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Sammy

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Everything posted by Sammy

  1. 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.
  2. 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.
  3. 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.
  4. Well you have to lead in... as you have to with real weapons. But the reasons are obviously not the same.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. Just a quick poll of sorts to get some data. In any of the ranked servers you have played (XI or others) how long did it take you to get to 100,000 XP points? 500,000? 1 million (if that is even possible).
  10. 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?
  11. I remember back in the day Redeemer or Goliath Cannon matches in ut2k4. Loads of fun.
  12. 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.
  13. 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.
  14. Bug. Delete your player profile for the mod.
  15. 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.
  16. 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.
  17. No target markers for players with Stealth on any of the streaks. Several weapons share the same silencer model part to save on some materials and also uniformity when modeling. However since the Steyr doesnt have much around the barrel and its pretty thin the silencer looks out of scale.
  18. Sniper silencers: No you dont loose range and accuracy. They are the same weapons except one is silent. It was kept this way because you lose perk 1 with it and that was enough. I asked Rugger what he wants to do with the ACR and I will put the old one back for this server but I will add a bit more kick. So there is no confusion about why the changes were made you must compare it with the other weapons in the class: Same damage as the Ak-47 (40 points) but in comparison hardly any recoil or kick. Since both are full-auto it makes even having the AK in the game pointless. Same damage as the G3 and same gun kick. However the G3 also has a higher visual recoil and is a single shot. If it was even kept in the mod there would be no reason to use it. Not even with the scroll wheel. Higher damage than the M4 (30 points). Slightly less gun kick and visible recoil but not much. But its the same thing. With the higher damage why choose the M4? Higher damage and rof than the new Steyr, which was also rebalanced for the same reasons. Also slightly faster at reloading. But relatively close to the old one. Checked that out last night to be sure about the numbers. Compared to AK/G3/M4 its the same issue. Didnt compare to the M14 but you see where this is going. All weapons are supposed to have their unique strengths and weaknesses relative to each other and the ACR doesnt fit. It dominates. Change the ACR to a 3-shot and it fits as the one weapon that is missing from the class. Long winded post but the difference is looking at it as a player vs a modder. Players want their unbalanced weapons but usually dont think of them as such. Modders do not. But in the end it comes down to one thing. What does the server want. XI can do whatever it wants to the standard mod as can any other clan. That includes having two weapons that make the other three worthless and might as well remove them as custom and save on some xmodels.
  19. edit: Just to be sure I will go through the Steyr to see if anything looks unusual before finalizing the iwds. I must be honest and say that things do get missed and I sometimes have modding in my dreams. Or should I say nightmares.
  20. Well lets see.... - Some Steyr animations were redone so that is likely part of it. You are correct it is not the only change. A couple state timers also tweaked a little. Things like raise time after sprint or weapon switching etc. But nothing about damage, range, accuracy. Apologies if I was a little vague about that. - The streak in midair thing was done because of people getting stuck in game geometry. To activate RC etc you must be either crouched or standing and there must be enough room above your head. Only way to fix that because the game does not actually have a function that says 'hey your stuck!' or allow forcing player stance when they are. - The weapon booby trap has a %10 chance when dropped. Server option and not required. At most the damage it will do is 1/2 of max health. - 3 shot is standard for ACR. - The 'player killed' thing remaining on the screen sounds like a bug with the hud element. The only one with the player name should be the first blood message. Is that the one you saw? - Takes four rounds at mid to close range to kill the RC. Three if you have SP. Servers can raise RC health if desired. With all the grief that damn car has caused me it better work this time. - Tried several ranges for RC sound and this one seemed to be the best balance between distance and making it too easy for a speedy car to sneak up and kill you. - 'Green' was reserved as a regular smoke option, which is shorter than novagas smoke. If enough people prefer green I can make one up that Rugger can switch out but I will have to test FX limits. Personally tho I like purple. - The thing about the sniper rifles is that they all have the same base damage at 70 points (m16/ak/g3 have 40). Modifiers will increase that for the .50 in the neck and lower torso areas. Also for the bolt action ones. But in HC servers everything is pretty much one-shot-one-kill so ammo plays a much greater role. Servers can tweak that so the m21 max range is only %70 of the default for example. Suggesting that the .50 has a longer reach. Or damage can be decreased. Admins... time to get together and decide what to do especially for the no-sway rifles that the sniper players want.
  21. It is true of cod in general, mods or not, that people just love their OP weapons and do not think there is anything wrong with them. Always been that way. Also why... Sanya reminded me this morning when we talked about the Steyr... that several stock weapons are simply taken out of Promod and others like it. They are just too unbalanced and bad for gameplay. Mod weapons are not always right the first time either. OW2 is certainly not Promod in any way but game balance always comes first. Not any particular weapon. Oh... and I hated the Famas. Not that it was a bad weapon. Just that it was way too big for the screen.
  22. Wow. No changes to the Steyr other than a different model so it could be used as a combo model with the hbar variant so I dont know what that means. The ACR has been unbalanced for some time and we discussed what to do about it. I dont wish to sound rude but if this one weapon overrides all the other things... fix this and fix that... to the point that someone wont even play it then that alone should be enough to say it was not good for the game. Just to add... we have had multiple requests for returning a 3-shot weapon back to the mod and the ACR was the most logical choice for a variety of reasons.
  23. How about a deal... I will make these changes if I see the Chicago server have some decent traffic and not flatlined? Nah I digress. Will get it done soon as I can.
  24. Admin decision of course so they would be the ones to talk to. But if that is what they want I can certainly make the change in the mod. For the record, I prefer the no-sway. But I also prefer the LR even tho it cant shoot through window glass. Especially on some of the bigger maps on the servers.
  25. If it takes you two clips to hit a stationary player then that is something else entirely. But if you mean difficulty of hitting a target at mid to long ranges two things to consider. These rifles are standard... meaning they have sway and are not LR... by popular demand and act normally. Hit detection etc is entirely game controlled and I could not change that if I tried. One of the cod4 updates hard coded the hit boxes into the game engine because of hackers, which unfortunately made it harder for modders when the need for a custom one came around. The second is that cod4 sniper rifles have been a little bugged from the day of release. No-sway helps that but as I said the majority of players wanted sway put back so I did.
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