Mod Feedback
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- Rhino
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Mod Feedback
We are getting ready to make some updates and changes to the CoD2 mod (Extreme Mod or |ax|mod) To that end we have reloaded the old |ax| mod for you to play for a week or so. We'd liek feedback on it and the EXtreme mod to know which one you like best and what features you would like to see. The Extreme mod has lots of bells and whistles (most of which we dont use anyways) The |ax| mod is clean simple but yet a little limited in ways.
If you have suggestions or features you'd like to see please let us know.
My current list of things I'd like to see us add to the |ax| mod (if we prefer to play the ax mod) would be:
-Bolts only (choice of the four bolt files Mosin, KAR, Springfield, Lee Enfield)
-Weapons limiters for all weapons not just shotgun and snipers
-All weapons options for both teams
-Weapons options per map (bolts only, shotguns , team weapons, all weapons, snipers onlky etc) so we can do mixed rotation like we do with the Extreme mod.
If you have suggestions or features you'd like to see please let us know.
My current list of things I'd like to see us add to the |ax| mod (if we prefer to play the ax mod) would be:
-Bolts only (choice of the four bolt files Mosin, KAR, Springfield, Lee Enfield)
-Weapons limiters for all weapons not just shotgun and snipers
-All weapons options for both teams
-Weapons options per map (bolts only, shotguns , team weapons, all weapons, snipers onlky etc) so we can do mixed rotation like we do with the Extreme mod.
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- Chaos1907
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Re: Mod Feedback
The ax mod is the closet thing to the PAM competitive mod. It's going to be a bit hectic once the ax mod server gets popular with everyone using a mp44. Throw in some mixed weapons in the ax mod if possible.



- logik
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Re: Mod Feedback

Long live |ax|! I'll keep an eye out.
Re: Mod Feedback
Well, having to work nights Mon, Tues, Wed, I really won't get to check it out till Pressure Cooker.
But I already know my vote is for the |ax| mod ------ the only, and best, way to play. I agree with all
the changes you listed. One week may not be enough time for some of the new players to adjust to the
|ax| mod, or to realize how good it really is, but that is just my
.
One vote for the |ax| mod.

But I already know my vote is for the |ax| mod ------ the only, and best, way to play. I agree with all
the changes you listed. One week may not be enough time for some of the new players to adjust to the
|ax| mod, or to realize how good it really is, but that is just my
.One vote for the |ax| mod.


when you can't run -- you crawl -- when you can't crawl -- friends will carry you.
- Matrix
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Re: Mod Feedback
As long as there is a bolts only option why not use your ax mod if it's closer to PAM. I don't care for all weapons, never did and that's what was running last night. Hard for me to provide any input from an all weapons perspective.
- |ax|Poison
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Re: Mod Feedback
I had to get used to it again but overall it seems good.
The only thing missing was the sprint feature but i got used to not having it quickly enough.
Once again, Thank you for all your hard work
The only thing missing was the sprint feature but i got used to not having it quickly enough.
Once again, Thank you for all your hard work

“I would challenge you to a battle of wits, but I see you are unarmed!”
- Rhino
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Re: Mod Feedback
|ax|Poison wrote:The only thing missing was the sprint feature but i got used to not having it quickly enough.
I'm thinking we can increase the pistol run speed a bit and find a happy medium without trying to add a "run key" What say you? Would that do it for those wanting run?
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- Till Lindemann
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Re: Mod Feedback
Rhino wrote:|ax|Poison wrote:The only thing missing was the sprint feature but i got used to not having it quickly enough.
I'm thinking we can increase the pistol run speed a bit and find a happy medium without trying to add a "run key" What say you? Would that do it for those wanting run?
i'm for the key. if only to dissuade increased pistol whoring. i'd be willing to trade the key for our old uo crosshairs though
- |ax|Poison
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Re: Mod Feedback
Till Lindemann wrote:Rhino wrote:|ax|Poison wrote:The only thing missing was the sprint feature but i got used to not having it quickly enough.
I'm thinking we can increase the pistol run speed a bit and find a happy medium without trying to add a "run key" What say you? Would that do it for those wanting run?
i'm for the key. if only to dissuade increased pistol whoring. i'd be willing to trade the key for our old uo crosshairs though
It's fine the way it is, you don't want to make it too easy,at that point the Goober might start playing and Lord knows we don't want that,do we ?
Like i stated,once i got adjusted to the mod again i had no problem upping my bash stats


