MoH General Discussion General Discussion about Medal of Honor: Allied Assault, expansions and Pacific Assault |
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Senior Member
Posts: 534
Join Date: Jan 2002
Location: Newport Beach CA
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01-16-2002, 01:37 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
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Senior Member
Posts: 170
Join Date: Jan 2002
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01-16-2002, 01:41 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.
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Senior Member
Posts: 534
Join Date: Jan 2002
Location: Newport Beach CA
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01-16-2002, 01:45 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.
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Senior Member
Posts: 2,377
Join Date: Jan 2002
Location: Nottingham, England
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01-16-2002, 01:45 AM
I agree with Bono. Realism mod takes all the skill away for SMG and MG users.
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Senior Member
Posts: 1,406
Join Date: Jan 2002
Location: your basement Muahahahahahaha..........
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01-16-2002, 01:45 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....
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Senior Member
Posts: 1,406
Join Date: Jan 2002
Location: your basement Muahahahahahaha..........
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01-16-2002, 02:05 AM
I would LOVE to see a mod that would enable you to select different firing modes......
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Guest
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01-16-2002, 02:09 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).]
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Senior Member
Posts: 534
Join Date: Jan 2002
Location: Newport Beach CA
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01-16-2002, 02:20 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.
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Senior Member
Posts: 332
Join Date: Jan 2002
Location: Hamilton,Ont,Canada
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01-16-2002, 03:43 AM
I don't use mods  .
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.
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Junior Member
Posts: 19
Join Date: Jan 2002
Location: Austria
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01-16-2002, 04:04 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
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Member
Posts: 41
Join Date: Jan 2002
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01-16-2002, 04:07 AM
They do have there own site now =)
Probably better to post there
http://www.force137.com/CPR/
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Junior Member
Posts: 15
Join Date: Jan 2002
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01-16-2002, 04:40 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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Senior Member
Posts: 383
Join Date: Jan 2002
Location: Stockholm,Kista,Sweden
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01-16-2002, 04:49 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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Guest
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01-16-2002, 04:51 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.
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Senior Member
Posts: 383
Join Date: Jan 2002
Location: Stockholm,Kista,Sweden
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01-16-2002, 04:53 AM
LoL lord, thats my cat , you find anything wrong with it lol  ??  ..
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