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-   -   AllAboutNothing.Net Realism Mod (alliedassault.us/showthread.php?t=15184)

Bazooka_Joe 12-18-2002 09:25 PM

AllAboutNothing.Net Realism Mod
 
First off, I want to tip my hat to Chickenboo for:

1) Giving us, the AA.COM regulars a great server to play on.
2) Keeping it and the webpage (http://allaboutnothing.net) up to date for us gamers.

I also want to thank the admins/moderators of the site/server for their participation and keeping the server fun and n00b-free! biggrin:

Now, why I made this thread:

There's been discussion lately amongst alot of the guys playing on the server concerning the mod. Mainly, it's not discussion, just plain out bitching. And I will admit, I am one of them.

People feel that the mod is unbalanced for one side, but equal for another. I basically wanted to make one simple thread, so that whomever developed the mod, ChickenBoo, and whoever else, can get some ideas from the gamers who play it, and can make it better for us to play.

Here's my take:

I like the mod. Alot. I loved playing on the AA.COM server and playing the CKR mod. The only gripe about the CKR was probably the MG's being too powerful and accurate. But that's the CKR for MOH, not ChickenBoo's Realism for SH.

His mod is close to excellence. There are very few, and I mean VERY FEW changes that would, in my opinion, enhance this mod for better, happier, gameplay.

1) SMG's: ChickenBoo says he modded them last night, and I believe him, but I still find them overweighed for the Allies. I played last night continusly getting pratically sniped from the SMG's from a far distance. Do I think the damage amount should be changed? Absolultly not! Realism = closest to real life as possible! 1-2 bullets from a Semi-Machine Gun, and I think you will be down for the count too, my friend! So, my request would be to increase the bullet spread for the Allies SMG.

2) StG: Using the BAR and the MG, I felt that the StG was alot better to use than the BAR. Even with the ROF (Rate Of Fire) decreased on it, it still overweighed the BAR, I feel. So, my suggestion would to be either to increase the kickback, or possibly increase the bullet spread VERY slightly.

3) Nades: Frag nades are able to kill within 3 meters (9 feet), shrapnel damage in 5 meters. (15 feet). So, the damage is fine, but maybe slightly lower the range of damage.

Remember, this is only my opinion, and I think this thread could really help ChickenBoo out. Please keep it on topic guys. If you have nothing to add about the mod, then just don't.

Cool Fool 12-18-2002 09:30 PM

i know...i just love this server...its just pisses me off when its full cool:

Captain_McCusker 12-18-2002 11:13 PM

Thanks, Joe. I appreciate the attention you're giving the mod and making it more pleasant for everyone.

In terms of the SMG, I agree. The kick is really what should throw the bullet spread off, and the allied weapons could use a little more kick. The STG, on the other hand, was famous for it's accuracy and ease of use. While I don't think it should be used for sniping, the kick shouldn't be very high. I'm not entirely sure how I can tone down the accuracy over distance like 500 yards or so (max effective range I have is 500 m). If someone has insight on how to do that, I'm more than willing to listen.

And I never actually modded the grenades. I'll give that some serious thought (I also liked Strik0r's comment before about taking the fuse line out to keep ppl from suicide bombing - especially spawn points).

Thanks again, Joe, for all putting so much work into this thread. I will keep tuned to see how everything turns out. BTW, version 1 is just a couple days away. Would you guys like it released regardless of the absence of the spreadsheet?

Old Reliable 12-19-2002 12:27 AM

GOLDEN GUN SMGS!

Cool Fool 12-19-2002 12:47 AM

release it...i'll use it for LAN parties

Bane 12-19-2002 07:03 AM

[quote="Captain_McCusker":7e2a4]...And I never actually modded the grenades. I'll give that some serious thought (I also liked Strik0r's comment before about taking the fuse line out to keep ppl from suicide bombing - especially spawn points)...[/quote:7e2a4]

I'm assuming this would eliminate the ability to cook the grenade? A well-cooked grenade can be much more effective under certain circumstances than one that wasn't. What comes to mind are those instances where you don't have a lot of room to place the nade, such as on a balcony or train car. If it's cooked a little there's no need to place it as it explodes in midair. It's also more realistic to leave it, no?

