Posts: 1,209
Threads: 64
Joined: Jan 2013
Reputation:
108
16-05-2014, 01:51 PM
(This post was last modified: 16-05-2014, 08:19 PM by Butcher.)
Mates,
Let me suggest some minor changes in ND settings which might make gaming a bit more interesting.
So what about:
1. Soldiers with heavy weapons like flamer keeping akimbo-pistols after they emptied SMG-magazine?
2. Covert ops changing automatically to primary weapon after they exploded satchel (currently they still keep satchel)?
3. Increasing covert ops mine exploration speed (mostly there are lot of power mines, and they are very slow to explore, which makes breakthrough e.g. at railgun tug switch difficult).
4. Allocating 4 panzers for panzer soldier in default (not sure about the current setting).
Greetz
Old Butch
Edit: I was not accurate with point 1: soldiers can keep akimbo pistols, when they select flamer as primary weapon and SMG as secondary, all available upon spawning (in Etpub/Nam). Though Chuck told, this setup may not ba available in Jaymod.
Posts: 2,017
Threads: 52
Joined: Feb 2012
Reputation:
73
16-05-2014, 03:58 PM
(This post was last modified: 16-05-2014, 04:26 PM by Chuck.)
so far i know none of these are changeable, its scripted inside the jaymod file. Only somebody who know how to edit a jaymod MOD pack could give it a try but then it would be a whole different version. Which also could make Enhmod not work with it.
Soldiers can only choose smg or akimbo as secondary weapon not both, unless you have primary as smg but then the whole soldier class is useless.
Further if you have a satchel which doesn't go away since you have unlimited satchel it always go back as your weapon when using one. Not like grenades if they are empty an other weapon pops out(mostly poison).
The mine revealing time of a Cvops is a skill of engineer who has level 5 skill in engineering. It will take longer to being spotted by enemy cvops.
I dont know if Jaymod is copyrighted like ETpro.
Little edit:
The max panzers shells at 2 is a script inside Enhmod. That could be easily undo by just removing the script code. Then it will be default again by 4 shells each respawn
Posts: 1,573
Threads: 94
Joined: Sep 2013
Reputation:
62
3 point is really good idea - should be done ASAP.
Other are also very nice! I am suggesting to increase Sten shooting speed and decrease FG42 shooting speed.
Posts: 771
Threads: 22
Joined: May 2013
Reputation:
33
I don't really understand what's wrong with panzers at the moment, it's somewhat decent to deal with now. The ammoclip reduction on spawn was made on purpose to make sure panzers serve a niche role and has been here for quite a long time. (E.G. Killing tanks or getting multikills, rather than using it for single target long-range facestomps)
Same goes for the reduction to 2 molotovs on spawn (but you can restack it to 4 at with ammo)
We might eventually swap to silentmod.
Posts: 1,451
Threads: 44
Joined: Dec 2012
Reputation:
29
I dont see reasons to implement these settings even if they where possible.
Posts: 1,451
Threads: 44
Joined: Dec 2012
Reputation:
29
I agree with you lads that on first site there are a lot of improvement toward S!lent mod in comparison to Jaymod. But You'll get a whole different server! In Jaymod (witch still has a lot of players) we are a pretty big name. When we'll change we need to get a new name for our self. Thats easier sad as done! I did suggest to run S!lent mod on our Allstars server.
I think changing ND to S!lent that we'll lose a lot of dedicated jaymod players.
Posts: 1,573
Threads: 94
Joined: Sep 2013
Reputation:
62
Totally agree with Djuk. We should do it on Allstars, not on ND.