Make sure to bring lots of med packs, our 64 player beach server is intense!
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Wed Jul 02, 2003 8:13 pm

If you don´t like enginners in RTCW just try ET, on this beach map, eng is kinda weak because is only intended in this case for just refusing dynos, maybe adding a new funtion like inmediate exploding throwing dynos like grenades would be even more bloody and funny

Wed Jul 02, 2003 11:36 pm

Originally posted by Keekanoo
Calls for 'I need a jacket....I need a jacket' would echo incessantly in 60 homes across the World.

Whole legions of engineers would appear--recently graduated noobs--handing out flak-jackets on the beach.


And that is why you gotta limit the amount they can pass out. They'd have to think before they give them. Who can make better use of it? The panzer who is going to suicide himself or the medic going in for the docs?

This stuff is all Shrub's domain though. I wonder if he still works on the mod now that his server is (was?) ET.

Thu Jul 03, 2003 2:57 am

if engineers could steal the MG42's off their little unseen tripods off the windows and be able to relocate them wherever they want and plant them down taking about 15 seconds to set it up, and having a working MG right there. but would break if the eng got killed. and if the eng got killed before he ever plants it down, the MG would be dropped like documents and returned when axis run over it.

eng would have to use his little tool to get the MG off the tripod though, cant make everything easy for ya.

~Zero

Thu Jul 03, 2003 11:34 am

intresting idea zero

Thu Jul 03, 2003 2:08 pm

That would sure make the game far more fun, and unpredictable. Cool Idea.

:flame:

(SEETHER)

Sat Jul 05, 2003 1:54 pm

i have pondered for a nother way to make them more effective and i think i have an idea....as we all kno, soldiers with the panzerfaust hafta to wait quite a long time in between blasts... i think engineers should have some way of transferring there energy bar to soldiers, and maybe even leiuts...only the leuit would recieve only like 1/4 of what the engineer gave him...

Sat Jul 05, 2003 9:35 pm

Maybe that will happen in the next shrubmod. Should e-mail shrubmod about this...

Sun Jul 06, 2003 9:04 am

im not an admin or anything..i asked keek to do it, but he said that shrub wouldnt listen to him either....

Sun Jul 06, 2003 10:25 am

Well, it's not that he wouldn't listen to me, I just put it in perspective. Here's a guy who's probably spent countless hundreds of hours making the mod as cool as it is. Does he really want to be pestered day and night by thousands of people around the globe about tweaks they'd like?

Considering what he's done, he clearly has a good sense of what Wolf is all about--and that likely includes the mod-variations that are out there. We're probably not telling him anything new.

I figure he might get the chance to read all this, or perhaps someone who knows him personally will, and he'll go forward with what he wishes.

Mine, in this regard, is not a mover and shaker philosophy; I'm opting for the polite discreet informative angle.

Sun Jul 06, 2003 1:12 pm

I think engineers are fine as they are. If you do anything to engineers I think you'll be making them to powerful. They can plant mines, and they have 8 grenades that can be used very effectively. On many maps, engineers are a strong class because they can plant dynamites to slow down the enemy and make them group up for a nice panzer shot. Sub, for example, planting a dynamite in the pool room groups them up and then the engineer and throw nade after nade in the hallway making it almost impossible for any allie to come through. Plus you can have people on top of stairs. An engineer is an effective class if you use it right.

Sun Jul 06, 2003 1:36 pm

On the topic of grenades, how many secs to you have to hold down the mouse for it to blow-up?

Sun Jul 06, 2003 3:03 pm

On the 5th second, I think that is when it blows up. Throw it on 4 and you will be alright, that is if you don't throw it at your feet.

:flame:

(SEETHER)

Sun Jul 06, 2003 4:52 pm

Originally posted by Paul Hinrichsen
having a helmet on your head does not protect you, Wolfenstein for dummies states that clearly.... even though you do get ur helmet back when you receive an ammo pack froma lieutant...blast jacket is a good idea


depends on the server.

from shrub readme:

HELMET PROTECTS FROM HEAD SHOTS - now customizable for 2.03
--------------------------------------------------------------------------------
Cvars:
g_helmetProtects default: 1 turn on/off helmet protection
g_helmetDamage default: 5 amount of damage first head shot takes

When g_helmetProtects is on (1), the first head shot a player receives will
do g_helmetDamage damage on the player and knock off his helmet. The idea here
is that the helmet largely protects a player from his first head shot.

Note that this applies to all shots except those coming from a sniper, where
normal damage still occurs.

Sun Jul 06, 2003 5:32 pm

How does ECGN's Beach work it? Anyone know? I'm pretty sure I take full head shot damage right off the bat. Though I've seen helmets come off when the other person hasn't fired any rounds off. So I dunno. I'm confused on the score now for sure.

Sun Jul 06, 2003 6:03 pm

well i dont snipe often but if im on the allies and were severly outnumbered and its no fun..i go to nsnipe...and i always aim for the bottom of theirr helmet..and i have never seen there helmet protect them...any shots i can take where the enemy is not moving i aim into the bottom of there helmet and its one shot kill everytime ...i do kno that when you get an ammo pack your helmet is replenished..but im pretty sure it has no effect on how much life you lose...ive never tested it with an MP40 or Thompson...or any other gun...but i am pretty sure your helmet does not give you any protection
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