suprise surprise - MOD change
116 posts
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- FALBIK
- Posts: 2641
- Joined: Sat Apr 14, 2007 0:00
- Location: .....POLAND............ -|PS|- repository
oke when we have new one special mod .. i ask u for a help ... search new ideas to "new awards" ... wait for us proposal .. name ,graph/design but one thing is important plis looks for awards after finish map
pm or here nvm
thx
pm or here nvm
thx
"Don't walk in front of me, I may not follow; Don't walk behind me, I may not lead; Walk beside me, and just be my friend."
- dirtyharry
- Posts: 232
- Joined: Tue Sep 11, 2007 0:00
- Location: belgium/PS#5
oke i now to play it for some day's and it is oke except some points
very fast panza's
the place's where you get ammo and medicpacks must be unlimited
i dont like the slow medic revive it must be fast and specialy for engie's
and what about mines........when you planted much mines with much engies how the hell can you remember witch yours and not,because when you to run on your own mines your dead
very hard granaat and riflenade damage.....even when the to fall a distance from you, you are dead
i miss some music sounds like on ps3 but not in game only in warmup of on end of game
for the rest it looks pretty good
very fast panza's
the place's where you get ammo and medicpacks must be unlimited
i dont like the slow medic revive it must be fast and specialy for engie's
and what about mines........when you planted much mines with much engies how the hell can you remember witch yours and not,because when you to run on your own mines your dead
very hard granaat and riflenade damage.....even when the to fall a distance from you, you are dead
i miss some music sounds like on ps3 but not in game only in warmup of on end of game
for the rest it looks pretty good
Nice to see that changes brought lots of ppl back to PS5
I think those hitboxes are way too big, so please turn realbody on. My opinion about rnade is also that it is too powerfull. On the other hand does any1 know, if smaller hitboxes would reduce damage of rnade or is that calculated only from distance of rnade?
Can friendly fire be enabled for warmup?
Enable g_weaponItems: 2 : Drop Binoculars if player has them, because now it needs quite much XP to get binocs.
Uncompleted airstrike/fire support should restore energy.
Shared xp to all engies constructing/fixing obj would be nice. Now one gets all xp and sometimes it is a bit unfair.
Option to damage granades/satchels/airstrike marker sounds worth to try.
I think it should be longer before map can be voted again, because yesterday we played venice twice in 3 or 4 maps.
Rifle granade cam sounds also funny and worth to try.
Ammo cabinet recharge time should be way shorter, although field op can fill that cabinet.
Missile speed of panza could be lower.
I think those hitboxes are way too big, so please turn realbody on. My opinion about rnade is also that it is too powerfull. On the other hand does any1 know, if smaller hitboxes would reduce damage of rnade or is that calculated only from distance of rnade?
Can friendly fire be enabled for warmup?
Enable g_weaponItems: 2 : Drop Binoculars if player has them, because now it needs quite much XP to get binocs.
Uncompleted airstrike/fire support should restore energy.
Shared xp to all engies constructing/fixing obj would be nice. Now one gets all xp and sometimes it is a bit unfair.
Option to damage granades/satchels/airstrike marker sounds worth to try.
I think it should be longer before map can be voted again, because yesterday we played venice twice in 3 or 4 maps.
Rifle granade cam sounds also funny and worth to try.
Ammo cabinet recharge time should be way shorter, although field op can fill that cabinet.
Missile speed of panza could be lower.
Haven’t played that much (few hours) but some suggestions and questions;
- Slower panzer plz. It is riducolous now and even more when soldier levels increase.
- Shorter warm-up or maybe ff on?
- Ammo cabinet slow recharge is good, now I see more players with akimbo and makes going field ops more important.
- Covert can’t pick up other weapons now. Don’t know about higher level?
- Mines can only be spotted by covert? Then mines are to strong. Mines should be spottable and do no teamdamage or mines are unspottable and do teamdamage.
- Slower panzer plz. It is riducolous now and even more when soldier levels increase.
- Shorter warm-up or maybe ff on?
- Ammo cabinet slow recharge is good, now I see more players with akimbo and makes going field ops more important.
- Covert can’t pick up other weapons now. Don’t know about higher level?
