CoD5 WaW - satches

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CoD5 WaW - satches

Postby {CuF}MaMojo » Wed Feb 17, 2010 9:13 pm

Guys, absolutely LOVE the BAS mod!! i'm a Baser from way back, and am really impressed with the work you've done on this mod. It's too bad you're limited by the moron's at Activision and some of their really weird decisions (i won't make a list LOL), but you guys have made BAS once again live.

i was asking Yellow in server about the satches, and he suggested i make a comment here. So, i was wondering if you guys might be considering lowering the power of the satches. i've been hearing from quite a number of other players who have asked the same thing. It's crazy that one satch can take out two tanks. Anyway... hoping you're considering doing so.

Thanks again all,

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Re: CoD5 WaW - satches

Postby Till Lindemann » Thu Feb 18, 2010 3:30 pm

i think we should really keep them as strong as they are, just like they were in our uo. i also think that the zooka settings should be set to our uo standard
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Re: CoD5 WaW - satches

Postby General of the Army » Thu Feb 18, 2010 4:02 pm

Till Lindemann wrote:i think we should really keep them as strong as they are, just like they were in our uo. i also think that the zooka settings should be set to our uo standard

:nod:

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Re: CoD5 WaW - satches

Postby buddha » Fri Feb 19, 2010 1:41 am

It should be noted that there are times I use 2 satchels and get 1 tank kill. I suppose it is all about where you place them and how damaged the tanks already are. I like the grunt of the satchels because it is a reward for gutsing it out with a tank and some cunning manouvering to get close and get a kill. That should be rewarded by giving the satchel the damage it currently has.
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Re: CoD5 WaW - satchels

Postby stufz » Fri Feb 19, 2010 3:20 am

uh well - if the tanker isn't paying attention or doesn't eyeball the source of those footiesteps he's hearing ... there's not much skill involved - but that's the draw in the game. You gotta be aware. Or the satchel carrier gets the big bang ! I'm still trying to master the art.

I'm a looking at the satchel's mp file and I'm not sure [I don't think these settings if changed would affect anything - explosionInnerDamage\200\explosionOuterDamage\50] but I believe what we're really talking about changing here - is the tank's health. Iirc, I was told that the tanks have the usual 1350 pts of health. From what I see in cfgs for stock & mod, if the tank is a Panzer4 or a t34 they have 2600 points, and thats deffo configurable in a mod.

Course, I don't know my t34 from a Panzer4 :p

So I'm guessing that all tanks are set to the same level of health ? I can't wait to try this mod out on my own - so much to play with - its gonna be REAL HARD to play any other game/mod for some time to come with the maps and vehicles & changes coming

RAVE ON !! :2thumbsup:

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Re: CoD5 WaW - satches

Postby DD-FLE » Tue Feb 23, 2010 7:35 am

Just a stupid Noob question.
I just downloaded this and got in yesterday. So are the Satchels and zooks laying around ala UO/BA or must
you rank up to earn them???

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Re: CoD5 WaW - satches

Postby chuckie2 » Tue Feb 23, 2010 8:29 am

DD-FLE wrote:Just a stupid Noob question.
I just downloaded this and got in yesterday. So are the Satchels and zooks laying around ala UO/BA or must
you rank up to earn them???



No ranking up, everything is listed in your "perks", bottom right on your screen is keyboard, just hit k for the list
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Re: CoD5 WaW - satchels

Postby {CuF}MaMojo » Tue Feb 23, 2010 9:57 pm

Further to Buddha's prior comment, as well as stufz below, i would totally agree with you... but there's a "but" here. By far, most of the time i get taken out by a satch is if i get too close to a window, or somewhere where a guy is simply hiding out. Now, i'm NOT saying hiding out to jump a tank, or pitchin' one out the window is BAD... but it's kinda hard to see the guy as it takes forever to turn the turret. When we played UO, there was the ability to look behind you with the turret following. It's similar to when you're stealing a tank... in UO you could watch to see if someone was coming, but as it is now, you're forced to look only forward. This to me (i would assume) is simply a setting of the mod... no??