It's not a big deal really, I can understand where you're coming from. I'll live if you change it, but I'll also miss it.

Great job on AANR, Boo!!

12-19-2002 07:09 AM

pretty much. i've screwed around with the fuse function before trying to put it on smoke grenades but it ended up just going off at your feet once you released it. i was having some trouble with the fuse but i don't recall if i removed it completely. it might not be possible considering EA's coding of the rifle bash.

GhostRider2AD 12-19-2002 07:29 AM

Excellent work by BOO and the Crew. AAN Rules!!!!! biggrin:

Zoner 12-19-2002 07:32 AM

Hell yeah it does!

I love the realism mod. I'm not an SMG or an MG user, so it suits me just fine.

My M-1 has never been better. Thanx guys for an awesome place to play.


Zone

TIMMAY!!! 12-19-2002 08:17 AM

Here's my take. Since i've played on the server almost every night since you've installed the mod.

#1 For the allied smg's. I agree with Joe in that they are a tad too accurate. But that's about it. I mean, when i'm an ally, i love it, and since the stg rocks for the axis now, they seem to even each other out. But you did the research, Boo. If they should be like that, then leave em. if they need some adjusting, then use your own discression.

#2 I like what you've done to the STG, in my opinion, it shoots almost identically to it's reputation. I mean it does outweigh the BAR, but it does in real life as well. Sure it shoots awfully far, but unless you can change only that about it, then i say leave it be.

#3 For nades. I also say leave 'em be. I think that they are realistic enough.

So, basically, i Don't really have any gripes about the AANR mod. I think that both sides are realistic, and i think that it's pretty even. ChickenBoo, You and Akuma kicked ass on this mod. Nice Work!!!

Shakes21 12-19-2002 08:58 AM

I would like to see the nades as is. I'm not very good at cooking them yet but when a guy is around the corner having it blow up in the air next to him is effective.

Bazooka_Joe 12-19-2002 11:18 AM

Quote:

Originally Posted by Strik0r
pretty much. i've screwed around with the fuse function before trying to put it on smoke grenades but it ended up just going off at your feet once you released it. i was having some trouble with the fuse but i don't recall if i removed it completely. it might not be possible considering EA's coding of the rifle bash.

I will look into this for you guys.

If the fuse is a totally different function, and it's not tied into the explosion timer, it might be possible to maybe triple the fuse time to fake people into thinking that the fuse will not work. More than likely, it is tied to the explosion somehow, though. Like I said, I'll help you out.

Bazooka_Joe 12-19-2002 11:21 AM

[quote="Captain_McCusker":ba25b]In terms of the SMG, I agree. The kick is really what should throw the bullet spread off, and the allied weapons could use a little more kick. The STG, on the other hand, was famous for it's accuracy and ease of use. While I don't think it should be used for sniping, the kick shouldn't be very high. I'm not entirely sure how I can tone down the accuracy over distance like 500 yards or so (max effective range I have is 500 m). If someone has insight on how to do that, I'm more than willing to listen.[/quote:ba25b]

If you increase the kicback, and bulletspread for the SMG, it would be fine. The longer you hold the trigger, the more kickback and spread out the bullets are.

I'll take your word on the StG, as I've never read up on it. biggrin: I know how to tone down the accuracy. I'll PM you tonight or see you on TS and I can walk you through it.

PS: I also noticed the kickback on the Russian sniper rifle is alot bigger than the kickback on the German one. Dunno if that was intended, but I just saw that last night.

Cyberdoc 12-19-2002 11:54 AM

On the sniper kick-back issue, once again I think the Ru sniper kicked like a mule in real-life as well.
evil:

Captain_McCusker 12-19-2002 12:18 PM

[quote="ST_Bazooka_Joe":0e510]I'll take your word on the StG, as I've never read up on it. biggrin: I know how to tone down the accuracy. I'll PM you tonight or see you on TS and I can walk you through it.

