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 Post subject: Re: TC:CQB Wishlist
PostPosted: Sat Mar 02, 2013 8:57 pm 
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Marksman
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Joined: Thu Feb 14, 2013 9:41 pm
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i dont understand is there still development to CQB? i mean will we see a server for that?
what about Dimmod?


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 Post subject: Re: TC:CQB Wishlist
PostPosted: Sun Mar 03, 2013 1:41 am 
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Team Terminator
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There is no longer any development for CQB. I'm not sure if there are any servers with that mod left.

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 Post subject: Re: TC:CQB Wishlist
PostPosted: Sun Mar 03, 2013 4:04 pm 
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High Master
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There is at least two japanese servers up.

113.151.8.227:27964 is one of them.

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 Post subject: Re: TC:CQB Wishlist
PostPosted: Mon Mar 18, 2013 6:40 pm 
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Marksman
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Joined: Thu Feb 21, 2013 7:24 pm
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Yes I go on there sometimes :)


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 Post subject: Re: TC:CQB Wishlist
PostPosted: Sat Sep 06, 2014 4:12 pm 
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Sharp Shooter
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Joined: Fri Oct 18, 2013 7:00 pm
Posts: 72
"Keeping forums alive"

1. Grenade sounds need reverb effects like gunshots.(Can't be done with .pk3 as far as i know)
2. If player sprints for longer time there should be fast breathing and fast heartrate sound so player can't hear others footsteps and other quiet sounds. So sprinting right after spawning in OBJ(if it will someday available in CQB) would have some disadvantages.
3. Weapon reloads. If player reloads while there are still rounds in magazine then new round count should be magazine size +1(only closed-bolt weapons), and gun needs no cocking. Thereby reload is faster but waste your "half-full" magazine. Call of Duty, Battlefield and other games use this feature too.
4. Weapon malfunctions. These would be random events for example one shot in 1000 won't go off. Player reloads his/her weapon (round or case which caused malfunction falls out or flies through ejection port while cocking) and weapon works again. S.T.A.L.K.E.R has something like this.

In my opinion these features would enhance realism.


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 Post subject: Re: TC:CQB Wishlist
PostPosted: Sat Sep 06, 2014 5:06 pm 
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Master
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yks wrote:
4. Weapon malfunctions. These would be random events for example one shot in 1000 won't go off. Player reloads his/her weapon (round or case which caused malfunction falls out or flies through ejection port while cocking) and weapon works again. S.T.A.L.K.E.R has something like this.

Eeh... No. This has no place in competitive nature games.

"You have a 0.1% in every firefight to randomly die".


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 Post subject: Re: TC:CQB Wishlist
PostPosted: Sat Sep 06, 2014 5:31 pm 
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Sharp Shooter
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If a malfunction occurs then you draw your secondary weapon and carry on fighting until there's time to clear the malfunction. Maybe too realistic? :roll:


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 Post subject: Re: TC:CQB Wishlist
PostPosted: Sat Sep 06, 2014 6:23 pm 
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Master
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The only way I can see this working is if you start with a 0% probability the weapon would malfunction and it increases if a player goes for a swim in mud, the weapon gets shot, etc.

Otherwise, I doubt trained professionals would consider an operation with questionable gear.


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 Post subject: Re: TC:CQB Wishlist
PostPosted: Sat Sep 06, 2014 7:39 pm 
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Sharp Shooter
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I like your idea. But there should be some very little percent chance of malfunction because ammunition could be dud(production defects).
Weapon getting shot would require additional hitbox?


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 Post subject: Re: TC:CQB Wishlist
PostPosted: Sun Sep 07, 2014 11:07 am 
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Master
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yks wrote:
If a malfunction occurs then you draw your secondary weapon and carry on fighting until there's time to clear the malfunction. Maybe too realistic? :roll:

And why exactly should I have to be at a disadvantage in a 1v1 engagement if the random number generation gods were not with me?

There is a reason why this particular feature of firearms is pretty much never simulated. It just creates those bullshit moments. No matter how you look at it, unless you really make it like Damien suggested (based on your previous actions), it only creates unfairness to one or another player.


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 Post subject: Re: TC:CQB Wishlist
PostPosted: Sun Sep 07, 2014 4:35 pm 
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Sharp Shooter
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Ok, just wanted to point out that in real life nothing is 100% reliable, *poop* happens and life is unfair.
You could be right that this randomness in multiplayer game won't work very well. I'm ok with that. In multiplayer games there has to be some equality.

Thank you for discussing this idea.


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 Post subject: Re: TC:CQB Wishlist
PostPosted: Tue Sep 09, 2014 2:56 pm 
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Master
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Location: Belfast, Northern Ireland.
Jampercentage is in TCE/CQB but not used.

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 Post subject: Re: TC:CQB Wishlist
PostPosted: Mon Sep 22, 2014 2:59 pm 
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Sharp Shooter
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Oil drums and water barrels like in Medal of Honor:Allied Assault - If you shoot them, oil/water gashes out of the bulletholes and the drum/barrel runs dry. MOHAA is idTech 3 too so it should be easy.


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 Post subject: Re: TC:CQB Wishlist
PostPosted: Mon Sep 22, 2014 5:15 pm 
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Master
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Quote:
Oil drums and water barrels like in Medal of Honor:Allied Assault - If you shoot them, oil/water gashes out of the bulletholes and the drum/barrel runs dry. MOHAA is idTech 3 too so it should be easy.
I've given this a thought some time ago and it should be possible with mapping + scripting.
You would create a barrel entity surrounded by a trigger which reacts to being shot after which it spawns the water/oil spill effect and possibly turns on a decal below the barrel and deactivates (removes) itself.
Then you could split that trigger into 3-4 layers stacked on top of each other so when you shoot the lower one it automatically deactivates the one(s) above it, you could also add a wait time to the deactivation to simulate the content slowly spilling out.
Make it into a map prefab and create a dedicated script and it would be easily transferable between maps.

Of course, this would be much easier with a dedicated entity which does it automatically.

But, is it all worth it? A few of these entities could potentially hinder the game performance and much could be done to improve the game on other fields.


One more thought about weapon jamming, if a player would have his own on-line profile, like in CoD or BF games, he could attend to his weapons between matches, and if he failed to do so, the weapons could get damaged after a few played matches.
This however does not fit the TC style, at least in my opinion.


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 Post subject: Re: TC:CQB Wishlist
PostPosted: Mon Sep 22, 2014 6:22 pm 
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Master
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Location: Belfast, Northern Ireland.
This is also already in ET/TCE as standard, but again not really used as it is a bit buggy.

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