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Small vid showing recoil on B.A.R and garand in my mod.
This is still early though. As you can see the B.A.R now kicks like a mofo and is a lot harder to control. The m1 also has quite a kick to it, The garand is now more or less a true semi auto but dont think you can go rambo style by battering the mouse as fast as you can as your aim goes to shit as you will see in the vid.
You will also note that the actual firing of the weapons looks more realistic, the garand kicks back to the right a bit and it actually looks as if you've fired a shot and the weapon is recoiling back into your shoulder. http://homepage.ntlworld.com/gerald.marley/recoil.WMV 2.8mb Suggestions\comments\critique welcome. fire1: |
oOo:
swordfight: 16 views no response...hmm eek: |
What sound is that for the M1?
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[quote="=[DOA]=VonMeyer":99948]What sound is that for the M1?[/quote:99948]
eek: Thats the original firing sound for the m1 but it was changed just before release. Anyway this aint about sounds :) |
Cmon people tell me what you think. Theres no point to me doing this if i do everything exactly the way i want it but others think it blows. M16:
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ill put it short. i like it.
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i like it mostly because I guess makes shooting harder which is a good thing
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Good some feedback :)
HAve to see what other peeps think as well :) |
yes, heavier recoil on all the fully automatic guns is good. however, to be realistic you should make the thompson recoil larger then the MP40's. i believe thats how it was in real life. the garand recoil shouldnt be much, as the weight of the gun held it down.
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the garand was made not to have so much recoil and the thomson weighed quite a bit. didnt the mp40 weigh less than the thompson? i dunno back to the topic, looks great! biggrin: this will stop them BAR snipers, i hope.
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k :)
I'll lessen it slightly for garand and give the tommy a recoil thats around half of the B.A.R |
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kickage
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[quote=Gerard]
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Thats the original firing sound for the m1 but it was changed just before release. Anyway this aint about sounds :)[/quote:8ecf8] It is now! |
I think thats a great idea
I thisnk some one sould make a mod that makes the sniper alot harder not like wolfenstein thats goes in figure 8's but like Deus ex where it seems to go where ever the hell it wants it makes it EXTREAMLY hard to aim. But you could put in when you crouch you aim better unlike deus ex. Another thing how do you make movies in MOH??? Good Job Gerard cool: zooka: eatthis: |
awesome ed:
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Looks awesome Gerard. Finally going to have some realistic gameplay (hopefully) and just wondering what the damage for the rifle will be. Is it going to be one shot in the chest kills you? I think that would be best for the Mauser KAR as is too damn hard to take out a guy with two shots in the chest.
Anyways...GW! angel: |
hehe Gerard i liked when you went up and studied the bullets biggrin:
Very cool tho cool: |
Well so far im figuring on some of the weapons being like this
Kar98k mauser: 1 shot for a kill Reasons, slower rate of fire than the garand so hitting moving targets isn't really easy especially if they see you coming they normally try strafe dodging. Also in real life the mauser was a bit more powerful than the garand which explains why it was also used as a sniper rifle. M1 Garand: 2 shots for a kill Reasons: Its rate of fire is much higher than the mausers and if controlled properly you can easily take out several targets at range far faster than the mauser ever could. Mp-40 smg: 3 hits for a kill Reasons: Generally this was a lot weaker than the thompson. It had a smaller round (9mm) it had less recoil. It will have an advantage of being a bit more accurate at range though seeing as it had less recoil and was easier to control uder ull auto. Thompson smg: 2 hits for a kill Reasons: Used .45 cal ammo which is a lot bigger than the 9mm used by an mp-40 so it obviously does more damage. Has more recoil than mp-40 because of the bigger round it uses and because of this its not zs good over long distances. Ive not decided onthe bar or the mp-44 yet. The pistols bascally remain the same as they are in the ckr mod as will the bazookas and the shotgun as i thought they had a nice balance to them and were whored far less. Its a pity we dont have access to the models hitboxes as if we could dertimine a certain spot for a kill Ie: head chest it would be far more realistic instead of someone dieing by being shot in the leg. :/ Therss not really much that can be done to the sniper rifles, i can make them weaker and their zoom less but thetas not really authentic. :/ |
Make the snipers shake change that make them SHAKE oOo:
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that sounds good gerard
erm, i dont think you can do that nitro, not without an SDK hmm...as for the MG's, i would say a) not very accurate b) shitty at range c) heavy recoil but their pros would be ideal for CQB and supporting squads. also, if people are worried about the kar become a dod-esque whore weapon, it wont be as bad since the garand isnt nerfed to shit, and the bolt is slower. and the mohaa gameplay style will allow this to fit perfectly. it will also encourage both teams to use rifles, more realistically. |
The sniper rifles would need an sdk to make them any diferent. It would be possible to make the bolt action take longer to complete between shots but im not entirely sure how to change this :/
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sniper rifles are fine really. they do their job, but if possible remove the crosshairs when unscoped. its bullshit to have them strafe and kill unscoped.
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From what i can tell theres no way to remove the crosshair. In the the tik files thers a value for "dmcrosshair 1" changing the 1 to an 0 should remove it but its still there. Ive tried removing the entry completly and its still there :/
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another thing you must do is slow down running speeds. even those with garands and mausers have to move relatively slow. making the gameplay slower is what you should really aim for. as of now its just WWII deathmatch and thats awful seeing how much potential it has. this kind of gameplay style is perfect for maps like push_cityhall. you have to move from one point to another slowly and as a team to be successful on the map, when applied to this type of gameplay. if that map has standard gameplay you can go on a killing spree with the STG or BAR and not even look back, its rediculous. basically, youre aiming away from Uber soldats and heading towards slower gameplay where you work as a team to accomplish the objectives. as of now most people go on their own because there is no difference. |
[quote="Sicilian_Summers":8d573]
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another thing you must do is slow down running speeds. even those with garands and mausers have to move relatively slow. making the gameplay slower is what you should really aim for. as of now its just WWII deathmatch and thats awful seeing how much potential it has. this kind of gameplay style is perfect for maps like push_cityhall. you have to move from one point to another slowly and as a team to be successful on the map, when applied to this type of gameplay. if that map has standard gameplay you can go on a killing spree with the STG or BAR and not even look back, its rediculous. basically, youre aiming away from Uber soldats and heading towards slower gameplay where you work as a team to accomplish the objectives. as of now most people go on their own because there is no difference.[/quote:8d573] I was gonna make it a transparent crosshair but all the smg's and rifles use the same crosshair file so if its transparent for the springfield its transparent for the tommy and the mp-40\ garand etc. :/ As for making the gameplay slower im not too sure. What i was gonna do is make riflemen the fastest fo the lot with bazooka's being the slowest. In realistic terms riflemen had a lighter and less cumbersome weapon than any of the other classes because theur clips were a lot smaller than magazines and usually the rifle weighed a good bit less. Depends how the first test goes, if its too fast i can slow them down. |
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