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-   -   things that need changing in the realism mod (alliedassault.us/showthread.php?t=2713)

madrebel 01-16-2002 12:37 AM

1. limit the automatics

in real life ww2 not everyone had the option to use a heavy machine gun.

2. limit the bazookas

these werent very common at all. besides the 3 shot limit make it so only maybe 1 person can use this weapon per 12 people or something.

3. change the damage

Mauser should stay the same

lower the garand slightly

lower the SMG/MG

change how the blast radius works for the nades.

those are my major gripes

b0n0 01-16-2002 12:41 AM

Ive tried that mod, and the smg's and MG are scary accurate when running and jumping. I cant see why they were tweaked in the first place, just stand still and tap the firebutton and you will be accurate with all the weapons.

madrebel 01-16-2002 12:45 AM

smgs should be horrible at distance.

mgs should be more accurate than smgs IMO but they should still suck at distance.

IMO the game isnt balanced well enough. as it stands the germans have no reason to use the the mauser over the sniper rifle at all.

Ydiss 01-16-2002 12:45 AM

I agree with Bono. Realism mod takes all the skill away for SMG and MG users.

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FuBarGrn 01-16-2002 12:45 AM

yup,bursts of 3 make the MG real accurate at long range...you should NEVER use full auto unless you are within 10 feet,after that the bullets spread WAY too much...and if you are running ALWAYS use bursts....

FuBarGrn 01-16-2002 01:05 AM

I would LOVE to see a mod that would enable you to select different firing modes......

01-16-2002 01:09 AM

1) Not sure how realism takes the skill away from MGs and SMGs, in the normal mod there is no skill you just have to shoot someone 20 times to kill them lol. Though of course all weapons seem to be too accurate when you are running.

2)The M1 is NOT too powerful. An M1 with a combat level steel jacketed bullet could travel 3 miles and pass through several bodies at the end its deadly journey.

You should be able to drop someone with ONE shot with an M1 or a Mauser anywhere but perhaps in the arm or foot. They would not have been the main weapon of a major army otherwise.

There are great film shots of German soliders firing mausers from trenches and the kick would bend them backwards. The kids at Kent State in 1970 can attest to what an M1 can do, it is likely that three of the students who were wounded or killed were struck by the same bullet, all far away from each other, the last one dying.

3) Thompsons were inaccurate from a distance. At close range the lift was so severe that vets said they had to aim at someone's ankles to hit them in the chest. However MP40s were much more accurate and controlable and every account I have come across by American G.I.s said EVERYONE took an MP40 if they could find one.

Other than running and shooting accuracy, the only change I would make is limiting the number of grenades to 2 and making the "rocket launcher" take a lot longer to reload. Oh yes, and perhaps a greater destabilization to the sniper rifle when it was fired, so one had to re-aim it after a shot.

As for limiting weapons, I think that should be left up to the server, not changed in the whole mod.

I would love to play on servers that limited weapons with the M-1 and MP40 being equal - by 44 they were the two most common weapons on the front lines, the Mauser and Thompson next, then very limited "machine guns" (say 1 per ten men on a team), rocket launchers (1 per team) and sniper rifles - say two snipers for the defending force and one for the attacking force. But there should be a fair way to spread them around. It would suck to get a weapon you dont like with no way to change.

I have already proposed someway to pick your weapon of choice, get assigned what ever is available and then you are in line to get your preference. Once you do get the one you like it is up to you to stay alive. If you die, then it goes back in the pool and you go back in line. But given the five minute fire fight demo it seems you would get your beloved sniper rifle pretty often anyway.

I would also have a random limiting of grenades, since troops rarely had the amount they are issued with the first day they go into combat. Some soldiers had none, others scrounged extras. So you could have the luck of the draw with most people getting 2 or 3, some people getting 1 or none, and one or two lucky ones getting 4 or 5. This could change at the start of each round.


