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Post by leki on Mar 3, 2009 10:56:15 GMT -5
Hi commod 1.5 ( www.commod.eu ) has just been released with about 35 changes to weapons. Since it also seems that all the big leagues are using this mod i was wondering if Den would make a great chart for it so we can easily see the weapon changes?
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Mar 4, 2009 11:20:07 GMT -5
Glanced over this... thing. Instead of a chart, here's what you do, regardless of level of health.:
Avoid all SMGs, but use the Type100 if you gotta. Avoid all Pistols (especially the Magnum). Avoid all semi-automatics, but use the SVT-40 if you gotta. Avoid the shotguns, the Trenchgun, at least. Use the BAR or Stg-44. Use a Bolt-Action Rifle (doesn't matter which).
The only weapon that has had its actual damage changed is the Magnum, which now delivers the same 40-to-20 as the other four, making it absolutely useless. The rest have had their location multipliers adjusted to ridiculous values. SMGs, Pistols and Semi-Rifles have had headshots become 1X while the rest of the body is 0.75X and the extremeties half. That is to say a point-blank shot to the head from a 40-to-20 damage weapon will be 40-20 damage; a shot to the chest will only be 30-15 damage; a shot to the arm/leg, 20-10 damage.
Machineguns, though, have literally been given the entire body a 1.4X multiplier - the player is a head. Oh, but hey, the fingers and toes still only have 1X. Let's not forget the part about having Idling removed. The only thing that stands a chance against the Machineguns are the semi-automatic rifles with their potential 1200 RPM. Or Bolt-Action Rifles...
Bolt-Actions have gotten the same treatment, the entire torso and biceps are a one-shot kill, using a 3X multiplier. Legs and forearms are still 1X.
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Post by sketchybrown on Mar 5, 2009 21:04:29 GMT -5
Den -
Did you happen to find a page with all the mod's stats/changes in one place? I tried looking through their site/forums for a detailed listing of the mod's features, but all I can find are scattered posts with individual version to version changes.
For some reason I'm interested in looking this mod's numbers over. I'm curious as to what is considered balance by these fine folks in the competitive scene...
-Thanks for any help
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Mar 5, 2009 22:14:42 GMT -5
Download the latest client, check out the Documents folder, the changelog and the "weapon" PDF tell just about everything.
Then open up "z_v15_commod.iwd", and check out the weapon files with notepad, cross-reference them with the original weapon settings in WaW's "iw_14.iwd".
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Post by sketchybrown on Mar 6, 2009 16:20:12 GMT -5
Ahh, thanks for the hints. Sadly, I am not in possession of any of those files as I am a lowly Xbot...
You think they would have a place to list and organize all the changes for the masses/neckbeards so it's easily definable what "competitive" means.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Mar 7, 2009 4:39:14 GMT -5
Well if you don't have WaW for PC and iw_14 with it, everything in the gun chart has all the categories of the things that were changed, from a couple (Carbine, SMGs) having their ViewKick increased, idling removed and Multipliers altered. Use that for a reference, note that there are more than just five hit locations, the original settings have most everything at 1, no need to show fifteen "1.0"s.
"Competetive videogames" means "make the game, regardless of its original depth, as simple as possible". Unlike fighting games where players just use the "God Tier" characters and ignore the rest (until some cool guy wins a tournament with the joke character), FPS players, if they can, take the Smash Bros approach (can't really call it that, competetive FPS mods have been doing that long before Final Destination (see: Rocket Arena, a super simplification of the already simple Quake 3 Arena)) disable as much as possible, leaving little more than one "top tier" gun.
- This ComMod, though, the game is mostly intact and the multipliers aren't all that bad... up close. Measuring the Time to Kill a Guy, the common chest shot evens up the SMGs and LMGs (at least the BAR and Thompson/100; other weapons like the DP28, STG44 and PPSh are distanced ahead of or behind the rest). The multipliers make shooting with the SMGs unreliable in any health mode, the added kick (and seven-to-ten-shot kill) makes them even less viable at anything other than close range (where the LMGs are just as effective).
A brief glance at the ComMod forums shows that they focus on "mobility versus damage". Eh.
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Post by sketchybrown on Mar 8, 2009 0:16:17 GMT -5
Thanks for the explanation... it doesn't sound like a whole lot of fun - killing the game's features and balance like that. I recall reading one of your posts here about the "Pro" COD4 players - how the mod they use removes perks and all that... Where's the fun? The variety? It sounds like a repetitive, bland point and click adventure game used for an internet-dick-swinging competition. (nice word filter haha)
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Post by leki on Mar 8, 2009 3:09:25 GMT -5
Glanced over this... thing. Instead of a chart, here's what you do, regardless of level of health.: Avoid all SMGs, but use the Type100 if you gotta. Avoid all Pistols (especially the Magnum). Avoid all semi-automatics, but use the SVT-40 if you gotta. Avoid the shotguns, the Trenchgun, at least. Use the BAR or Stg-44. Use a Bolt-Action Rifle (doesn't matter which). The only weapon that has had its actual damage changed is the Magnum, which now delivers the same 40-to-20 as the other four, making it absolutely useless. The rest have had their location multipliers adjusted to ridiculous values. SMGs, Pistols and Semi-Rifles have had headshots become 1X while the rest of the body is 0.75X and the extremeties half. That is to say a point-blank shot to the head from a 40-to-20 damage weapon will be 40-20 damage; a shot to the chest will only be 30-15 damage; a shot to the arm/leg, 20-10 damage. Machineguns, though, have literally been given the entire body a 1.4X multiplier - the player is a head. Oh, but hey, the fingers and toes still only have 1X. Let's not forget the part about having Idling removed. The only thing that stands a chance against the Machineguns are the semi-automatic rifles with their potential 1200 RPM. Or Bolt-Action Rifles... Bolt-Actions have gotten the same treatment, the entire torso and biceps are a one-shot kill, using a 3X multiplier. Legs and forearms are still 1X. i had a look at the files myself and came to the same conclusion. playing the mod confirmed it and i ended up using Stg/bolts like everyone else on the sevrer. Den you should give them some tips on weapon balance
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dog
True Bro
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Posts: 10,608
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Post by dog on Mar 8, 2009 11:47:27 GMT -5
Den you should give them some tips on weapon balance That's what I had in mind as well, I'm getting sick of all the lousy mods trying to make the game worse than it already is. Seeing that the majority of these mods nowadays wanted to make the gameplay "balance" but messed up certain guns and turned them into the new overpowered weapon, these folks need some good re-education on the definition of "balance".
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