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Everything posted by Sammy
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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.
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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.
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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.
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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.
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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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Thx to all for testing things out. If anyone wants a short diversion from freezetag for a few rounds this server has Sabotage set up with small to medium maps. 1/2 stock 1/2 custom. Slightly different build for the mod so if you would like to try it dont copy/paste any files. 68.232.176.200:28960 rotation: Dahar, Bloc, Hangar Return, Bog, Invasion, Convoy, Terminal, Countdown, Pic, Creek, ShipmentX2, Vacant, Crash Snow edit: took out the stock maps. added (all small to medium): HHK Ballroom, Stream, Launas, Blue RDC, First, RVS Streets, Silo5, PB Vantive.
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Correct, the mod is maxed out on weapons. Hbar will remain since the class needed a more unique custom weapon and it was either the saw or rpd. The majority prefers the rpd. ACR was overpowered in that it was acting like a full auto m16 with only minor kick and recoil. So the choice was to change the weapon so it is really no different than the Scar-h or make it unique. The class was missing a 3-burst weapon anyways so we chose the latter. There are 4 other full auto rifles to choose from and that should be plenty. Mismatch errors will depend on the map and sometimes points to compatibility issues between map and mod. We do our best to make sure they all play nice but sometimes its just not possible. If when it happens plz post the map name so I can check it out. If you see one that says something about not loading an xmodel for index somenumber it is related to the mapper putting in heli or airstrike weapon pickups into the map.
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Sounds like the scores need to be tweaked to whatever is usually expected for the server. But in contrast to the workplace everyone gets the same score for the same actions and there is no cronyism in the mod. Funny enough, some modders have asked how to set it so their clan members have access to better weapons and such that regular players cant get. That aint the case here.
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yes still 25....and should be removed nuke in care package....!!!!! ty for hard work Sammy and my boss Rugger!! My guess is the NY server wont be changed until the new mod in Chicago has had enough traffic and testing to make sure there are no issues, if that is what you mean. So far there hasnt been much traffic but a few times it was up to 6 or 7 players. Which is always appreciated. Currently there are one or two RC related bugs and will be fixing that today and sending the updated FF to Rugger. The nuke on that one is 20 kills. As for the care package nuke, if it were up to me I wouldnt remove it but that is a server decision among the clan members. It is always good to have uncertainties and possibilities out of left field on the battlefield. Just popped onto that server and it looks like you can freelook and also follow players. Maybe that got changed last night.
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Indirectly, yes a bigger server is having an effect. Insofar as there is a greater chance of it happening. So...... two things..... For this server I PM'd the appropriate server cfg changes that will shut off the ACR, which is likely the main cause of the problem. Until then please dont use it and if you see anybody that does please ask them not to use it either and change their class to Scar-h or something else. Along with all the other things it should be fixed in the new server. But it seems round time limit is set at 1 minute.
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Checked the damage to make sure it was in line with sniper rifle damage. It was a little high. So for the next update in SC games for example its not going to kill in one shot unless a head shot. However, and I keep trying to stress this, it will still by default be a one-shot-one-kill weapon on a HC server.
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Forgot to add... many of the air streaks got tweaked in one way or another and the tac nuke is 20. Let me know how they work. Also, Sudden Death rounds should be determined by however many players are still alive not how many are frozen. An equal number of living players is a tie game. This will hopefully help with the problem of frozen players leaving before its over. Not exactly perfect either but should be a better measure of who wins and loses.
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Hehe. Everyone has a fav weapon. In that class mine is RPD. But unfortunately one of the three had to go. No more room for additional guns just replacements. Which is why it doesnt have both the Betty and Clay. After several discussions it was decided that the RPD/SAW more or less fill the same role and the goal is to have three lmgs that are relatively unique to each other. I didnt know the new one was online yet. I will have to pop in this evening and get some play time. There is another update coming in a few days. Improved assets for a couple custom weapons and I will tweak the Crossbow damage and see what people think.
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Open Warfare does make it possible to set up small/medium/large rotations based on server load. The server checks at the end of rounds and the end of the game. Based on population it will chose which is the next map in the three rotations. If Rugger and the admins wish to try it I will be happy to set up some example rotations. Our goal, from the outside of server ownership and operations etc, is to offer ways that might help improve things if desired. Or might not. I did get killed once by artillery in the d2c map when indoors so specific maps might have unusual cases when checking whether or not there is a ceiling overhead. I will look into it.
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Max range for the betty is 256 game units. Same as it is in mw3 and twice the height of a cod4 doorway. At that distance in SC its not enough to kill you even if you catch the full blast. But in hard core and 30 health it most certainly is. If you hear a betty pop up go quick prone. It will still damage you but might not be enough to kill. At 30 health in hardcore everything is potentially a one shot one kill weapon even if its not a head shot. I sniped someone last night with one m21 shot from a great distance.... on his foot. An old issue with this game and nothing wrong with the crossbow, other than its acts more like a sniper rifle than a grenade launcher.
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G3 Mouse Wheel.....
Sammy replied to FullProof 's topic in Call of Duty 4's Call Of Duty 4 Discussion
If your finger was fast enough the fire time per-round of a G3 is 0.05 seconds. Or 20 rounds per second. While the fire time of an M4 is 0.075 seconds. So technically if it were possible to get a mouse wheel to go that fast the G3 would win because of its smaller recoil/kick. Which is what people are saying. But it's obviously harder to control than simply pushing down a button and holding it. So its a matter of what the game will accept vs what a little piece of plastic can do. I suppose however some kind of keybind would do it but dunno if it would cause the game to balk or PB looks for such things as a bad driver or something. As for the server however... expect that people will raz each other in good nature. edit: as for full-auto. cod4 is primarily an arcade game not real life. -
In The Not So Near Future
Sammy replied to Boomer's topic in Call of Duty 4's Call Of Duty 4 Discussion
Welcome to my world on the modding front.