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Reload this Page The difference between realism mods
MoH General Discussion General Discussion about Medal of Honor: Allied Assault, expansions and Pacific Assault

 
 
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Crow King is Offline
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Posts: 542
Join Date: Jan 2002
   
Default 02-09-2002, 07:58 AM

I've been asked by quite a few of the admins running dedicated servers what exactly (if any) is the difference between CPR and CKR. Rather than e-mail one at a time, here are the skinnies.

First and foremost, I don't think either mod is "better" than the other, any more than either is better than the game as it shipped. Each appeals to a different kind of playing style. There are times when you may want one style of game and times when you may want another. You have a few choices now....

In general terms, CPR changes the game so that it is more realistic, but not so much as to unbalance the game. CKR makes additional changes and doesn't give a hoot if it unbalances the game. Now that it has been out a while, it is clear that balance is not an issue. Personally, I think the balance with either mod is better than the original.

In specific terms, here are the differences. CPR and CKR are the same, except for:

Killing Power: CPR raises the killing power of all the firearms. CKR ups this level a tad and makes those arms that fire similar rounds have similar killing power. Also, all arms are sufficiently powerful enough in CKR that they can kill you quick. Finally, the shotgun is modded to shoot the right ammo (12 pellets vs 20).

Movement: In CKR, only heavy weapons (rockets, MGs) slow you down. SMGS, rifles, etc., do not impair your speed.

Accuracy: In CKR, the german sniper is a bit more accurate than the springfield. The springfield was a great rifle, but in the real world, the germans had a bit of an accuracy advantage. The next release of CKR will also modify accuracy on many of the other weapons.

Reload Times: CPR did not modify reload times. In CKR, any firearm with an internal clip (sniper rifles, shotgun) reloads more slowly than in the original game. Also, the rockets of WWII had safety mechanisms in them that required time during reload (and they were deployed in teams). CKR has a mcuh longer rocket reload time.

Sniper Rifles: In CKR, the bolt throw of the 98k sniper is the same as the 98k. Also, the Allied 03 has had it's magnification reduced to 2.5x. A true realism mod would have the scope very blurry (the Weaver M37B1 sucked).

Ammo: In CKR, each soldier starts off with a realistic amount of ammo. You only have 3 clips for your pistol. I've played on a couple of servers running the mod where this has been an important issue in deciding the match. Learn how to pick up weapons in MP!

Projectiles: In CKR, grenades can be thrown a little bit further (hold down the throw button a little longer for more distance). Also, rockets are much faster. The shield on the panzerfaust is there for a reason (the propellant continued to burn for some time out of the tube), so that projectile makes a bit more smoke than the bazooka shell.

Dedicated Server Support: I've included some guidelines / comments for server admins for using the mod. As I get more comments from admins, I'll continue to add this information to new releases.

There are some minor clean up issues (fixed some of the AI variable problems, gave the schrek shell it's own DM file, added comments to my changes, etc.). That's about it. Any questions, please let me know (crow-king@home.com).


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