“I would challenge you to a battle of wits, but I see you are unarmed!”
- Matrix
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Re: Mod Feedback
Noticed some things today while playing on the new(old) mod. I could not hear my own footsteps as normal on some maps. I could hear every third step seemed like. I don't know if that means I am not hearing enemy footsteps accurately as well. Had some kills fail to register also. I'm without question having some trouble with accuracy that I didn't have before, not sure if I just I need to get used to the mod or what. But I figured I would report on it. Also normal speed walking seemed slower? Maybe I am imagining that I don't know.
- Chaos1907
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Re: Mod Feedback
Matrix wrote:Noticed some things today while playing on the new(old) mod. I could not hear my own footsteps as normal on some maps. I could hear every third step seemed like. I don't know if that means I am not hearing enemy footsteps accurately as well. Had some kills fail to register also. I'm without question having some trouble with accuracy that I didn't have before, not sure if I just I need to get used to the mod or what. But I figured I would report on it. Also normal speed walking seemed slower? Maybe I am imagining that I don't know.
I could hear the footsteps very clearly. Are you using your speakers as sounds? If so, that could be why. The steps are very faint if you have the volume at 30 percent. I know from playing Promodlive.eu for years on my desktop. As for the killing, it's supposed to be like that. It was like that in past. You just have to get used to the ax mod. The walking speed is normal.
My suggestions - Some maps are best with mixed maps (all weapons preferable). They are Toujane, Burgundy, and Pavlov's House. The map cycle was too short. Add a few custom and stock maps. Since this is a 30 slot server, there should be two to three scopes PER TEAM! I don't want to get spawn trap and get sniped consistently from four snipers on Pavlov's house for being too open of a map. In addition, the maps will flow A LOT better.



- Rhino
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Re: Mod Feedback
Till Lindemann wrote:i'm for the key. if only to dissuade increased pistol whoring. i'd be willing to trade the key for our old uo crosshairs though
Im not even sure a run key is possible and im certainly not in favor of anthing morebthan about 3 to 5 seconds of run. As for pistol run im only suggesting we tuen the speed up a notch or two...not full blown run foran infinite amount of time.
Im not even sure its possible for us to turn the pistol run speed up anyways...

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Always come back for more.
Lead with your horn...
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- Rhino
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Re: Mod Feedback
Matrix wrote:Noticed some things today while playing on the new(old) mod.
Im not a coder and the version of the mod we have up was a version gitman was working on. It has several new old features including longer respawns for team killing, bash , headshot and flag cap mini icons. The weapons settings are not adjusted from the original cod2 settings but some of the weapon sounds are customized.
The extreme mod and the ax mod are two very different beasts. The extreme mod is feature packed, flexible and "fuzzy feeling". The ax mod is lean, fast, feature bare and "tight" feeling by comparison.
It might be that if your using custom setting...ie snaps, frame rates, packets, hunkmegs, packetdup etc...you may need to dial them in for the ax mod.

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- Till Lindemann
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Re: Mod Feedback
Rhino wrote:Till Lindemann wrote:i'm for the key. if only to dissuade increased pistol whoring. i'd be willing to trade the key for our old uo crosshairs though
Im not even sure a run key is possible and im certainly not in favor of anthing morebthan about 3 to 5 seconds of run. As for pistol run im only suggesting we tuen the speed up a notch or two...not full blown run foran infinite amount of time.
Im not even sure its possible for us to turn the pistol run speed up anyways...
If a sprint key was re-incorporated, I'd be for the previous mod settings . As for a faster speed with pistol, like uo did, the pistol whoring on confined maps is bad enough. to me, tthere's no reason to encourage it further by adding a perk to an already eye rolling method of playing. So, minus the sprint key I'd have to agree with poison in that we don't need it. I still would like to see our bas mod cross hairs integrated though. You mentioned liking the tightness of the current mods, they'd be tighter
- Rhino
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Re: Mod Feedback
The crosshairs (if thats what you mean ) are plenty small and nice clean single pixel lines. Not much room to go smaller. Already smaller than the extreme mod.
I have no way to look at the ax base mod and most likely never will.
I have no way to look at the ax base mod and most likely never will.
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- logik
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Re: Mod Feedback
Id prefer a sprint key if possible.
- |ax|Poison
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Re: Mod Feedback
There was some feedback on TS last night,I'll not mention names but most of the feedback was negative, there were some players that adapted quickly and others that didn't care for it at all.
Personally i enjoy the challenge of adapting to a new mod, it does seem strange at first but you get used to it.

