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TOPIC: New Mod

New Mod 13 Aug 2013 21:35 #18912

  • TheGuitar
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This Message was aprroved by Guitar.

Ok Very fun all loved it.
A few suggestions

1. more Player slot then 24 there will be a lot playing that i sure. But wait first to see if sevrer fills fast. i think it will hopfuly.

2. Muggles get choose from g36, sr8, spas, de, beretta.

3. wizards don't get flash. omg that was crazy i was blind. if you want flash it in lower the time it blinds.


Thanks for reading this,
Guitar
People do little by reason a lots by passion and most by habit.
Last Edit: 13 Aug 2013 21:39 by TheGuitar.
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New Mod 13 Aug 2013 21:48 #18913

  • Robz
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The Flashes help make it fair xD Don't remove em :3
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New Mod 13 Aug 2013 21:55 #18914

  • Thorus/Anon
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For me he's perfect (my opinion)*

Gj LammeSnail
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New Mod 13 Aug 2013 21:55 #18915

  • Jakes
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I would say the muggles should stay with Sr8 + DE But increase the damage of sr8 to atleast 40 .
I like it so much, Good job Snail, it'll be a famous server .
"I am the reason for the world hunger" - Diddlie
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New Mod 13 Aug 2013 22:07 #18916

  • LammeSnail
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OK thanks for your opnions. Tomorrow I will try to post here my notices about this kind of MOD.
Then you can give me more precise suggestions for help.
Thanks.
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New Mod 13 Aug 2013 23:08 #18918

  • Thorus/Anon
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Suggestion

Muggles: dommage sr8 : head 40 :torso 30 : legs 15
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New Mod 14 Aug 2013 00:14 #18924

  • Anthrax
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I agree with thorus. You might also want to decrease flashtime. It is WAY too long.
Also: You might want to disable the effect for the wizards. Blinding yourself isnt really useful, but happens often.
~
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New Mod 14 Aug 2013 01:56 #18925

  • #NoName
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I totally agree with shade, anthrax

Getting blinded by your own flash is waaaaay toooo, lets say.......STUPID :p.

Edit - the flash shouldn't blind your teammates either
Last Edit: 14 Aug 2013 01:58 by #NoName.
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New Mod 14 Aug 2013 02:07 #18926

  • #NoName
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A few more suggestions:

1 - muggles:

- they should have the ability to chose from primary weapons: sr8, g36, or spas...THATS IT !!

- in pistols, they should have the ability to chose from DE or Beretta, because not everyone likes DE.

- If the muggles chose to equip sr8 from the primary list, the damage of sr8 should be increased, how about 40 - 50 in the head, 30 - 35 in klever, and 15 - 20 in the legs?

2 - wizards:

- increase the hk damage, FOR SURE !! its so annoying to have hk at the enemies going and nothing happens

- if you guys increase the damage of hk, then decrease the damage of HE grenade

- AND FINALLY, i suggest to keep the length of flash grenades because thats the only thing that saves the wizards

AND BTW AWESOME JOB LAMME SNAIL FOR THIS AWESOME MOD!!!
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New Mod 14 Aug 2013 04:06 #18930

  • Anthrax
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Dont increase HK damage - HK is for fast travel, shoot it at the ground. It's not meant to do damage.
~
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New Mod 14 Aug 2013 04:08 #18931

  • TheGuitar
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F1 for thorus idea.
F1 for blade muggles idea.
F2 for blade wizards idea.

blade hk69 is for jumps and fast escape not to kill. he grenade and also wizards have it easy if they camp in a room they win. so ;)


P.S Btw blade love your new profile pic made me go find a website and make myself a giff photo :P
People do little by reason a lots by passion and most by habit.
Last Edit: 14 Aug 2013 04:16 by TheGuitar.
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New Mod 14 Aug 2013 04:52 #18933

  • #NoName
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you're right guitar. f1 for the f2 guitar gave me on the wizard idea.lol

ty for the avatar guitar
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New Mod 14 Aug 2013 09:35 #18936

  • Quick
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If the sr8 damage get's higher then slow it down, so they can't use sr8 script. Else it's too hard for the wizards to get them.
Maybe lower the waiting time for the bomb to explode a little and it would be fine.
I can come with more soon.
What u want to be: Fair or Foul?
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New Mod 14 Aug 2013 11:27 #18940

  • LammeSnail
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OK first my explanations, then I will answer your posts one by one, hopefully this will help to understand my purposes better:


OK some short explanation about this new mod.
The conception was the same like for the ZOMBIE MOD: to have a team with short range weapons with the necessity to get closer to the enemy (these are the wizards) and an other team with traditional weapons (muggles).
Simply to get closer with nades (deadly magic spell: Avada Kedavra) only against weapons would be too difficult, this is why I gave Smoke and Flash grenades to wizards: with these the can get covers.
(Cover with magic).
But not much, that the map should stay playable. Wizards currently have 1 Smoke and 3 Flashes, but I will consider to lower it to 2 (wit slow regain).
HE grens have the normal damage and settings (that players can use them in the same environment like on normal UrT servers) – without damage to own and other wizards (except Splooded in hand).
Wizards can heal very fast, and muggle weapons harm low. HK 69 has a very low damage, meant for jumps and to shot down glitching muggles.
Both team has unlimited stamina and walljumps.
Muggles heal about normal and have DE with lot ammo and SR8. We can consider to turn off or enable SR8 script (should be turned off, else wizards die from two hits). DE damage is very low. To make the game more enjoyable for muggles, I plan to give an other weapon. Maybe a Spas with one ammo like in the ZOMBIE mod.
Server special: 20 health regen for 5 kills in a row, 50 health regen for 10 kills in a row and medkit for 15 kills in a row. This could be modified as well.
Kick has a way too much damage, have to fine tune it. I don’t want to have knife, it’s enough to have one MOD (ZOMBIE) with it.

