4's Call Of Duty 4 Discussion
Awww.... with all that work we put into the snipers there should be at least a couple of them. -
Cod4 Betatest New York Map Rotation ?
Sammy replied to google's topic in Call of Duty 4's Call Of Duty 4 Discussion
When most of the time there are 4-6 players tiny maps is the way to go. -
Do you activate crouched or prone with something over your head? If so dont do that. When you get sent back you get stuck in walls and such. In the future if you try to do this you will get a message telling you to move to somplace you can stand. You dont have to stand at that spot you just have to be able to.
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Yes when going through the posts you will probably see me say 100 times that the cause is the ACR world model has too many tags. Seems people forget or dont care that it causes the problem and use it anyways. Fixed in the Chi mod. Only happens in Marines vs Opfor games. edit: The other one you speak of was probably about a missing player tag which was related to the heli minigunner. Havent seen that in many months.
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Thank you. Much appreciated. Funny enough I had a Predator and was flying around until I ran out of fuel. It was supposed to explode and then I would respawn. But it didnt and I ended up stuck high in the air. I was the last player alive and debated just sitting up there while the other team spent the next 10 minutes looking for me. After a good laugh I figured that would have been mean and I disconnected. However, even tho I tried to rejoin immediately someone took my slot and it was 31 players again. So I ended up getting redirected. Maybe it was you who took my space.
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Yes, it has. Raise time is balanced per the type of weapon. smg's/shottys are obviously the fastest followed by ar's, snipers, and lmgs. Spawn protection is meant for you to go find some cover. If you are shot before your weapon raises then you are not doing that. Certainly some maps dont offer much protection however so it is more difficult. Since this server + gametype is set up for spawn trapping you should plan on being shot. Instead of the usual 'get out of spawn' find cover for 4 or 5 seconds and throw novagas on your spawn area to help the next player before you are. He should outfit himself with tacmask so he can stand inside of it protected and maybe throw 3x nuke-frags. When your gas starts to disapate he can throw another one at his feet or on your spawn area again. Unless they have tacmask they are not going to run into it looking for you. No guarantee but could be more effective than the constant spawn-run-die. Who knows, you might get 3 kills and an RC. That is why you have 10 classes. To make up a couple specialties that you might only use a couple times in a game.
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Long winded, but that short statement deserves more detailed response. Because the sooner testing gets finished and there are no more issues it will be moved to NY. NY is not meant to be a replacement since it is relatively stable except for a few issues. But like I said if Chi was consistantly full for a few days for stress tests it could help find potential problems or things that dont work as well as expected. Hackeklaus may have found one but without much more detailed information of what was happening on the server I wont know the cause. Also it happening multiple times to find a common situation (like eventualy figuring out that the ACR model causes the 128 bones problem). I understand that because of human nature most gamers in the world dont want to bother. They just want the finished product. Modding is hard work and takes a very dedicated community to stick to it. Especially big mods like this one. When I see a post that someone doesnt want to help because of an extra 40 ping... well... its disappointing. My ping on NY isnt all that great either. Sometimes spiking to 250. But I play it anyways because I like the mod (obviously), the maps, and most importantly the people. I am sure my scores suffer because of it but I dont really care so long as I have fun. And so long as it isnt something like 1 kill vs 20 deaths because of some of the usual suspects that tend to shoot me alot.
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Saw last night that doing that will prevent you from securing care packages because you need to press the use key. So in such cases you probably need to turn it off temporarily. Its not something the mod accounts for because it is the only 'press and hold' key available.
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There should likely be fewer errors than NY. Yes its there to test and find any issues so the NY server isnt disrupted. Also in case something doesnt work as well as expected so it can be tweaked. But if nobody plays it then I dont know what to improve. Takes time. Would like to see it full a few days to run stress tests on it.
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Well you have to lead in... as you have to with real weapons. But the reasons are obviously not the same.
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Yes its there and its an old and well known problem among the modding community. If it helps you then I will say my 2 years of modding this game has given me lots and lots of time to discover this for myself. Take away the sway and the need to hold breath and the sniper rifles are deadly accurate. edit: forgot to add... some servers have 'long range' sniper rifles which are modded to have a much longer range than the stock ones have. However to get that to work changes the nature of some things. One of which is no bullet impacts.
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You should try my download speeds. For some maps there is enough time for me to run to the little boys room and grab a quick snack. This twitter generation that expects instant gratification is pretty silly.
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Hmmm, you made a lot of posts today. But as was posted many times already here the cod4 stock sniper rifles have been a little buggy from the start. Which is why sniper servers tend to turn sway off so there is no need to hold breath.
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Anyone? Its almost impossible to discover the root of a problem without some good information about what kinds of things were happening at the time.
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Uh oh. Which mod? The new one? Its a fixable problem but need some more information. For one, was the server full when it happened? Any other things going on that might seem like it was pushing the mod with a lot of things going on?
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Tube Tourney
Sammy replied to Frags's topic in Call of Duty: World At War's Call Of Duty: World At War Discussion
I remember back in the day Redeemer or Goliath Cannon matches in ut2k4. Loads of fun. -
Forgot to add about armor piercing. While it will pass through body armor and damage the player directly it will only do 1/2. If no armor then its normal damage. That amount is not set and this will be the test. The choice between AP and stopping power is whether you want to do more damage but have to destroy the armor first. Or do less damage but armor is irrelevant. Two different approaches to the same kind of thing and its personal preference. Also depends on the weapon. The differences between the two are much more pronounced in soft core games.
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Number 1 Perk Problems In Cod Beta Freeztag ?
Sammy replied to Tack243's topic in Call of Duty 4's Call Of Duty 4 Discussion
go to main cod4 folder, players, profiles,yourname,mods,modname and rename or delete mpdata. I would just rename it for now so its still there in case you want to put it back. Your challenges etc will start over. The current mod on the Chicago server has fixed this along with all the other things. -
Number 1 Perk Problems In Cod Beta Freeztag ?
Sammy replied to Tack243's topic in Call of Duty 4's Call Of Duty 4 Discussion
Bug. Delete your player profile for the mod. -
Upcoming change tested out today and I asked if it would be an appropriate addition along with the ACR and no-sway snipers. Reenabled Juggernaut but changed so that the perk gives a set amount of body armor on spawn. Not double health or regen etc. On this server it will be 70 points to compliment the 30 health (100 total). So in a sense when the player spawns he will be in a soft core match until the armor is gone, which would protect against 2-3 rounds before actual health is affected. After that its the normal HC game. Stopping Power applies as normal which typically means 2 rounds are needed to kill. However since the Armor Piercing perk penetrates all armor (including vehicles) all primary/secondary weapons for the player are one shot kills unless damage is less than 30. No damage is done to the armor (just as it isnt in the heli) so those without the perk must still overcome it. This is not meant to be a major change but an option with a little extra protection for those that want to use perk2 for it.
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Read previous posts about ACR plz. More than enough has already been said about it. As for RC jamming.... I just cant win on that one. Up to the server and players what to do. So if you want something back I recommend you speak to the admins. Sever has three options: 0 - do nothing. 1 - disable the fire button for three seconds if you get within range. 2 - disable button but also no speed modifier. In either case you arent frozen and can move away. However, even with the button disabled it you really want to get some payback against a certain player avoid his weapons fire so you wont be shot. Then time your approach so when you get close to him your timer runs out and you explode. Or you explode when he shoots you.