Thanks all,
MM

p.s. Getting high FPS on my new rig using Win7. If anyone knows of a good site to check out to tweak game so it's optimal, i'd appreciate an offline link. Thanks. :)



stufz wrote:uh well - if the tanker isn't paying attention or doesn't eyeball the source of those footiesteps he's hearing ... there's not much skill involved - but that's the draw in the game. You gotta be aware. Or the satchel carrier gets the big bang ! I'm still trying to master the art.
RAVE ON !! :2thumbsup:

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Re: CoD5 WaW - satches

Postby Clint » Wed Feb 24, 2010 12:43 am

satchels

:luv:

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Re: CoD5 WaW - satches

Postby MajorFullWood » Wed Feb 24, 2010 7:01 am

Yeah, we know.
:flipoff:
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Re: CoD5 WaW - satchels

Postby logik » Fri Feb 26, 2010 11:08 am

{CuF}MaMojo wrote:This to me (i would assume) is simply a setting of the mod... no??


Incorrect. This is a limitation of the game engine.
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Re: CoD5 WaW - satches

Postby Harold Hecuba » Fri Feb 26, 2010 11:16 am

Satchels + fireworks = goodness. They are perfect as is, zookas however could use more juice.

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Re: CoD5 WaW - satches

Postby Bielab » Sat Feb 27, 2010 3:18 pm

Harold Hecuba wrote:Satchels + fireworks = goodness. They are perfect as is, zookas however could use more juice.

:nod:
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Re: CoD5 WaW - satches

Postby Rafterman » Mon Mar 01, 2010 10:37 am

Bielab wrote:
Harold Hecuba wrote:Satchels + fireworks = goodness. They are perfect as is, zookas however could use more juice.

:nod:
:ted:

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Re: CoD5 WaW - satches

Postby Uncle_Hulka » Tue Mar 23, 2010 8:10 pm

I think they are a bit strong. In UO you had to get pretty close to a tank to blow it up, with these satchels you don't have to get that close. Also are we limited to just one per spawn?
From playing this mod for 2 nights and comparing it to UO, that's the biggest difference I see, is satchel strength.
A nice zip sound for a warning when one is chucked might give you a shot at escaping in time.
I have other observations as well but right now I'm just pleased to have bas back.
Again thanks for the effort guys.
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Re: CoD5 WaW - satches

Postby krautnapped » Tue Mar 23, 2010 9:00 pm

My point on the whole stachels thing... tanks are an extremely powerful vehicle in WaW. They're pretty dominative, especially if you're good at jumping into the turret and picking people off with the MG. I think that if satchels were weakened, than it would be even harder to defuse a planted bomb when the last BAS is taken. Tanks would be way too over-powered—and then you'd have people complaining about the tanks!

Once zookas are juiced up a bit, I think things will be nice and evened up.

As long as you keep your head on a swivel and allow infantry around you to clear areas, you'll be good in a tank. I think half the satchel-v-tank kills tend to be the tank driven not keeping an eye on what's going on (I know that's where half my deaths in a tank come from... the other is HH and his superb UPS delivery skills).
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Re: CoD5 WaW - satches

Postby Uncle_Hulka » Tue Mar 23, 2010 9:34 pm

I think a satchel should be able to blow up a tank, but it should have to be right next to the tank or on it. I got killed by more satchels tonight (while in a tank) than by other tanks. There should be a advantage of being in a tank. If you juice up the zooks and satchels just have to be around a tank, you remove the advantage.
Or can it be made so they are more effective depending where they explode?
Like the rear of the tanks were the weak spot before. I think it would be great say you throw a satchel at the side of a tank, it blows the track off but doesn't kill you. Same for the front. But throw it near the rear or hit the rear with a bazooka, your dead meat.
The one thing that sticks in my mind is that unmistakable "zip" you heard when someone got a satchel ready.
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Re: CoD5 WaW - satches

Postby Clint » Tue Mar 23, 2010 10:51 pm

satchels are just fine.... if you are busy shelling a base...then you should have a turret gunner on your top watching and cleaning up stray infantry for you.

there's a reason for tanks having 2 positions.

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Re: CoD5 WaW - satches

Postby {CuF}Tuc » Wed Mar 24, 2010 12:31 am

Clint wrote:there's a reason for tanks having 2 positions.

