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Luger9mm

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23rd September 2002

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#1 18 years ago

Reply here to any Ideas you might have on what you'd like to see changed in the SP wolfenstein.




Luger9mm

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23rd September 2002

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#2 18 years ago

I want to keep this post ongoing, for feedback and Ideas, because as you know Iam planning to make a realism mod for RTCW.

Here is the new Values for weapons damage:

Luger = 80 Colt = 120 MP40 = 80 Sten = 140 Thompson = 150 Mauser Rifle, Unscoped and Scoped 240 MG42 = 185 FG42 Rifle = 150 Knife (Frontal Attack) = 35. Knife (Back Stab) 250

These are the new values as I didnt take into account the Extra health the Charachters spawn with.

Any Ideas or feedback appreciated!




Panther

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21st January 2003

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#3 18 years ago

A few suggestions and critical feedback. I would like to see: 1) An overhaul of enemy AI. They are dummies!!! Make them work like squad or at least use cover and concealment properly and not camp. Like in Soldier of Fortune 2.

2)Grenades. The stick grenade should only do damage at the blast radius. The MkII should send out fragments that will have some chance of hitting a target at 25m.

3)MG42 to fire at 1200rpm not the 600rpm it is now.

4) The knife should be able to kill in one stab or at least immobilise as a knife stab is far more damaging than a bullet (wider wound track)

5)Sten should use around 3-5 bullets to take someone down as the bullets travel subsonically and inflict less trauma.

6)The snooper should be remodeled to look like a garand not an M3 carbine.




Luger9mm

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#4 18 years ago

Multiplayer values for weapon damage and critical differences:

Soldiers now have option to use unscoped mauser. Medics and Engineers now have option of either MP40 or Mauser Rifle.

FG42 as of now wont be added, as its unrealistic. (You need a tripod to fire it accurately.)

Damage Values: Unscoped Mauser = 110 Damage Mauser Scoped = 140 Damage Colt Pistol = 75 Luger = 60 MP40 = +-46 Thompson = +-65 Sten +-36 MG42 = 110 Damage. Snooper Rifle = 140 (Damage same unscoped.)

Grenade = MK2 has double blast radius but half the damage. Potato Masher = Unchanged.

These are test values as of right now, thanks for bringing up the muzzle velocity of the Sten I have adjusted the damage value for it. As you can see the Colt is very powerful as it is in real life. Any suggestions about bullet spread? No weapon except sniper rifle is one shot kill this was done to casue a random effect. Depending on how many medics a team has will effect the Mauser. Shooting one allied guy may take one shot while the next guy could take 2.

Oh, yes one more thing I almost forgot 1. Mauser Rifle now has 6 rounds per clip. 2. I'm considering changing the Colt's 8 rounds to 7. 3. MG42 rate of fire will now be 1200 4. Grenades , Only Enginers will have more than 2 grenades. 5. I know I must add more health to the Med packs, any guggestions? 40? 6. Soldiers will spawn with 6 clips. (42 rounds total.)




Luger9mm

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#5 18 years ago

Because of the enhanced realism, it's necessary to introduce new game play tactics.

1.) No more rambo style gameplay. 2.) Absolute teamwork is a must. 3.) Recommend setting a limit to the number of lives on a server. (4 for example.) 4.) The warmup time before matches would have to be increased to at least a minute. (This gives each team time to organize themselves and devolope a plan.) 5.) The Colt pistol is now the most damaging weapon besides the rifles. (No more helplessly outclassed when out of primary weapon.) 6.) Pistols will have the single player rate of fire. 7.) MG42 will have 1200 RPM, It is now possible with good teamwork to hold off the entire beach with it! 8.) Headshots now occur with one shot after the helmet comes off.

It would be so cool if I could get a team together and model the M1 Garand for the Allied team. But I cant model, I can only do modding.




Luger9mm

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#6 18 years ago

Well, I have cancelled further work on the mod. I will wait till Enemy Territory comes out and see how it is. Thanks for bringing those facts up in your post. Oh and I meant a bipod instead of the tripod lol. :rock:




Puba

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27th November 2002

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#7 18 years ago

well... it's gonna be while, but, send me an email of your progress, and please, tell me how you can create a mod, i dont need all the details, just tell me how to do a few basic things, (damage, weapons, etc.) . And/or any programs used in the process...

CYA, OutKast

EMAIL ME! AT [email]CHESTY1990@YAHOO.COM[/email]




Puba

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#8 18 years ago

it would be a good idea to take about two or three bullets out of each clip, in ww2, (and still today) they leave out two-three bullets, or else the spring in the clip would wear out.

Also, add a whole new list of classes. like this, ckick axis, then three teams come up, Japn Germany and Italy, then you go on to choose your class, then allies, american, britain, russia(major ones)

Just a thought, hurry up and email me!

:cya:




Puba

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#9 18 years ago

I got some for u.

1.) Leave the stick nade the way it is... it wan't design just for flak...

2.) add a new class, an artillary officier, who carries a walther p-38, and bincoculars, a knife, and the ability to make artillary strikes, (take this abillity away from the officer) dont give him nades, and finally I'll make(or find) a skin for an artillary officer.

3.) give soldiers one sirynge, for use on other team members, but, not any med packs, (we dont wanna make the medic obselete)

4.) also, dont give the medic any ammo/guns as i said before. (and, we will say... medics cant kill each other...nvm, give him a knife!)

5.) New idea for the officers... In place of the "artillary attack", we will have reinforcements, the officer will require a full energy bar, and can use it only once. What this will do, is two officers (with AI, and is about as smart as the your average elite [female] soldier and will carry fg42's and have paratrooper skins...

Well, there's my two cents, more like five.

bye P.S. Luger, I emailed bani, and am waiting for a reply...