Personally i enjoy the challenge of adapting to a new mod, it does seem strange at first but you get used to it.


“I would challenge you to a battle of wits, but I see you are unarmed!”
- Rhino
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Re: Mod Feedback
At this stage the sprint key seems to be the single biggest request.
Of the features I listed in my initial post all of them (and the sprint key) exist in the extreme mod. If there isnt a preference for the ax mod then I see no reason to waste time trying to have Kaveman update/improve it.
Maybe people don't love the good ol ax mod as much as they thought...or maybe they dont really care??:headscratch:
It is a 9 year old game and most of the people that pop in to play are here for a couple of games then off for the night. Maybe "set it and forget it" is way to go.
Of the features I listed in my initial post all of them (and the sprint key) exist in the extreme mod. If there isnt a preference for the ax mod then I see no reason to waste time trying to have Kaveman update/improve it.
Maybe people don't love the good ol ax mod as much as they thought...or maybe they dont really care??:headscratch:
It is a 9 year old game and most of the people that pop in to play are here for a couple of games then off for the night. Maybe "set it and forget it" is way to go.
Head down...
Lead with your horn...
Always come back for more.
Lead with your horn...
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- |ax|Poison
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Re: Mod Feedback
I don't mind the mod at all and the sprint key really doesn't matter to me.
Also, "Bridge night" map was not received well because of the spawns.
As usual, Great work and thank you !

Also, "Bridge night" map was not received well because of the spawns.
As usual, Great work and thank you !


“I would challenge you to a battle of wits, but I see you are unarmed!”
- logik
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Re: Mod Feedback
|ax|Poison wrote:most of the feedback was negative, there were some players that adapted quickly and others that didn't care for it at all.
Rhino wrote:Maybe people don't love the good ol ax mod as much as they thought...or maybe they dont really care??:headscratch:
People hate change. It's a known fact. When we first switched from |ax| to extreme, it was hated on.
I've played twice since the switch over was made. It was difficult because it is different that "what we have been accustomed to lately".
I support whichever decision is made, but my preference is for the original.
- Chaos1907
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Re: Mod Feedback
As I first said, I don't think one week is enough for people to get the feel of, and truly understand (or appreciate) the |ax|mod.
It is more difficult to adjust to and get used to than your run of mill 'plug and play' mods, and while that may be detrimental to bringing
in new people who just want to jump in and kill, I think the |ax|mod actually makes you a better player. Case in Point: Grasia.
Grasia played here under the |ax|mod for quite a while, and while she was improving, when we switched the the Extreme mod everyone
started talking about how good Grasia had gotten. I think some of that came from her being able to handle the |ax|mod.
You will never be able to please everyone. I desperately want to keep the |ax|mod. I think it sets us apart from the other servers, and
I truly believe it makes us better players. We still have a thread to post your outrageous high scores when dominating on other servers. I
think that came from playing the |ax|mod. After that, going and playing on another server seemed stupidly easy to us. HOWEVER,
this is just my preference and my opinion. I will always defer to what is in the best interest of the server. If the |ax|mod isn't bringing in the
traffic and keeping us growing (and yes, slowly but surely we are still growing) then at the least, move it to the scrim server.
All I can suggest is give it another week or so to give people time to appreciate it.
There have been a lot of comments on this already, but only 6 real votes. All of them for keeping the |ax|mod.

It is more difficult to adjust to and get used to than your run of mill 'plug and play' mods, and while that may be detrimental to bringing
in new people who just want to jump in and kill, I think the |ax|mod actually makes you a better player. Case in Point: Grasia.
Grasia played here under the |ax|mod for quite a while, and while she was improving, when we switched the the Extreme mod everyone
started talking about how good Grasia had gotten. I think some of that came from her being able to handle the |ax|mod.
You will never be able to please everyone. I desperately want to keep the |ax|mod. I think it sets us apart from the other servers, and
I truly believe it makes us better players. We still have a thread to post your outrageous high scores when dominating on other servers. I
think that came from playing the |ax|mod. After that, going and playing on another server seemed stupidly easy to us. HOWEVER,
this is just my preference and my opinion. I will always defer to what is in the best interest of the server. If the |ax|mod isn't bringing in the
traffic and keeping us growing (and yes, slowly but surely we are still growing) then at the least, move it to the scrim server.
All I can suggest is give it another week or so to give people time to appreciate it.
There have been a lot of comments on this already, but only 6 real votes. All of them for keeping the |ax|mod.


when you can't run -- you crawl -- when you can't crawl -- friends will carry you.
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