hye im french excuse my bad english.
my opinion for the moment
i love this mod and my critique are lovely critique
sound excelent it seem to me i walk a litle beat slow. increase the speed of game(after play wolf it is bored to walk slowy like that)
gatling=bad change. too long for shoot. emenie kill me first.lol. it was very good before. Too powerfull, yes but it is the same thing for all the peolple. decrease dommage but not the time for shooting. the rifle is not usefull for the gatling man . a good colt is enouth.(and more realist). 24 ammo is not enouth.
For strategic reasons the sniper must be only sniper. just a good colt or duel colt but not an other rifle.
Medic // bootles of alcool are to powerfull.
miner // its all right.
Viva zapata and viva wild west.....
I don't really want to comment yet, I'm more interested in what other testers think of your comments first :)
I agree the Gattling needs changing..... YOU SAY WHAT.......heheheh
I think they're valid arguments. I somewhat agree with the molotov opinion. How about slightly weaker, but can be thrown further. I find my throw always comes up short. It seems like it should go further when I toss it. I like the sniper with a regular rifle. It encourages more folks to use it, even though I don't. :)
I agree the gatlin is lower in fire rate but I think it's more realistic than it use to be. In fact as long as you have enough ammo you can get some better results using the gatlin now than you use to. Ain't that right WW DK :lol:
As for the Molotov I think that does need leaving as it is. Who heard of anyone being able to throw a Molotov further than a nade. In fact this is just an idea and would make for interesting play. Would it be possible to change the distance of a throw based on health and stamina? Say if you were down to 70% health you couldn't throw as far, you see what i'm saying. I think that would be more realistic if a throw was based on health. How many westerns have you seen where someone can throw a stick of TNT with a load of bullet holes in them, half the length of a football field? Food for thought don't you think?
Don't be silly Angel, I could throw one further in real life than I can in the game. Who was talking about 50 yards? Plus, if you can run a halfmile in the desert 5 times in 2 minutes, I think you must be an athlete anyway.
Ok a bit I exaggerate a bit on half the length of a football field. A molotov would be heavier than a nade so you wouldn't be able to throw them as far.
LOL speed might have somthing to do with it and I don't mean of the running variety :lol:
linking throw distances to health / stamina would be easy to do.
Keep the discussion going chaps :)
how about increasing the duel colt power slightly ?
how about limiting the doctor max health to say 115, when there are 3 or more doctors on 1 team ?
hows this for scoring idea's ... 1 frag = 1 point, 2nd frag without death = 2 points, and so on upto 5 ? how about death my dagger = 5 points, and by stealth dagger = 10 points ?
I'm also looking into implementing an idea i had a while ago "confidence meter" where certain criteria will increase your confidence & thus your accuracy? eg, being low on health, over time = less confidence same for ammo... also time since last frag, deaths in the last 10 minutes.... in fact there are a lot of variables I could include in this. It would mean better teamwork (eg doctors & captians/sherrifs doing their job properly) would mean better overall team confidence & thus skill ?
I like the scoring idea, but not confidence. It's enough work monitoring stamina while playing :). That's just my opinion of course. I like the stronger dual colts. How about doctors not being able to pick up health they deal out? I know that might be impossible, but just a thought.
I could increase the time allowed between health pickups for doctors, but that would be for all health, not hust those he dropped.
You wouldn't need to "keep an eye" on the confidence meter, it would change fairly slowly, depending on how you and your team are playing I would include it in the score at the end of game(average confidence) but the main effect would be to tweak the game play, much like XP does in ET. The balance of this would be critical, as so to not make one side ridiculously powerfull :)