[This message has been edited by LordLovat (edited January 16, 2002).]

madrebel 01-16-2002 01:20 AM

i like that randon nade idea.

but, the mauser/m1 were the mainstays not because they were powerful but because they were inexpensive to make.

also, the thompson was inaccurate for 2 reasons.
its a .45 which = lots of kick
its a .45 which = the round starts dropping almost immedietely after it leaves the barrel.

the mp40 was a 9milly and was alot easier to control and the round wasnt as heavy which = more accurate.

my main gripe is there is NO reason to use the rifles and there is far to much nade/rocket spam in the normal version. I actually like the normal versions damage except for the rifles, they should do more damage so people will use them.

sgt.sayian 01-16-2002 02:43 AM

I don't use mods http://www.alliedassault.com/ubb/tongue.gif.
I think ea did an okay job on the heavy machine guns and smg's, the suck at far distances, I think 50yrd's or more the smg's suck.

Komb.at 01-16-2002 03:04 AM

MG's are WWAAAYYY to accurate. From all my games i found out that it's totally pointless to use a rifle, as mg's are just as accurate, but do more damage. Sometimes you can even "outsnipe" snipers with them.

Grenades need to be cut to 2, maybe even one. All that spamming at the begin of the round is ridiculous.

everything else is fine imo

Christy 01-16-2002 03:07 AM

They do have there own site now =)
Probably better to post there
http://www.force137.com/CPR/

[K@TZ]Tom 01-16-2002 03:40 AM

Why limit grenades to 2? I read a veteran's tale of the storming of Omaha beach (he was an explosives dude in the 2nd wave) and he said he was armed with one of those explosive poles, a sachel charge, an M1, and ten grenades. Ten.

Why two? This is a realism mod, correct?

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Saintholgi 01-16-2002 03:49 AM

well in real life, but this is a game, not fun with 10 granates for everyone, its just a quake game then.

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01-16-2002 03:51 AM

that is a GREAT picture of the cat, L O L

very gunny

anyway, regardless of how cheap the M1 was, if it was not highly accurate and extremely deadly from long range (200 yards was an easy kill) they would have never used it.

Saintholgi 01-16-2002 03:53 AM

LoL lord, thats my cat , you find anything wrong with it lol http://www.alliedassault.com/ubb/biggrin.gif ?? http://www.alliedassault.com/ubb/wink.gif..

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madrebel 01-16-2002 03:53 AM

<BLOCKQUOTE><font size="1" face="Tahoma, Verdana, Arial">quote:</font><HR>Originally posted by [K@TZ]Tom:
Why limit grenades to 2? I read a veteran's tale of the storming of Omaha beach (he was an explosives dude in the 2nd wave) and he said he was armed with one of those explosive poles, a sachel charge, an M1, and ten grenades. Ten.

Why two? This is a realism mod, correct?

<HR></BLOCKQUOTE>wow the guy was armed to the teeth for the largest invasion in modern times. get out of here youve got to be kidding me.

that wasnt AVERAGE. on average soldiers had few to no grenades.

madrebel 01-16-2002 03:56 AM

<BLOCKQUOTE><font size="1" face="Tahoma, Verdana, Arial">quote:</font><HR>Originally posted by LordLovat:
that is a GREAT picture of the cat, L O L

very gunny

anyway, regardless of how cheap the M1 was, if it was not highly accurate and extremely deadly from long range (200 yards was an easy kill) they would have never used it.
<HR></BLOCKQUOTE>200 yards is NOT 3 miles. actually the ratin for the m1 was 300 yards was the kill range. after 300 yards the bullet would tumble and just wound.

which isnt a bad thing because a wounded soldier takes on average 3 people to care for him

a dead soldeir takes 1 to dig a hole http://www.alliedassault.com/ubb/wink.gif

also, never forget your weapon is built by the lowest bidder.


[K@TZ]Tom 01-16-2002 03:59 AM

<BLOCKQUOTE><font size="1" face="Tahoma, Verdana, Arial">quote:</font><HR>Originally posted by madrebel:
wow the guy was armed to the teeth for the largest invasion in modern times. get out of here youve got to be kidding me.

that wasnt AVERAGE. on average soldiers had few to no grenades.
<HR></BLOCKQUOTE>

I kid you not.
http://www.ddaymuseum.org/oral_histo...ry_story3.html

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madrebel 01-16-2002 04:00 AM

obviously your sarcasm radar is turned off.

