Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Using WD40 to spray on my rusty coding skills, I'm reviving the 1.9 project. Today I want to focus on the weapons; Alter the accuracy, power, recoil, and other stuff. Discuss and debate.
Desert Eagle
Currently: - Found in basic sunglass kits on the kingpin team. - Has good accuracy - All range - Sounds like poop - 2-4 shots to kill depending on where a player aims.
What Shrooms thinks: - Should be found in army kits (shotgun kit, sniper kit, ect) at random; a player's army kit will have either a beretta or a deserteagle unable to predict. - Lower accuracy and range of weapon slightly. - Modify the crosshair when the player moves, turns, and shifts body position to be less James Bondish - More recoil
Beretta
Currently: - Found in basic kits on vigilante team and in army kits - Not so accurate as the desert eagle or as powerful, yet the clip size of each mag balances out this weapon's disadvantage. - Also sounds like poop
What Shrooms thinks: - Change the sound - More recoil
Knife
Currently: - Found in any freaken kit - Players carry 20 knives just like the character V from the movie "V for Vendetta" - stabbing sucks - throwing knives kills players instantly
What Shrooms thinks: - Make it easier to stab people similar to pirates - Lower damage? this is debatable
TNT
Currently: - players yield 3 at a time. - Found in the TNT kit - no one really uses this
What Shrooms thinks: - In TNT kit, Replace pistol with a sub machine gun such as an UZI. UZI will be slightly inaccurate, fast rate of fire, and will take several bullets to kill a player - Lower range to players - Lower throw range
Grenade
Currently: - Insta-kill when hit by a grenade - Broken animation - slides on ground like ice - No one uses the stupid grenade kit
What Shrooms thinks: - Lower damage and range to players - Fix animation - Add sub machine gun to grenade kit ?
AK-74
Currently: - Accurate - no recoil - long ranged - poop sound
What Shrooms thinks: - Lower accuracy, add recoil
Sniper
Currently: - No scopping uber insta-kill action - accurate
What Shrooms thinks: - lower accuracy when standing, walking, turning, crouching, and prone. - Can only successfully aim when in prone. Similar to bf1942 sniper - lower damage to vehicles - add recoil
Shotgun
Currently: - Ridiculously powerful and accurate.
What Shrooms thinks: - Lower damage to players/vehicles - increase recoil - lower rate of fire - lower accuracy - lower ammo count?
M16
Currently: - very similar to ak74 - goes pew pew pew
What Shrooms thinks: - same alterations to ak74
Grenade launcher
Currently: - Large splash damage radius - very accurate
What Shrooms thinks: - lower accuracy - lower damage to players - lower splash damage to players
Wrench
Currently: - Sounds like player uses wrench to smack a vehicle.
What Shrooms thinks: - Longer repair time - New sound or switch to default bf1942
Binoculars
Currently: - rarely used
What Shrooms thinks: - Ability to point out vehicles, enemy vehicle will appear on player's minimap. Also for the entire team? Does not point out players on foot.
Other questions Should scaled down maps contain kits players can equip at spawn? Should the weapons not be touched?
Overall, I agree with Shrooms, but I will run through my opinions -
Desert Eagle - I agree with lowering accuracy and range of weapon, as well as adding more recoil. New sound needed
Berretta - Range and Accuracy are good, just add recoil and new sound.
Knife - Is probably my favorite weapon. With the exception of maybe making the stab distance longer(i hope that makes sense), keep it the way it is.
TNT - It seems like people only use this for stunts or TKing... still good tho. I also think it needs a smaller throw range.
Grenade - Needs fixing...and a added gun of some sort...UZI?
AK and M16 (essentially the same) - Add more recoil and make less accurate. Its WAY too easy to kill with these
Sniper - I agree exactly with shrooms
Shotty - Lower damage and make reload time longer. lower the range. too easy to kill with
Grenade Launcher - lower the splash and accuracy
Wrench - needs sound fixed. And on some maps the repair time should be shorter.
Binoculars - Love that idea, spotting vehicles.
OTHER QUESTIONS If anything, the scaled down maps should have weapons nearby, like snowpeak docks did.
Some weapons need adjusting, its a fact. Mostly the AK/M16 accuracy and recoil issues, as well as sound on pistols and the obnoxious wrench noise.