And what is the server meant for? Just to train your HE gren skills. I saw that especially ZOMBIE players are not familiar with grenades, although it is a very important weapon for skilled players.
Just an example: watch this PCW demo from beka, where he beats 2 Division1 players in a 2vs2 match: all players use nades, since in face to face you may fail, but when using grenades you can kill without the enemy would see you and able to shot you. See the numbers how many times he kills with HE gren (although he is good enough to kill in face to face – watch the last 5 minutes).
clankrh.com/index.php/component/kunena/2...good-demo-from-a-pcw

So if you are ready to train your grenade skills, you will have better chances to win this tournament ;)
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New Mod 14 Aug 2013 11:43 #18941

  • DiddlieDaptie
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Hey lamme,

We were in the ts3 while playing the new mod and we think this mod is very good

Although there could be some good changes.
for Wizards
-HE nades, almost perfect, I would love some faster regain

-Flash nades, not really good, flash is too long and you blind yourself and teammates too often, (funny when you are in a fight with your teammate though)

-Smoke nade, The smoke nade is really usefull because you/I have a certain feeling when im rushing through the smoke, I think this should be capped at two because the smokenade is much more usefull then the Flashnade at this very moment

MUGGLES:
-SR8 WAAAY too much dmg, a good sniper like Anthrax versus you and you get double 60 (Lamme set the dmg to 60-60-30-30) so that should be changed to 30 because if you are rushing in this will still happen. Imagine 33+ will be too easily countered if you are 10v10 although 30 is too hard for 1v1. The best suggestion would be that it would be set 10v10+ 30 dmg and from 5v5 35 dmg, that would be awesome,

-DE should deal a bit more dmg, Its very hard to kill with it now, and there are nontheless records for it :p. bullets are good mags too.

And now the last thing for both but most certainly not the least,
BOOTINGGGGGGG.

the 80 dmg was fun but a bit unreal xD
the 40 dmg is underpowerd for wizards,
Can you set the wizards to 60 and the Muggles to 30 because that would be great, it is hard to fight a 1o1 as a wizard so they should have an advantage and the Muggles got their sniper so they should be already dealing tons of dmg

This was my view at the new mod,

P.S. dont enable xlrstats Lamme. Nyau, Robz, JK, Fresly and I think thats a very bad idea, we've encountered quite some rage during this little 'sesion' so we think it would be wise to just leave it a fun mod

Some might argue that this will bring less players, maybe true but if we write a B3 message in the zombie, there will be enough players there, and lets be honest... The most statplayers are complete asses, this was all... for now :P
It's Diddlie
with an I
you illiterate fucks
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New Mod 14 Aug 2013 11:50 #18942

  • LammeSnail
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Thorus wrote:
Suggestion

Muggles: dommage sr8 : head 40 :torso 30 : legs 15

I increased already, but not possible to make different head and torso.
I will highly consider to disable script, else Wizards would have really bad chances.

I am not sure, if I can turn off the self-effect of flash, but as wizard you can count the time and turn back (or hide) then you will be less time blind. I did so.
If there is a time setting, I will consider it.
I think 3 flash nades are ok... 2 would be maybe to few to cloak owselves.

I don't want to increase the damage of HK, it is meant to escape or against glitchers - it should keep the original intent: wizards must go near to kill. (As on the ZOMBIE flying knife has low damage but high knockback).

Erm, if I allow other primary weapon, then I have to set the damages correctly - this will complicate it...

I know Beretta is more liked, but it is a pistole in ZOMBIE MOD, and as I already wrote above: I wouldn't like to have a 2nd ZOMBIE MOD variant.
So for the Wizard MOD every difference is good compared to the ZOMBIE MOD.

If I missed some suggestions, I will answer soon (but currently I have to work) :S

Thanks!
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New Mod 14 Aug 2013 12:55 #18946

  • LammeSnail
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OK thanks for your suggestions, I will make some changes and announce a new test evening.

Thanks for helping!

PS 1.: a not less important parameter for a successful game play are the maps. Maps in the cycle must be fair for bot teams. So suggestions are welcome here as well. (Not too much pls)...
My point of view:
- not much glitch possible
- enough high for rocket jump
- original and thirdparty mixed
- fair for bot team

PS 2.: You were missing B3. It is on, but in BASIC config. You can add me a list of plugins you missed.

PS 3.: Don't miss your admin level you have on other KzH server, servers have different databases. I will fix it before the official release.

Thx
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New Mod 14 Aug 2013 12:57 #18947

  • Quick
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Look at HK as a broom. Then look at Harry Potter. Can the broom kill one?
HK is fine and for me it don't do any damage.
Is Extra Ammo allowed?
The bombs should have some a higher regen, because u can easily use all of them and then they don't regen...
I still have some, but need to test the mod again, so I can see if it's needed to change them.
What u want to be: Fair or Foul?
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New Mod 14 Aug 2013 12:59 #18948

  • Quick
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LammeSnail wrote:
PS 1.: a not less important parameter for a successful game play are the maps. Maps in the cycle must be fair for bot teams. So suggestions are welcome here as well. (Not too much pls)...
My point of view:
- not much glitch possible
- enough high for rocket jump
- original and thirdparty mixed
- fair for bot team

I can try to make bot support on my maps and then add them. Skybattle and road should be open enough to it.
What u want to be: Fair or Foul?
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New Mod 14 Aug 2013 13:23 #18950

  • LammeSnail
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LOL the broom example was awesome B)

New idea: next MOD could be a quidditch match XD

About bot support: on this server I don't want to add bots, but to add bot support to your maps is always a good idea.

Ty
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