[K@TZ]Tom 01-16-2002 04:02 AM

Obviously I made you look like an ass.

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01-16-2002 04:04 AM

10 grenades at the first moment of the largest invasion in history was certainly possible, particularly if the guy new an ordinance officer.

but you can bet he did not have 10 ever again after that day, except when he was coming back from R&R behind the lines. For one thing they are BOMBS. Bombs go boom. Sometimes even when they are in your pocket.

But as for limiting grenades, this is a GAME and in the real war you did not have most of the soldiers running down the street at full gallop throwing grenades left and right because they knew they would be allowed to get up and brush the dust off of them after they got "killed". If you were close enough to the enemy to actually throw a grenade at them you were closer than anyone wanted to be.

Anyway, typical General Issue in the American soldier was two fragmentation grenades and then typically one phosphorus grenade or similar specialized grenade for concussion or what have you. Some even had Gammon bombs, but G.I. was two frags and one special grenade of some type.

Also, the grenades in the game travel a LONG way. I suspect longer than the average Joe/Fritz could toss them in real life.

They might have thrown them a ways but I dont think they would hit and then travel on the ground as far as they do.

true 01-16-2002 04:06 AM

Imo, and i've been playing ONLY realism since it came out on the -W- server, limiting the # of specific guns per team isn't needed. Here are my reasons:

(note: assume the team size is 12 people)

1) if a team has an overbalanced # of guns on their side, like 8 snipers, or maybe one round they have 7 MG's, the team won't win once the opposing team realizes this, here's why:

If EVERYONE had MG's, when they tried to run w/ them out in the open or line up a shot from a foxhole, an opposing team with any skill at all could easily snipe the hell out of them and win the match. If Axis had a load of snipers, Allied could penetrate using MG cover fire and nades and easily overtake the sniper positions.

2) In a match, the team leader would be an idiot if he let everyone choose whatever weapon they wanted. You need to have a balanced team composition in terms of good snipers, good MGers, good penetrators, etc., as well as good weapon distribution. If a leader let his teammates do whatever they wanted the enemy team would easily win the match.

3) If you *WERE* to limit the # of guns in public play, how would you then determine who gets to have what weapon? What if some newbies are using all the rifles and you just want to snipe?

4) Limiting # of weapon types in public play would make the game less fun, thus less sales, less playability and replay value, etc.

To sum it all up, my point is this: People will regulate themselves. If they refuse to then they will lose. If someone can't play the game the way they want to they simply won't play it.

It all balances out just fine as it is; the only way to over or underbalance it from this point would be to design a map in which a team with several weapons of the same type would win uncontested. So lets not fuck it up with bad map design =).

(p.s.: stop arguing about history, you're missing the whole point of why the thread was created in the first place. This obviously isn't real life, realism mod was just an attempt to make the gameplay less homosexual)

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-W- true
Team Wolfpack

[This message has been edited by true (edited January 16, 2002).]

01-16-2002 04:08 AM

not sure how you do a quote so

"200 yards is NOT 3 miles. actually the ratin for the m1 was 300 yards was the kill range. after 300 yards the bullet would tumble and just wound.
which isnt a bad thing because a wounded soldier takes on average 3 people to care for him

a dead soldeir takes 1 to dig a hole

also, never forget your weapon is built by the lowest bidder."

One of the kids killed at Kent State by an M1 was a MILE away from the the guardsman, and the bullet is suspected to have passed THROUGH two other people on the way.


