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Bits is Offline
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Posts: 50
Join Date: Jan 2002
Location: Dallas,TX
   
Default 02-10-2002, 07:51 AM

And, just to muddy the waters a bit more...

When my BWM mod finally gets posted (presumably when badscript gets his upload thingie worked out) there'll be yet another "realism" mod out there. Not necessarily "better" than CPR or CKR, but again, different:

Killing Power: Generally on par with CPR, not as high as CKR. WarWolf and I spent a good amount of time shooting at each other from various ranges to get the feeling right. One-shot kills are possible, but will happen in "more appealing" circumstances (9mm to the back of the head, for instance).

Movement: Adjusted on a per-weapon basis. Not as slow as CPR, not as fast as CKR.

Accuracy: Adjusted on a per-weapon basis. MUCH more accurate than default/CPR, maybe on par with CKR, but with the added nuisance of recoil. This is most noticeable with the Thompson -- which is fairly accurate, but if not controlled you can empty a clip at somebody and not hit them.

Reload Times: Slightly quicker than default/CPR, slower than CKR. Kar98 cycles faster than the Zf43 (sniper) which cycles the same speed as the 03A3. The rationale behind this is a concession to playability and how these weapons were used "in practice" (snipers were generally far less concerned with volume of fire than accuracy).

Other Changes:

<UL TYPE=SQUARE><LI> Rockets are disabled (ammo set to zero by server). A new MP weapon menu (with the bazooka / schrek missing) is provided, but has to be installed client-side.

<LI> You get four grenades, and there's a three second lag between throws (to discourage grenade spamming and encourage teamplay).

<LI> All weapon changes (except disabling the rockets and the additional grenade throw delay) are reflected in the single-player settings. I hate it when I can drop somebody in MP with two rounds from a 1911, but in SP the 1911 is damn-near useless.

<LI> The rifles (M1 and Kar98) get a slight (1.5-2x) zoom. Not enough to snipe with, just enough to overcome pixelation at "normal" engagement ranges.[/list]
I wasn't trying to make the be-all, end-all of "realism" mods -- anyone who's ever competed in high-power rifle, IPSC/IDPA, or played paintball can tell you that there is just too much going on in Real Life (tm) that you'll never be able to translate it to a computer interface. I've tried to strike a balance between realism (lethality, visual acuity, and movement) and gameplay (tactics, teamplay and fun factor).

This mod has been running on WarWolf's server (WarWorld) for about a week now, and the only major complaints have been the runspeeds (since adjusted upwards) and the recoil on the sniper rifles (heh, heh).

I'm assuming that badscript will have it posted within the next day or two... if not, or if you just have to have it right now, drop me an email at bits@simcade.com.


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