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Posted: Sun Oct 13, 2002 1:52 pm
by alexjones8194
OdaOwnzYew wrote:for the c0onserved supply post by darkpoenix

dynamite shouldnt flash

but with engineers it should warn them when it is near

like it says "enemy dynamite ahead"

and since its limited..... and certain points.... including spawn points... shjould have rewsuplly areas

dynamite..... each engineer shjould have 3 at start

but if kills an enemy engi... anbd walks over em... gets the amount they had... added on

but if a soldier kills a engi.... he picks up only 1 dyna with no pliers..... so you need teamwork to lay it for an ally of yours to set

same with medic...... if you kill a medic.... you get 2 med packs
if you kill another... you get 2 syringe
if you kill a lueitenant..... you get 3 ammo packs.....
2nd time you get 5 ammo packs....3rd you get more armor.... 4th you get 1 airstrike..... but when you get it before using you must have an engi arm it with your color

there should be a thing like if you revive quick jab and release... they come back with 30 health
the longer you hold the more health they come back with

gravity affecting panzer shouldnt have too much effect or it would be bad
and someone tried exploding panzer sahots once
but it only got destroyed y flame throwers

in which itd be too late
so..... i doubt it

and armor dependant on class....
luitenant has 35 armor
engineer has 40 armor
medic has 30
soldier has 50 armor

soldiers regen rate is 1 health every 3 seconds because of armor amount and more weapons
that is if hes hit in a non armor area

a soldier would have armor on shoulders... boots head and body
medic on body and head
luietenant would have armor on legs body and head
engineer has arms body head and boots

soldiers only go slower if hit on legs or boots

recoil would be nice
replying to hydralisk
the panzer dont have enough
standing up should knock you back 6 steps
crouch would knock back 3
venom has enough but still needs to be increase just a slice more
mauser.... not really....
sten... yes very slightly
mp 40.... slightly...
same with thompson
flame thrower... needs recoil

pistol needs some
PANZERS FUCKING DONT KICK DUDE how do u arm and airstrike? Flamers dont recoil. I think nades explosion should be at least 3x more to be realistic. The rtcw explosions are so unrealistic

Posted: Sun Oct 13, 2002 1:55 pm
by alexjones8194
And like some1 else said can we make it so if u run over a nade u can kick it???? THAT WOULD ROCK


EDIT: why would u ever need over 3 ammo packs ? Killing a lt and getting 5 wouldnt be so useful

Posted: Sun Oct 13, 2002 4:01 pm
by bani
a real panzer has backwash which will kill anyone 10 feet behind the shooter.

and if you fire a panzer indoors the backwash bouncing off the walls it will most certainly kill the shooter.

realism mode will most certainly have that.

Posted: Sun Oct 13, 2002 4:28 pm
by alexjones8194
NO I MEAN KICKBACK. Yeah it shoots flame out of the back.

Posted: Sun Oct 13, 2002 4:29 pm
by alexjones8194
what about kicking nades? can u make an option to select explosion size? :D :D

Posted: Sun Oct 13, 2002 4:49 pm
by bani
i'll see about kicking nades. most likely you will have to point at the nade and press /shove

Posted: Sun Oct 13, 2002 8:25 pm
by Ph0g
in reality, would any of us have the balls to kick a live grenade?

Posted: Sun Oct 13, 2002 8:55 pm
by bani
if youre in a small room and someone tosses a grenade in, you bet

youre guaranteed to be hamburger otherwise

Posted: Sun Oct 13, 2002 9:01 pm
by =SWAT=Kenny
can u add a \shit_ur_pants

that is what i would do if a live grenade was thrown at me :lol: :lol: :lol:

Posted: Mon Oct 14, 2002 12:24 pm
by SchuteMie
bani wrote:a real panzer has backwash which will kill anyone 10 feet behind the shooter.

and if you fire a panzer indoors the backwash bouncing off the walls it will most certainly kill the shooter.

realism mode will most certainly have that.
Hey, bani,

It will "kill the shooter" and everyone else in the small room, right?

WHAT ABOUT...? With realism mode ON and friendly fire OFF, the PF going off in the same small room/hallway just blows your teammates around a little. Kind of like, "Hey, dude, you want to warn us the next time you have to do that?"
:lol: :lol: :lol:
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Forester

Posted: Mon Oct 14, 2002 12:37 pm
by SchuteMie
Hey alexjones8194,

When you select "Reply with Quote" you get the entire text of the post. For politeness' sake you are obligated to trim down the quote to fit your point, i.e., no more context than necessary. :? Please.

:shock: :shock: My eyes glazed over when I saw your post of 10/13 @ 2:52 PM. :shock: :shock:

Thanks, dude.
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vapir one

Posted: Mon Oct 14, 2002 1:18 pm
by alexjones8194
OH SORRY DUDE. hey bani no complaining but pointing at nade and pressing /shove : i would be dead by then lol it would take a second. no way to just run over it and make it go flying? ALso can u put an option such as /rcon g_grenadeblastradius x and x would be number of times more the grenade will blow. Cause default is so fake a real nade would have to be throw HELLUVA far these dont. also with pfs and dynamite. PLEASE TRY THAT WOULD ROCK THANKS MAN

Posted: Mon Oct 14, 2002 1:22 pm
by bani
running over nades to kick them, thats even better. ill see about getting that done.

Posted: Mon Oct 14, 2002 1:24 pm
by alexjones8194
THX DUDE and can u make it so u can adjust kicking distance. like how far kicking it would make it go. THX what about the blast radius???

Kicking Nades vs Jumping on Them

Posted: Mon Oct 14, 2002 1:56 pm
by SchuteMie
How about this for "realism?"

When you do the increased 'nade blast radius, how about if one teammate goes to stand/crouch on the 'nade...he gets gibbed, but saves his nearby buddies! :o :o :grenade: :o :o

(Posthumous Medal of Honor, stuff, that!) Maybe a message that says, "You saved Pvt. Ryan!"

Or even cooler, the server knows who would have bought the farm, so it displays to each of them something like, "Pvt. Ryan took a grenade for you."
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Dodge charger daytona specifications