Well said...
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Re: CoD5 WaW - satches

Postby chuckie2 » Wed Mar 24, 2010 5:13 am

the other is HH and his superb UPS delivery skills).

double ditto :eek:
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Re: CoD5 WaW - satches

Postby Harold Hecuba » Wed Mar 24, 2010 10:16 am

You can pick up extra satches off the dead if they have any and Chuckie is always a great source. :D The power level for satches is perfect, just about like the ax UO mod, however the delivery system with the plunger is what's cheap. It would be much more of a challenge if you had to cook them like in UO.

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Re: CoD5 WaW - satches

Postby Stevo » Fri Mar 26, 2010 7:56 pm

Satchels are Uber Cool!

:cool2:
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Re: CoD5 WaW - satches

Postby By-Tor » Sat Mar 27, 2010 10:09 am

Harold Hecuba wrote:...the delivery system with the plunger is what's cheap. It would be much more of a challenge if you had to cook them like in UO.

HH


I agree. HATE the plungers :mad:
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Re: CoD5 WaW - satches

Postby Stevo » Sat Mar 27, 2010 2:20 pm

By-Tor wrote:
Harold Hecuba wrote:...the delivery system with the plunger is what's cheap. It would be much more of a challenge if you had to cook them like in UO.

HH


I agree. HATE the plungers :mad:
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Re: CoD5 WaW - satches

Postby Uncle_Hulka » Wed Mar 31, 2010 4:36 pm

Some interesting stats regarding satchels. Next to the T34 (17978) and the PZIV (19515) the satchel has the most kills of any weapon. A whopping 13389 kills. I'm assuming we don't use cross-hairs for the realism factor. But I'm gonna go out on a limb here without doing any research and suggest that during world war 2 a satchel charge was not responsible for that much carnage. Keep in mind an actual satchel charge weighed about 16 lbs. So tossing them long distances like we do did not happen. Now don't get me wrong here I'm not complaining, I love this mod and will continue to support it.
But should a satchel be the most deadly weapon we use next to armor?
Just off the top of my head I think of a few possibilities to bring these numbers down into a "normal" range.

Spawn with 1 satchel and you cannot collect or get another satchel till you re-spawn. I think in uo you didn't get a satchel until you leveled up. Not sure if I remember that correctly. If everyone thinks the satchels don't have too much juice can the distance they can be tossed limited? Or how about make it so you can only plant them or drop them? limit the number of satchels a team can have? I looked at my stats so far and like most everyone I will assume satchels have killed me more than anything.Oh another shocker was that Spot has killed me the most :guns: I was surprised to find out I killed him the most out of anyone, although he is currently owning me at a 2-1 ratio......
Last edited by Uncle_Hulka on Wed Mar 31, 2010 5:28 pm, edited 1 time in total.
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Re: CoD5 WaW - satches

Postby Medicman11 » Wed Mar 31, 2010 5:15 pm

Satchel kills are so high because all three nations use them, theres no american/russian/german versions of them.

Top three weapons from each nation for me besides the tanks.

stg-227
bar-174
svt-104

260 satchel kills divided by 3 = 86.6 kills per nation.
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Re: CoD5 WaW - satches

Postby Clint » Wed Mar 31, 2010 5:37 pm

the underlying issue is teamwork..not satchels. bas is a team oriented gametype..not a tank oriented gametype.

people just need to squad up. tanks have 2 positions. main gun for destroying bases and a turret gunner
for keeping infantry away from your tank. tanks have no right to complain if they arent utilizing both positions. a tank is virtually unbeatable by opposing infantry if you have a player on the turret......so why
not use that advantage.

we've been playing bas for about 6+years on the AX UO BAS server, infantry had 2 satchels,
and 1 satchel was always enough to take out a tank.

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Re: CoD5 WaW - satches

Postby c2thet » Wed Mar 31, 2010 5:42 pm

I completely agree Clint. I do think the tank attached flame thrower, while moderately bad ass, is basically ineffective. I'd like to see a gun on all tanks.
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Re: CoD5 WaW - satches

Postby Uncle_Hulka » Wed Mar 31, 2010 6:04 pm

I guess your right Clint. I guess seeing the satchels tossed like grenades is the thing that kinda bugs me the most. They were 20 pounds not nerf balls. While on the subject of tanks, is there a way to use the machine gun in the tank? uo used to be right click I believe. Ive seen seen it used just once.
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Re: CoD5 WaW - satches

Postby krautnapped » Wed Mar 31, 2010 6:34 pm

It's a perk you have to choose.
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