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MoH General Discussion General Discussion about Medal of Honor: Allied Assault, expansions and Pacific Assault

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Default AllAboutNothing.Net Realism Mod - 12-18-2002, 10:25 PM

First off, I want to tip my hat to Chickenboo for:

1) Giving us, the AA.COM regulars a great server to play on.
2) Keeping it and the webpage (http://allaboutnothing.net) up to date for us gamers.

I also want to thank the admins/moderators of the site/server for their participation and keeping the server fun and n00b-free! biggrin:

Now, why I made this thread:

There's been discussion lately amongst alot of the guys playing on the server concerning the mod. Mainly, it's not discussion, just plain out bitching. And I will admit, I am one of them.

People feel that the mod is unbalanced for one side, but equal for another. I basically wanted to make one simple thread, so that whomever developed the mod, ChickenBoo, and whoever else, can get some ideas from the gamers who play it, and can make it better for us to play.

Here's my take:

I like the mod. Alot. I loved playing on the AA.COM server and playing the CKR mod. The only gripe about the CKR was probably the MG's being too powerful and accurate. But that's the CKR for MOH, not ChickenBoo's Realism for SH.

His mod is close to excellence. There are very few, and I mean VERY FEW changes that would, in my opinion, enhance this mod for better, happier, gameplay.

1) SMG's: ChickenBoo says he modded them last night, and I believe him, but I still find them overweighed for the Allies. I played last night continusly getting pratically sniped from the SMG's from a far distance. Do I think the damage amount should be changed? Absolultly not! Realism = closest to real life as possible! 1-2 bullets from a Semi-Machine Gun, and I think you will be down for the count too, my friend! So, my request would be to increase the bullet spread for the Allies SMG.

2) StG: Using the BAR and the MG, I felt that the StG was alot better to use than the BAR. Even with the ROF (Rate Of Fire) decreased on it, it still overweighed the BAR, I feel. So, my suggestion would to be either to increase the kickback, or possibly increase the bullet spread VERY slightly.

3) Nades: Frag nades are able to kill within 3 meters (9 feet), shrapnel damage in 5 meters. (15 feet). So, the damage is fine, but maybe slightly lower the range of damage.

Remember, this is only my opinion, and I think this thread could really help ChickenBoo out. Please keep it on topic guys. If you have nothing to add about the mod, then just don't.
  
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Default 12-18-2002, 10:30 PM

i know...i just love this server...its just pisses me off when its full cool:
  
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Default 12-19-2002, 12:13 AM

Thanks, Joe. I appreciate the attention you're giving the mod and making it more pleasant for everyone.

In terms of the SMG, I agree. The kick is really what should throw the bullet spread off, and the allied weapons could use a little more kick. The STG, on the other hand, was famous for it's accuracy and ease of use. While I don't think it should be used for sniping, the kick shouldn't be very high. I'm not entirely sure how I can tone down the accuracy over distance like 500 yards or so (max effective range I have is 500 m). If someone has insight on how to do that, I'm more than willing to listen.

And I never actually modded the grenades. I'll give that some serious thought (I also liked Strik0r's comment before about taking the fuse line out to keep ppl from suicide bombing - especially spawn points).

Thanks again, Joe, for all putting so much work into this thread. I will keep tuned to see how everything turns out. BTW, version 1 is just a couple days away. Would you guys like it released regardless of the absence of the spreadsheet?
  
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Default 12-19-2002, 01:27 AM

GOLDEN GUN SMGS!
  
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Default 12-19-2002, 01:47 AM

release it...i'll use it for LAN parties
  
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Default 12-19-2002, 08:03 AM

[quote="Captain_McCusker":7e2a4]...And I never actually modded the grenades. I'll give that some serious thought (I also liked Strik0r's comment before about taking the fuse line out to keep ppl from suicide bombing - especially spawn points)...[/quote:7e2a4]

I'm assuming this would eliminate the ability to cook the grenade? A well-cooked grenade can be much more effective under certain circumstances than one that wasn't. What comes to mind are those instances where you don't have a lot of room to place the nade, such as on a balcony or train car. If it's cooked a little there's no need to place it as it explodes in midair. It's also more realistic to leave it, no?

It's not a big deal really, I can understand where you're coming from. I'll live if you change it, but I'll also miss it.

Great job on AANR, Boo!!
  
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Default 12-19-2002, 08:09 AM

pretty much. i've screwed around with the fuse function before trying to put it on smoke grenades but it ended up just going off at your feet once you released it. i was having some trouble with the fuse but i don't recall if i removed it completely. it might not be possible considering EA's coding of the rifle bash.
  
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Default 12-19-2002, 08:29 AM

Excellent work by BOO and the Crew. AAN Rules!!!!! biggrin:
  
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Default 12-19-2002, 08:32 AM

Hell yeah it does!

I love the realism mod. I'm not an SMG or an MG user, so it suits me just fine.

My M-1 has never been better. Thanx guys for an awesome place to play.