PS: I also noticed the kickback on the Russian sniper rifle is alot bigger than the kickback on the German one. Dunno if that was intended, but I just saw that last night.[/quote:0e510]

Stavro has a great deal of info on the STG and is the biggest supporter of the gun. I'll see if I can get him to post more info on it.

Here's some info on the Mosin-Nagant:
[quote:0e510]The SVT 40 (Samozariadnyia Vintovka Tokareva)
Length: 122 cm
Weight: 3.9 kg
Calibre: 7.62 mm
Magazine: 10 round box
Muzzle Velocity: 830 meters per second
Rate of Fire: Semi automatic only

The Red Army introduced several types of semi automatic rifle in the years prior to the Nazi invasion. Both the AVS and the SVT 38 served in small numbers before their mechanical failings consigned them to the scrap pile. The basic design of the SVT 38 was improved upon though, and emerged as the SVT 40 detailed above.

Like so many other such weapons, the SVT 40 suffered from the use of the high power rifle round used in its companion bolt action rifles and machine guns. In the Red Army, there was also the added problem that men were often thrust into combat with little training, especially in the niceties of weapon maintenance. The SVT was a complicated machine, ill-suited to be used by conscript recruits. Ambitious plans for the weapon to replace the old Mosin-Nagant came to naught. Instead, it became a support item, used to bolster the fire of a rifle squad in the hands of an experienced soldier or NCO.

Several variants appeared, most notably a sniper version, whose users would lavish more care and attention on the tricky mechanism. A few fully automatic weapons were produced, but proved too troublesome for further development. The weapon was simply too complicated for the needs of the Red Army which was paring itself to the bone to survive.[/quote:0e510]

I highlited the portion that states the reason for the high kick in the rifle.

Bazooka_Joe 12-19-2002 12:39 PM

Gotcha! biggrin:

redsoccerdevil 12-19-2002 04:56 PM

Don't increase spread, increase viewkick! evil: I'm dead serious. An StG full auto kicks like an M1. Come on, I know its a pain in the ass to do view kicking, I'd do it for ya, just download Ares 5 and average it with what ya got now.
-Red

redsoccerdevil 12-19-2002 04:57 PM

Don't increase spread, increase viewkick! evil: I'm dead serious. An StG full auto kicks like an M1. Come on, I know its a pain in the ass to do view kicking, I'd do it for ya, just download Ares 5 and average it with what ya got now.
-Red

redsoccerdevil 12-19-2002 04:57 PM

Don't increase spread, increase viewkick! evil: I'm dead serious. An StG full auto kicks like an M1. Come on, I know its a pain in the ass to do view kicking, I'd do it for ya, just download Ares 5 and average it with what ya got now.
-Red

redsoccerdevil 12-19-2002 04:58 PM

Don't increase spread, increase viewkick! evil: I'm dead serious. An StG full auto kicks like an M1. Come on, I know its a pain in the ass to do view kicking, I'd do it for ya, just download Ares 5 and average it with what ya got now.
-Red

12-19-2002 05:06 PM

4th times a charm ey? good ol aa.com

area 5 hmm one way to discourage stg use

Captain_McCusker 12-19-2002 06:33 PM

No one's increasing the speed of the STG. The STG full auto is 500 rpm and that's where I'm going to leave it.

Old Reliable 12-19-2002 07:31 PM

anyway you can have it so the gun locks up every once in a while? hehe

nuther old guy 12-19-2002 07:45 PM

Chickenboo,

You did a great job with your realism mod. You actually correlated the game weapon to the real life weapon as much as is practical given the constraints of the programming. DO NOT CHANGE A THING ! Your mod works well. It IS different from CKR, but I think that because you correlated it to the real life weapons characteritics, it works. Does it take some getting used to ?? YES. Different maps require different weapons ! Get used to it !

Also, do not change the nades. SH nades are the closest to the real thing that we are going to see in this game. Suicide naders ?? Not my choice, but ya know, it happens for real, in real life. So how can you dislike the SH nades and say you are into "realism" ?? I like the fact that once the pin is pulled, you have to get rid of the nade. I like cooking the nades too, altho, I end up eating them.

