Alliedassault           
FAQ Calendar
Go Back   Alliedassault > FPS Gaming General Discussion > MoH Maps, Mods & Skins
Reload this Page Realism Mod, opinions please
MoH Maps, Mods & Skins Discuss custom maps, skins and mods here.

Reply
 
Thread Tools Display Modes
Realism Mod, opinions please
Old
  (#1)
ATUCIT_Fox is Offline
Member
 
Posts: 44
Join Date: Nov 2002
  Send a message via MSN to ATUCIT_Fox  
Default Realism Mod, opinions please - 11-22-2002, 05:49 PM

Hello all,

I'm currently working on a realism mod, but need your opinion about one issue: the PPSH.
Originally, the weapon had a 71-round drum, and a ROF of 900 rpm (now has only 600 ingame) To be realistic, I would have to change both setting, but that would make the PPSH one of the most powerful weapons in the game (certainly when it is combined with the good accuracy the weapon had). However, the PPSH could also be fitted with a 35-round box...
What should I do: go with the historically correct 71 round drum or reduce it to 35 to keep a bit of game balance?

Thanks,
Fox
  
Reply With Quote
Old
  (#2)
Hobbs is Offline
Senior Member
 
Posts: 839
Join Date: Aug 2002
Location: USA
   
Default 11-22-2002, 07:57 PM

i love that gun!! but i would keep it fair... although it is a realism mod you are creating...
  
Reply With Quote
Old
  (#3)
Akuma is Offline
Colonel
 
Akuma's Avatar
 
Posts: 8,386
Join Date: Mar 2002
Location: wut
 Send a message via ICQ to Akuma Send a message via AIM to Akuma Send a message via MSN to Akuma  
Default 11-22-2002, 10:37 PM

If you fix the PPSH fix all the weapons.

Use this site for RPM, clip capacity, range, ect if you need it: http://www.stormpages.com/garyjkennedy/ ... war_tw.htm


  
Reply With Quote
Old
  (#4)
imported_Sitting_Duck is Offline
Senior Member
 
Posts: 109
Join Date: Jul 2002
Location: pond
 Send a message via ICQ to imported_Sitting_Duck  
Default 11-23-2002, 02:59 AM

I created my own realism mod and kept the ppsh drums to the 46 rounds they assigned to the base game. I did however increase the over all ammo carried. One way of looking at it is the Russian army was in short supply of ammo in most cases for the infantry men. So you could say his drums are short of rounds due to scaveging on the battlefield. Mainly because it is true if you gave them the true ammo assignment per drum you would make it quite a problem child out there. But then again in most realism mods which are made properly a good number of players are using the StG. It seems only right that the Allies would have a wpn of great use on thier own side. Though I did tweak the BAR to be a formidable wpn. The ppsh's stats were also adjusted. But I did however equal its stats to the tommy gun. Mainly becaus it was also a 45 calibre wpn. Naturally I realize these two weapons were not the same. But I am always messing with the weapons characteristics so each has its own bonuses.
  
Reply With Quote
Old
  (#5)
ATUCIT_Fox is Offline
Member
 
Posts: 44
Join Date: Nov 2002
  Send a message via MSN to ATUCIT_Fox  
Default 11-23-2002, 04:47 AM

@Gothyic Child:

I already had that link for info (great site)

Adjustments that will certainly be made in the mod:
- correct ROF (only the Thompson and BAR have correct ones in the game as it is)
- correct amount of ammo (92 rounds for the M1, 180 for Thompson, ...)
- movement rate based on the actual weight, but with taking "free" weight into account (e.g. anything weighing less than 1.5 kg gets you movement 1.0, and any wieght above that lets you move slower)
- damage as in CKR
- accuracy with a few tweaks to CKR (Stg was *almost* as accurate as a rifle, in CKR it's even better than a rifle)

Even though I use some CKR-values (took CKR because it is the best one out there, even with the Stg ruling all), I don't think the Stg will be such a powerhouse because the reduced ROF will make it less powerful. It shall probably be a bit weaker than the Thompson in close-combat, but better in medium-range fights (the German forces used to fight at medium range, while the Tommy gun was designed for house-to-house fighting)

I have most parameters ready, so all I need to do is alter the files (and search for the PPSH clip texture; that will be the hardest part freak I also would like to test the mod on a public server, but unless anybody would allow me, it will be tested in a 4-player FFA game...



I'll keep you informed...
Fox
  
Reply With Quote
Old
  (#6)
Akuma is Offline
Colonel
 
Akuma's Avatar
 
Posts: 8,386
Join Date: Mar 2002
Location: wut
 Send a message via ICQ to Akuma Send a message via AIM to Akuma Send a message via MSN to Akuma  
Default 11-23-2002, 01:48 PM

Sounds great. Good luck.


  
Reply With Quote
Old
  (#7)
ATUCIT_Fox is Offline
Member
 
Posts: 44
Join Date: Nov 2002
  Send a message via MSN to ATUCIT_Fox  
Default 11-23-2002, 04:04 PM

Well, the first version is ready. If anyone wants to test it (of course you'll get credit), here it is...
[url=http://www.student.kuleuven.ac.be/~m9815423/mohaafiles/User_MOHSH_Realism.pk3:f37cb]CIT Realism Mod[/url:f37cb]

For any comments and/or suggestions: CIT_Fox@hotmail.com or just reply to this post...

Enjoy, Fox
  
Reply With Quote
Old
  (#8)
Akuma is Offline
Colonel
 
Akuma's Avatar
 
Posts: 8,386
Join Date: Mar 2002
Location: wut
 Send a message via ICQ to Akuma Send a message via AIM to Akuma Send a message via MSN to Akuma  
Default 11-23-2002, 04:14 PM

Cool I'll test it out right now.


  
Reply With Quote
Old
  (#9)
ATUCIT_Fox is Offline
Member
 
Posts: 44
Join Date: Nov 2002
  Send a message via MSN to ATUCIT_Fox  
Default 11-23-2002, 06:38 PM

Thanks! Let me know what you think of it...as it's only a first draft, a lot of changes can still take place
  
Reply With Quote
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.12 by ScriptzBin
Copyright ©2000 - 2025, vBulletin Solutions Inc.
vBulletin Skin developed by: vBStyles.com
© 1998 - 2007 by Rudedog Productions | All trademarks used are properties of their respective owners. All rights reserved.