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http://www.fpsgameforums.com/forums/image.php?type=sigpic&userid=5399&dateline=1213387  247
  
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Default 12-19-2002, 09:17 AM

Here's my take. Since i've played on the server almost every night since you've installed the mod.

#1 For the allied smg's. I agree with Joe in that they are a tad too accurate. But that's about it. I mean, when i'm an ally, i love it, and since the stg rocks for the axis now, they seem to even each other out. But you did the research, Boo. If they should be like that, then leave em. if they need some adjusting, then use your own discression.

#2 I like what you've done to the STG, in my opinion, it shoots almost identically to it's reputation. I mean it does outweigh the BAR, but it does in real life as well. Sure it shoots awfully far, but unless you can change only that about it, then i say leave it be.

#3 For nades. I also say leave 'em be. I think that they are realistic enough.

So, basically, i Don't really have any gripes about the AANR mod. I think that both sides are realistic, and i think that it's pretty even. ChickenBoo, You and Akuma kicked ass on this mod. Nice Work!!!
  
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Default 12-19-2002, 09:58 AM

I would like to see the nades as is. I'm not very good at cooking them yet but when a guy is around the corner having it blow up in the air next to him is effective.
  
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Default 12-19-2002, 12:18 PM

Quote:
Originally Posted by Strik0r
pretty much. i've screwed around with the fuse function before trying to put it on smoke grenades but it ended up just going off at your feet once you released it. i was having some trouble with the fuse but i don't recall if i removed it completely. it might not be possible considering EA's coding of the rifle bash.
I will look into this for you guys.

If the fuse is a totally different function, and it's not tied into the explosion timer, it might be possible to maybe triple the fuse time to fake people into thinking that the fuse will not work. More than likely, it is tied to the explosion somehow, though. Like I said, I'll help you out.
  
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Default 12-19-2002, 12:21 PM

[quote="Captain_McCusker":ba25b]In terms of the SMG, I agree. The kick is really what should throw the bullet spread off, and the allied weapons could use a little more kick. The STG, on the other hand, was famous for it's accuracy and ease of use. While I don't think it should be used for sniping, the kick shouldn't be very high. I'm not entirely sure how I can tone down the accuracy over distance like 500 yards or so (max effective range I have is 500 m). If someone has insight on how to do that, I'm more than willing to listen.[/quote:ba25b]

If you increase the kicback, and bulletspread for the SMG, it would be fine. The longer you hold the trigger, the more kickback and spread out the bullets are.

I'll take your word on the StG, as I've never read up on it. biggrin: I know how to tone down the accuracy. I'll PM you tonight or see you on TS and I can walk you through it.

PS: I also noticed the kickback on the Russian sniper rifle is alot bigger than the kickback on the German one. Dunno if that was intended, but I just saw that last night.
  
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Default 12-19-2002, 12:54 PM

On the sniper kick-back issue, once again I think the Ru sniper kicked like a mule in real-life as well.
evil:
  
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Default 12-19-2002, 01:18 PM

[quote="ST_Bazooka_Joe":0e510]I'll take your word on the StG, as I've never read up on it. biggrin: I know how to tone down the accuracy. I'll PM you tonight or see you on TS and I can walk you through it.

PS: I also noticed the kickback on the Russian sniper rifle is alot bigger than the kickback on the German one. Dunno if that was intended, but I just saw that last night.[/quote:0e510]

Stavro has a great deal of info on the STG and is the biggest supporter of the gun. I'll see if I can get him to post more info on it.

Here's some info on the Mosin-Nagant:
[quote:0e510]The SVT 40 (Samozariadnyia Vintovka Tokareva)
Length: 122 cm
Weight: 3.9 kg
Calibre: 7.62 mm
Magazine: 10 round box
Muzzle Velocity: 830 meters per second
Rate of Fire: Semi automatic only

The Red Army introduced several types of semi automatic rifle in the years prior to the Nazi invasion. Both the AVS and the SVT 38 served in small numbers before their mechanical failings consigned them to the scrap pile. The basic design of the SVT 38 was improved upon though, and emerged as the SVT 40 detailed above.

Like so many other such weapons, the SVT 40 suffered from the use of the high power rifle round used in its companion bolt action rifles and machine guns. In the Red Army, there was also the added problem that men were often thrust into combat with little training, especially in the niceties of weapon maintenance. The SVT was a complicated machine, ill-suited to be used by conscript recruits. Ambitious plans for the weapon to replace the old Mosin-Nagant came to naught. Instead, it became a support item, used to bolster the fire of a rifle squad in the hands of an experienced soldier or NCO.

Several variants appeared, most notably a sniper version, whose users would lavish more care and attention on the tricky mechanism. A few fully automatic weapons were produced, but proved too troublesome for further development. The weapon was simply too complicated for the needs of the Red Army which was paring itself to the bone to survive.[/quote:0e510]

I highlited the portion that states the reason for the high kick in the rifle.
  
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