So......so what............Boo you did a great job. PLease do not change anything from what you have done. I'll trust your judgment to do some final tweaking, but the product is very good.

redsoccerdevil 12-19-2002 08:17 PM

Quote:

Originally Posted by Strik0r
4th times a charm ey? good ol aa.com

area 5 hmm one way to discourage stg use

damn straight.
Really, Just try ares 5 alone on your own computer and you'll see what I mean boo.

General Tso 12-19-2002 08:27 PM

I love the tracers -- especially in tunnels or in a dark board like Verschneit.

I would love to see more rifle action, but I would have to get my own server. angel:

Captain_McCusker 12-20-2002 09:25 AM

[quote="General Tso":b88fe]I would love to see more rifle action, but I would have to get my own server. angel:[/quote:b88fe]I'm going to make a rifles only mod version so we can have rifles only nights. I've been seeing more and more interest in using rifles only, but there's always a n00b that comes in that can't handle that idea. Doesn't really bother me too much because I suck either way.

Bane 12-20-2002 09:29 AM

I'm all in favor of a rifles only night. The Mauser will still be bolt-action, right?



BTW, Boo OWNS j00!! biggrin:

Captain_McCusker 12-20-2002 09:38 AM

Quote:

Originally Posted by Bane
I'm all in favor of a rifles only night. The Mauser will still be bolt-action, right?



BTW, Boo OWNS j00!! biggrin:

Yeah... basically I'll remove anything that doesn't take rifle ammo.

Actually, speaking of which, has anyone noticed that the grenade launcher doesn't pick up rifle ammo? Gonna have to look into that, I suppose...

Zoner 12-20-2002 10:41 AM

I'm in for All-Rifle Night!!

Muhahahahahahaaa!


Zone

Zoner 12-20-2002 10:45 AM

I'm in for All-Rifle Night!!

Muhahahahahahaaa!


Zone

Old Reliable 12-20-2002 06:52 PM

Why is the stg in this game, I mean really...

redsoccerdevil 12-21-2002 09:28 AM

[quote="Captain_McCusker":1e05a]
Quote:

Originally Posted by Bane
I'm all in favor of a rifles only night. The Mauser will still be bolt-action, right?



BTW, Boo OWNS j00!! biggrin:

Yeah... basically I'll remove anything that doesn't take rifle ammo.

Actually, speaking of which, has anyone noticed that the grenade launcher doesn't pick up rifle ammo? Gonna have to look into that, I suppose...[/quote:1e05a]
Here's a better Idea, just use rifle tiks and overwrite the autos, like american weapons get the M1, no matter what you pick, germans, KAR98, Brits, Enfield,etc..

12-21-2002 09:31 AM

that's a nice idea but then russians and brits would be going around with the garand when they pick the shotgun/bar

Captain_McCusker 12-21-2002 10:16 AM

Quote:

Originally Posted by Strik0r
that's a nice idea but then russians and brits would be going around with the garand when they pick the shotgun/bar

Not sure, but I think that's what he was saying. I personally preffer the enfiled over the m1 now. So what if it's not rapid fire. It's basically the same thing as the kar only without the loud noise (fubah's sound mod LOL).

Bazooka_Joe 12-22-2002 03:42 AM

I forgot who, I think yochoy, made a mod that makes the Gerand reload the way it's sopposed to, much like the rifles in BF1942. (If you have ammo, it will discard it when you reload.)

Captain_McCusker 12-22-2002 08:38 AM

Actually, in the heat of battle, shouldn't you lose the ammo in the clip you're replacing anyway? Regardless of weapon, I mean (except the springfield where the bullets are loaded one at a time). Anyway, I'll ask Yo about that. That would be another item I'd like to incorporate.

redsoccerdevil 12-22-2002 01:44 PM

Or just do it AAO style and have it keep the clip, just with the amount of bullets left in it, not very likely that's possible.
-Red


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