[This message has been edited by LordLovat (edited January 16, 2002).]

true 01-16-2002 04:13 AM

<BLOCKQUOTE><font size="1" face="Tahoma, Verdana, Arial">quote:</font><HR>"(p.s.: stop arguing about history, you're missing the whole point of why the thread was created in the first place. This obviously isn't real life, realism mod was just an attempt to make the gameplay less homosexual)"<HR></BLOCKQUOTE>

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-W- true
Team Wolfpack

Ydiss 01-16-2002 04:13 AM

Ever seen an excellent player who knows how to use the Mauser play the game without the realism mod? Until you have I'd not go suggesting it's useless without being beefed up.

To see the Mauser even more powerful in this guy's hands would be scary.

Realism mod is fine and dandy for those who want to play it.

I think it's just a cop out for those who don't want to learn a gun properly. Reaslistic or not, it's just a quick fix for players who haven't the patience to use a gun how it's supposed to be used.

Btw, I've seen a lot of people say the Mauser is pointless 'cos 'you may as well use the sniper rifle'.

Try shooting a sniper rifle at someone 100 yards away on the move without using the scope and you'll see why the Mauser is a fine alternative. Mauser is incredibly accurate at range without a scope, and does a ton more damage than the Garand.

It's also way cooler to use. If someone can use the Mauser and kill a lot of players consistently, you know they're good.

CPR just takes that away. Anyone who only plays on CPR servers with rifles and thinks they're Gods of the game need to try and learn it the hard way for once.

I can tell you it's a lot more satisfying.

I don't mind the grenades and rockets being limited, so much. However, that's still just a cheap way to avoid death by those devices. I prefer to learn how to avoid them, rather than just cut them out.

But I don't need my SMG improved, thanks. Nor my Mauser, or Garand.

My choice, of course. As it is the choice of those who only play CPR to do so. Those who play CPR must enjoy it and that is all that matters. I just see it as a pussy way out and always will.

If I played CPR all the time I'd always have it at the back of my mind that I won each game with a little help of a mod.

Sorry, couldn't live with that http://www.alliedassault.com/ubb/smile.gif

The funny thing is it's the very people who complain that shotguns, bazookas and grenades are cheap that have created this mod.

So... The shotgun's cheap, but changing the game to make it easier for you to beat them isn't?

Cynical way of looking at it, seeing as the mod is probably just to make the game more enjoyable for you, but it's a fairly clear point all the same.

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[This message has been edited by Ydiss (edited January 16, 2002).]

madrebel 01-16-2002 04:15 AM

do you beleive everything?

you know oswald only firied one bullet and i passed through kennedy 3 times from 3 different directions.

in short your trippin if you think a .30 cal bullet could pass through 2 bodies, then travel a mile and kill another person. that is plain stupidity.


snow 01-16-2002 04:18 AM

The latest version is great in terms of the rifles - the garand and mauser seem spot on - I wouldn't touch them.

I would give snipers only 1 grenade though.

Perhaps include options to limit snipers on some maps. Apparently on the MP omaha, it's just no fun because EVERYbody just chooses a sniper...not exactly fast paced like it should be http://www.alliedassault.com/ubb/frown.gif

true 01-16-2002 04:22 AM

hence my proclamation that the only way to go wrong from this point is bad mapping =)

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-W- true
Team Wolfpack

madrebel 01-16-2002 04:23 AM

ydiss you would get owned on my server http://www.alliedassault.com/ubb/wink.gif

im very good with the mauser and the garand. in both cpr and normal. oh and no scopin the sniper rifle is just as accurate as the mauser. but why wouldnt you zoom at range with the sniper rifle that is just stoopid. close range they are equally accurate on the move.

point is. these 2 weapons were the MAIN STAY of the war. you had to be a specialist to get an automatic.

wtf is the point of a ww2 themed game if youre not going to stick to the theme?

[This message has been edited by madrebel (edited January 16, 2002).]

Ydiss 01-16-2002 04:33 AM

Bring it on http://www.alliedassault.com/ubb/tongue.gif

CPR or not.

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madrebel 01-16-2002 04:36 AM

jump on the wolfpack server tonight

208.22.111.69

its not up now cause im running it on a schedule now. was eating up to much company bandwidth during the day http://www.alliedassault.com/ubb/wink.gif


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