suprise surprise - MOD change

Old server topics and posts from 2011, Read only
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Postby DMG_Kowi » Thu Apr 28, 2011 23:02

Diamond wrote:Oh and does any1 else also feel a sort of increased fastness in gameplay? Or is it just me? Feels like quake 3 arena.


nope, it's not really fast I think (at least it's slower than NQ)

btw. fastness?? :D proper word is: speed

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Postby deep » Thu Apr 28, 2011 23:15

It's not slower than NQ that's for sure.. :roll:

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Postby DMG_Kowi » Thu Apr 28, 2011 23:20

Diamond wrote:It's not slower than NQ that's for sure.. :roll:


Maybe, but for the first time, when you have low class skills so that reload and weapon switching takes more time, you get an impression than game is slower

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Postby FALBIK » Fri Apr 29, 2011 1:36

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 8)

pm or here nvm

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Postby Fefe » Fri Apr 29, 2011 4:03

played today a bit had nice ping relatively but with few pplz :P
like the long spawn time :P and i think i hit more hs :S (not on the bots i mean) :D

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Postby dirtyharry » Fri Apr 29, 2011 6:20

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

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Postby SpyCow » Fri Apr 29, 2011 6:50

Falbik!

There is after i remember atm :D

Panzer lover

I believe i can fly...

Then some regular awards just with different name like:

Highest XP

Most revive i think too..
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Postby davies » Fri Apr 29, 2011 7:44

I also recognized a sort of speed improvement, though I don't like it. It all feels like some childish jaymod stuff.
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Postby Jogy » Fri Apr 29, 2011 10:24

Nice to see that changes brought lots of ppl back to PS5 :party:

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.

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Postby Kikinho » Fri Apr 29, 2011 11:48

i'll be werry happy if we turn off double yoump ! ........ :D

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Postby Viduus » Fri Apr 29, 2011 14:51

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.

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Postby SpyCow » Fri Apr 29, 2011 15:37

The thing with only covert can spot mines is normal at PS#5 :)
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Postby Sebbel » Sat Apr 30, 2011 8:40

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 ) :D

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

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Postby Blasius » Sat Apr 30, 2011 10:29

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.

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Postby Blasius » Sat Apr 30, 2011 10:32

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 ) :D

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

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Postby ErsGuterJunge » Sat Apr 30, 2011 11:36

why bots dont know the map karsiah ??
allowed only one colt

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Postby Fefe » Sat Apr 30, 2011 22:49

Ye enable wepons i wanna be nab sniper-medic again :P

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Postby eLemenT » Sun May 01, 2011 1:31

Good mod selection.


Nitmod is the best Public mod so far.

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Postby Sebbel » Sun May 01, 2011 22:13

on maps with original spawntimes (attacker 20 - defender 30) i reduced to 14-21
on some maps where it is same in original i reduced to old known value:
for example marrakesh(night) or battery its 18-18 instead of 20-20..
or glider from 25-20 to 20-16
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Postby eLemenT » Mon May 02, 2011 14:26

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 :p

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)

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Postby DMG_Kowi » Mon May 02, 2011 14:47

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??
:crazy:
Every close explosion blasts you into pieces, unlike nq. Generally exploding weapons have huge area of damage in comparison to nq.

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Postby Ajit » Mon May 02, 2011 14:53

eLemenT wrote:About Rifle(nades): They are kinda weak in N!tmod, way weaker than in NQ..


you didnt play in ps5 then.

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Postby eLemenT » Mon May 02, 2011 14:59

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)

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Postby SpyCow » Mon May 02, 2011 15:14

Yeah... Riflenades are really slow.
Feels like a bowling ball you shoot out :roll:

Can it be changed please? :)
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Postby Sebbel » Mon May 02, 2011 16:46

rifle at nq 1.2.9 was default and at n!tmod its default....
dunno if power is higher or lower... maybe u guys miss the flagjacket?
does flagjackt help against rifle nades? carryover for them is disabled...
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