- Mines can only be spotted by covert? Then mines are to strong. Mines should be spottable and do no teamdamage or mines are unspottable and do teamdamage.
ok, warmup should be shorter now... dunno if warmupdamage works, but u can vote for it i saw^^ .. .well 35 sec warmup
- g_weaponitems 2 for dropping binocs
- doublejump turned to NQ style
- uncomplete airstrike give now charge back
- panzerspeed now same as it was at nq last time
- engi xp now sharing
- ammo-cabinet recharge now shorter.. but still not at medic-lvl.
since i read mines are to powerful i disabled the g_weapon 8 (engi lvl 5 mines got x 1,5 power )
pick up every weapon is possible to enable, but only for all classes...
its something we got to decide..
2 main reasons for decision:
if enabled, u can see again sniper-, rifle-, panzermedics
if disabled, covert cant pick weapon for perfect disguise
(i read in next release its possible to do this setting for each class, but for now we got to choose)
for weapon damage in general i ask you to be a week more patient before i change them...
#
respawntime i would like to do this map-specific that it becomes shorter, but not the same for attacker and defender all maps..
- g_weaponitems 2 for dropping binocs
- doublejump turned to NQ style
- uncomplete airstrike give now charge back
- panzerspeed now same as it was at nq last time
- engi xp now sharing
- ammo-cabinet recharge now shorter.. but still not at medic-lvl.
since i read mines are to powerful i disabled the g_weapon 8 (engi lvl 5 mines got x 1,5 power )
pick up every weapon is possible to enable, but only for all classes...
its something we got to decide..
2 main reasons for decision:
if enabled, u can see again sniper-, rifle-, panzermedics
if disabled, covert cant pick weapon for perfect disguise
(i read in next release its possible to do this setting for each class, but for now we got to choose)
for weapon damage in general i ask you to be a week more patient before i change them...
#
respawntime i would like to do this map-specific that it becomes shorter, but not the same for attacker and defender all maps..
sometimes you lose - sometimes the others win
yesterday evening was a surprise for me when i had a little freetime to spend it for fun and i joined to ps5.
On first sight it was a nice mod and the main changes i havent got lags like before though sometimes i had 150 ping instead of normal 30.
So i hope it seb will keep it and ppls also enjoy it.
I like it.
On first sight it was a nice mod and the main changes i havent got lags like before though sometimes i had 150 ping instead of normal 30.
So i hope it seb will keep it and ppls also enjoy it.
I like it.
Sebbel wrote:ok, warmup should be shorter now... dunno if warmupdamage works, but u can vote for it i saw^^ .. .well 35 sec warmup
- g_weaponitems 2 for dropping binocs
- doublejump turned to NQ style
- uncomplete airstrike give now charge back
- panzerspeed now same as it was at nq last time
- engi xp now sharing
- ammo-cabinet recharge now shorter.. but still not at medic-lvl.
since i read mines are to powerful i disabled the g_weapon 8 (engi lvl 5 mines got x 1,5 power )
pick up every weapon is possible to enable, but only for all classes...
its something we got to decide..
2 main reasons for decision:
if enabled, u can see again sniper-, rifle-, panzermedics
if disabled, covert cant pick weapon for perfect disguise
(i read in next release its possible to do this setting for each class, but for now we got to choose)
for weapon damage in general i ask you to be a week more patient before i change them...
#
respawntime i would like to do this map-specific that it becomes shorter, but not the same for attacker and defender all maps..
is it possible that all classes can change weapon with picking up but only soldiers can pick up hw? I mean a medic can pick up a rifle but no panzer
Believe it or not, the hitboxes, are ETPro hitboxes. (even stated in the doc)
I also thought they are way too big, but making them smaller than ETPro hitboxes (g_realbody 1) will make people even more frustrated.
The weapon spread is exactly like in NQ.. if you don't "follow" the enemy, you feel like there is much spread, you don't hit anything..
I have passed this topic rapidly.. maybe i missed something, but is HP recovery for every class on?
If not, it would be a great suggestion.. medic won't feel like overhelming the other classes.
It works like this (if its turned on):
You need to reach medic lvl 5
After reaching other classes like solder, field ops, engineer, covert ops.. will gain HP, like the medic.. (3 per sec in default)
It's really great and people loved it.
Also i wanted to point out that Sten has the same damage like the MP40/Thompson.
Covert Ops isn't really underpowered anymore.
Switching off overheating will make it overpowered
Sniper headshots are 1hko.
All in all N!tmod has a really balanced gameplay from scratch+ it gets developed rather fast atm.. + it's like a modernized NQ..
(if it would be released like NQ.. you wouldn't rage on small things, much can be changed.. as it's a new mod you have to deal with new settings.
