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Everything posted by Sammy
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Revival is the way it is done in many games. But another way I saw, that still required you do stand there for a moment, is to simply inject the player and move on. That would require a weapon asset however, since it would be like planting a clay., and those are in very short supply. As-is, everything is scripted so no assets are required. But if this sounds interesting AND IF enough people would actually do it... a big consideration... I will see what I can do if I get the time. I am pretty swamped right now with many things going on. So I'm trying to limit myself to things that would be useful.
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Cut damage from bullet weapons to the AC130 by half next server restart. Projectiles and missiles, no change. If you want, you can think of spamming it with bullet damage eventually getting some lucky shots and critical hits. Strictly speaking, it shouldnt be as close as it is but that is a game (and map) limitation. As for hit detection, keep in mind there are a lot of experts in this game that know how to avoid damage. Its full of hoppers all over the place. People good at dodging and strafing. Many people with some console tweaks. And people taking advantage of other things. We are trying to figure out some ways to help that a little that hopefully wont hurt anything or cause disruptions to other players but it isnt easy. But even with that there is no getting around that there are simply some very good players.
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Already is. Disabled because some people didnt like it. If you camp, based on certain criteria, your weapon isnt disabled or anything like that. Only thing that happens is whoever shoots you gets extra points. However if you are a REALLY bad camper (snipers are exempt), and you would have to be really bad, you eventually get an icon above you that basically says "shoot me" in the form of a money bag. Some people might remember that. Some thought it a little too punitive for a valid play style and they did have a point. edit: The lesson being, because I think something up doesnt necessarily mean its a good thing here.
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Tried something to mitigate the insta-raise out of spawn protection to a tolerable level. Some people didnt like it... because they couldnt insta-raise. Most people dont do it however. I suppose one thing to do is to take out the clock as well as the ability to cancel spawn protection early. And yes Stealth will work differently vs mines. There will be a B2 strike version of a defroster.
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Yes your body does move. Only way things like the RC and Reaper will work since cod4 was never meant to do those kind of things. If all of a sudden you are teleported back to an origin that has an obstruction above it, you get stuck. A long time ago in a mod far far away this sometimes happened.
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Yes. It is to be that kind of option or others suggested the kill requirement be bumped up to 5. Broken up, both would require 3 kills. So you choose one or the other in the loadout. Obviously one is meant to get you a cheap kill (IMO) and the other for the team. However that is a WIP so if offsetting requirements so you can choose both (3 kills for defroster, 4 for the exploder) sounds like a better idea that can be explored as well. Not sure what you mean about instability issues with all the respawning. Or a relationship between turning invisible and lag. Forcing settings is problematic. For one you would have to disable the console (many servers do) to prevent manually changing anything. However that doesnt do anything about people using key or mouse binds. The intention, including the various fixes and balance issues, is to focus it further as a dedicated freezetag mod. Not simply TDM with the freezing part as an afterthought.
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Since this is a server option its up to the clan, admins, and Rugger to decide to leave it as is, or try the default method for a time. It would have a big impact on how you play the game. Just to clarify, you arent always required to stand. You just have to be able to. So if you are in a road you can go prone and use it. But if you are under a car or crawling in a tunnel, where you cant stand up, then you cant use it. This is a workaround so you dont get stuck in a wall etc when the streak is over.
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Yea the part where you stand there and can be shot is the mod default setting. Turned off here. That in itself would likely have major ramifications because there would be no streak invisibility or protection at all. Not during nor after. So careful consideration would have to be done by everybody. For example you cant stand in the middle of the map, invisible, and use your car. If you cant do that it would likely cut down on its use if you cant expect protection.
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That is an interesting point. Making Duke some kind of remote 'robot' seems a little off. But maybe a 'transformation' kind of thing. Juggernaut is the closest stock game streak and am pretty sure when you're dead, you're dead. One of the unique things about it.
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Changes to the mw2 server
Sammy replied to P!nk's topic in Call of Duty 4's Call Of Duty 4 Discussion
Yes. Hopefully I will have time to finish and rig the player model tho. -
Changes to the mw2 server
Sammy replied to P!nk's topic in Call of Duty 4's Call Of Duty 4 Discussion
Quite the heated discussion. No matter the tweaks made for fairness, some will like it some will not. Goes with the territory. Just to clarify, no changes as of yet have been made to Duke. Keep in mind that while Duke has lots of armor you must watch out for an enemy having the AP perk. No different than how that perk makes it easier to take down helis. That said, the ratio of extra health to extra armor is being rebalanced. No changes made to the RC in a long while. And... while I always try to be cordial and receptive but frank, I dont appease nobody. Nadda. Never. Good luck trying. Sometimes a vocal minority is right, sometimes it is wrong. The majority isnt always right either. Case by case. -
When the SHTF? This is my kit.
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Server looks full to me. What issues are you seeing and when do they start to happen?
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Stay away from unwelcome black holes. Yes they can easily grab hold of you if you're not careful. Go in too far and it will pull you down, squeezing you into nothingness, never to escape.
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Combat Medic extra spawn protection was added with an eye towards a team that is spawn trapped to help them break out, if they want to choose that perk over something else. Many dont anyways. Pick something in the game. Anything. You will find people that figure out a different way to use it. Like the aforementioned stun grenades. The idea of people using spawn protection offensively has been around for a long time and not just here. Before any kind of alteration were to be considered the basic question would have to be answered. Should a player be able to use it in that fashion. If yes, then nothing needs to be done. If no, then whatever you do change cannot in any way lessen the normal protection the player gets. One old spawn protection feature, long since removed, was that if you did shoot a spawn protected player... however you knew one was there... there would be no damage but you would see a 'spawn protection' hit marker. Courteous players would move on. However too many players simply spammed them anyways.
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They are using the stun grenade and 40 points is the standard impact damage done for it compared to all other grenades at 15. It was made that way in other games as well not just cod4.
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I suppose I could call it a 'feature' with disclosure to all players on what it is and how to use it. Personally, while testing it out after it was shown to me I did play marty with it in CQ a few times with the fuse almost close to exploding. It was funny but I also could see how it would annoy people.
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Well lets just say that if you still want to use it like that, but running up to your enemy first, you can. But you also die in the process every time. Still sure to annoy some people but it makes it a little more fair. Although, if you are the last one alive on your team and @LOCO uses it that way to get you... taking one for the team in the process... would you laugh? Or scream?