I would also recommend maybe making a stinger missile or something. Not an actual stinger (this is IS not DC) but like the 1982 version of one. Could be useful
but aside from that i either totally agree or trust your judgement.. you have played this enough to know what needs tweakng. I think the different 'kits' you choose at start should contain different weapons though... i for one just 'spawn' and give no thought to the colour of my sunglasses.... it would be good to spawn a certain kit.
john
[ 23:50 ] [ 17 Mar 2009 ]
Guest
we need to make it fair, but it also needs to be realistic. keep this in mind when changing the weapons around: strong weapons need to be strong. weak weapons need to be weak. this especially applies to the grenade launcher. if we make the strong weapons too weak, the weapons will be unbalanced, and every gun will be just as an advantage over the player as the next
Registered Member #1878 Joined: [ 12:09 ] [ 26 May 2007 ]
you want to add more guns to TNT and grenade kits? well, why do you dont make a "god" kit with all weapons in one kit...
no serious... the kits make sense how they are. it make also sense how the start kits are: - all start kits got all the same weapons, just the sunglasses are different. - all advanced kits are like the start kit, just with one (1) extra weapon. - who wants an extra weapon need to search and find one of the advanced kits.
guys, this is interstate. this is how it is. this is an autocombat mod. if you want to choose any weapon on the start, i advice you to play another mod. if you want to add more kits, that would be a good idea for an update of this mod. but to change the kits it's a bad idea. this would make a new mod, and not an update.
Shrooms
[ 02:49 ] [ 18 Mar 2009 ]
Guest
Mystery wrote ...
you want to add more guns to TNT and grenade kits? well, why do you dont make a "god" kit with all weapons in one kit...
no serious... the kits make sense how they are. it make also sense how the start kits are: - all start kits got all the same weapons, just the sunglasses are different. - all advanced kits are like the start kit, just with one (1) extra weapon. - who wants an extra weapon need to search and find one of the advanced kits.
guys, this is interstate. this is how it is. this is an autocombat mod. if you want to choose any weapon on the start, i advice you to play another mod. if you want to add more kits, that would be a good idea for an update of this mod. but to change the kits it's a bad idea. this would make a new mod, and not an update.
I understand your worry, but I don't believe you are understanding completely.
I don't remember the last time I saw an interstater yielding the grenade kit. Replacing the pistol in the grenade kit with a weak sub-machine gun will encourage people to use the kit and the grenades more. The TNT kit too. Although occasionally I see people use the TNT kit more. but not enough. And the tnt kit is no match up to other kits like the m16 or shotty kit. These kits need to be equally balanced against each other yet still hold their own uniqueness.
Interstate already has a god kit. Its the sniper kit. it is the most ridiculous weapon I've ever played with. It's extremely easy to aim with. 1 shot kill, 4-6 shots on a car. Burning our crops and beating our wives. I have seen sniper kits disrupt autocombat play. Tweaking kits is necessary for interstate.
It is not best to change what weapons players will spawn with in all maps. I wanted this for the mini maps only, like snowpeak docks; they are 6vs6 scaled maps for the small player base. We will still see our sunglasses kits.
Kits are not what I'm only changing in the mod, next week I will erect another discussion thread on autocombat.
Registered Member #1878 Joined: [ 12:09 ] [ 26 May 2007 ]
well, when I playing Interstate, and I play it rarely, there are anytime situations where those kits are been used.
you just need the right maps... like snowpeak or highway. last time where i saw people using tnt and granades was saturday, on the "filming", on aurora valley
maybe i see more people using those kits because i play more autocombat maps than race maps
Registered Member #1829 Joined: [ 23:46 ] [ 16 Mar 2007 ]
hmm... I think Adding uzis to the expack kit is an awesome idea! However I think instead of adding an uzi in the nade kit, there should be a few more nades and a revolver of some sort (good old fashioned sixshooter) with good aim but moderate damage and takes more time to reload.
I dont know really... Im just ranting my thoughts here.
Thats some great fixes shrooms <3 I totaly agree on the TNT/NADE kits having a gun of some sort, and a uzi would fit pretty nice. I think sniperjack has a pretty nice uzi model we could use. Some of the weapons are very.. little detailed.. like the ak-74, m16, nade launcher and the shotgun, some of those would do great with a new texture or some detail added to ze model
Registered Member #1903 Joined: [ 17:48 ] [ 22 Jun 2007 ]
I totally agree with you Shrooms... Knife kit - I agree with TheLawnRanger, the "stab" range should be larger and as you said lower damage.
Sniper kit - Yeah, it needs more recoil and less accuracy when moving, but for the damage: Is there a way to have more damage on the glass parts of a vehicle? Also is it possible to damage the driver through the glass?
Wrench - I agree, it needs a new sound, but I don't understand why more repair time...
Binoculars - Nice idea, just like on BF2: You spot vehicles and they do appear on minimap, but is this possible? I mean, with bf42 engine?