Solution: CFG)
Uhh what i have noticed: Over 32 people it might start to warp pretty hard, they want to optimize it in N!tmod 2.2
EDIT:
About Rifle(nades): They are kinda weak in N!tmod, way weaker than in NQ.. it takes like half bar or 3/4 of it, if REALLY hit well it's an instant kill.
That's why it's kinda good shooting with the rifle is bit more easy.
-> feels more balanced -> people don't rage too much about the rifle.
Rifle Cam can be enabled by the Server, people who don't like it can switch it off with a client cvar.
(you can't turn on the cam with the client cvar if the server has it off)
About ammo.. N!tmod has weapon scripts like NQ.. tho it's not that easy like it is there.. Nitrox needs to give out example files of every weapon.. he has not.. was and is pretty annoying (but you can change starting ammo to 30/150.. or 30/9999 if you are funny)
I also thought they are way too big, but making them smaller than ETPro hitboxes (g_realbody 1) will make people even more frustrated.
The weapon spread is exactly like in NQ.. if you don't "follow" the enemy, you feel like there is much spread, you don't hit anything..
I have passed this topic rapidly.. maybe i missed something, but is HP recovery for every class on?
If not, it would be a great suggestion.. medic won't feel like overhelming the other classes.
It works like this (if its turned on):
You need to reach medic lvl 5
After reaching other classes like solder, field ops, engineer, covert ops.. will gain HP, like the medic.. (3 per sec in default)
It's really great and people loved it.
Also i wanted to point out that Sten has the same damage like the MP40/Thompson.
Covert Ops isn't really underpowered anymore.
Switching off overheating will make it overpowered
Sniper headshots are 1hko.
All in all N!tmod has a really balanced gameplay from scratch+ it gets developed rather fast atm.. + it's like a modernized NQ..
(if it would be released like NQ.. you wouldn't rage on small things, much can be changed.. as it's a new mod you have to deal with new settings.
Solution: CFG)
Uhh what i have noticed: Over 32 people it might start to warp pretty hard, they want to optimize it in N!tmod 2.2
EDIT:
About Rifle(nades): They are kinda weak in N!tmod, way weaker than in NQ.. it takes like half bar or 3/4 of it, if REALLY hit well it's an instant kill.
That's why it's kinda good shooting with the rifle is bit more easy.
-> feels more balanced -> people don't rage too much about the rifle.
Rifle Cam can be enabled by the Server, people who don't like it can switch it off with a client cvar.
(you can't turn on the cam with the client cvar if the server has it off)
About ammo.. N!tmod has weapon scripts like NQ.. tho it's not that easy like it is there.. Nitrox needs to give out example files of every weapon.. he has not.. was and is pretty annoying (but you can change starting ammo to 30/150.. or 30/9999 if you are funny)
It is little bit irritating that in every mod we have another hitboxes. But to be honest, for me accuracy isn't that bad in N!tmod. I hit enemies pretty good, though high accuracy always was my domain. And HS scoring is good for me too, I don't really see big difference from nq 1.2.9.
But what is surprising to me is that aiming head with sten/mp34 seems kinda difficult. Normally with sten you make 2, 3 times more hs than frags, here it's 1:1 proportion, however I haven't practiced sten for some time and maybe that's way.
Rifle nades weak??
Every close explosion blasts you into pieces, unlike nq. Generally exploding weapons have huge area of damage in comparison to nq.
But what is surprising to me is that aiming head with sten/mp34 seems kinda difficult. Normally with sten you make 2, 3 times more hs than frags, here it's 1:1 proportion, however I haven't practiced sten for some time and maybe that's way.
Rifle nades weak??
Every close explosion blasts you into pieces, unlike nq. Generally exploding weapons have huge area of damage in comparison to nq.
Well, the default option is not that heavy.
But yeah, it might be buffed with weapon scripts.
In general it's lower than in default 1.2.9 (and there it's rather high already)
Wasn't the spread (MP40/Thommy) modded to 600 here.. or in some other PS servers? (really not sure)
In Nitmod it's 400 (Thommy / Mp40)
and 200 for the Sten.
(should be etmain default and might be the reason)
But yeah, it might be buffed with weapon scripts.
In general it's lower than in default 1.2.9 (and there it's rather high already)
Wasn't the spread (MP40/Thommy) modded to 600 here.. or in some other PS servers? (really not sure)
In Nitmod it's 400 (Thommy / Mp40)
and 200 for the Sten.
(should be etmain default and might be the reason)
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