#1 2015-11-07 01:34:32

lonewolf-mcquade
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Some things to consider for BF1942 USA

Here are some unsolicited considerations for the BF1942 USA Server...

1 - All no-nade reload maps with artillery and tanks still present = please consider going to a slow grenade reload time. with this mod you will spend your three grenades, and have the ability to reload one (or more) at an egregiously slow rate that will most likely get you killed at the ammo box while waiting. Just food for thought, most of these no-nade reload maps don't appear to prohibit reloading ex-packs, so it really negates itself as you can toss an endless mother-load of ex-packs all day long on small close playing maps.

2 - El Al, Gazala = more jeeps please in mains.

3 - El Al, Gazala = faster plane spawns/ more planes

4 - Aberdeen = add 2 jeeps per main. It'll make the map play more aggressively and help when less people are on. Less hiking.

5* - Midway = Make a subs, zooks, and Engies only mod? (Maybe throw in some pontoon boats and/or mod the carriers as stationary into the corners?) I always thought a subs only midway would be interesting. maybe not. I know this one isn't likely but I always bring it up.

Last edited by lonewolf-mcquade (2015-11-07 01:36:27)

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#2 2015-11-07 03:35:42

Oscar Goldman
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Re: Some things to consider for BF1942 USA

Stali - no tanks

All maps, extra subs

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#3 2015-11-07 06:16:44

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Re: Some things to consider for BF1942 USA

more...  pie?

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#4 2015-11-07 06:59:33

bidji91
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Re: Some things to consider for BF1942 USA

Hello,

I think there is a place for these requests:

http://team-simple.org/forum/viewforum.php?id=30

Last edited by bidji91 (2015-11-07 07:00:11)

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#5 2015-11-07 12:39:40

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Re: Some things to consider for BF1942 USA

well ,no jeep is the best.Otherwise players are willing to run everywhere rather than drive tanks.
But I think the time of reloading the vehicle should be longer so that players can cherish these.

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#6 2015-11-07 14:44:10

Olympian®
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Re: Some things to consider for BF1942 USA

sank81 wrote:

well ,no jeep is the best.Otherwise players are willing to run everywhere rather than drive tanks.
But I think the time of reloading the vehicle should be longer so that players can cherish these.

Indeed!!!!

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#7 2015-11-16 01:09:16

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Re: Some things to consider for BF1942 USA

Oscar Goldman wrote:

Stali - no tanks

All maps, extra subs

Especially berlin.

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#8 2015-11-16 15:19:35

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Re: Some things to consider for BF1942 USA

I'll take the pie, no tanks in Stalli and Berlin.
Life is goooooooood!
:-)

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#9 2015-12-05 09:45:46

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Re: Some things to consider for BF1942 USA

Turbo jeeps that have normal damage levels and a lot less of them in Berlin CTF

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#10 2016-03-04 04:24:18

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Re: Some things to consider for BF1942 USA

ATF_SurrenderMonkey wrote:

more...  pie?

The cake is a lie!

Although I really think Aberdeen needs more Jeeps.

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#11 2016-04-25 02:02:41

lonewolf-mcquade
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Re: Some things to consider for BF1942 USA

bumpity bump....

lonewolf-mcquade wrote:

Here are some unsolicited considerations for the BF1942 USA Server...

1 - All no-nade reload maps with artillery and tanks still present = please consider going to a slow grenade reload time. with this mod you will spend your three grenades, and have the ability to reload one (or more) at an egregiously slow rate that will most likely get you killed at the ammo box while waiting. Just food for thought, most of these no-nade reload maps don't appear to prohibit reloading ex-packs, so it really negates itself as you can toss an endless mother-load of ex-packs all day long on small close playing maps.

2 - El Al, Gazala = more jeeps please in mains.

3 - El Al, Gazala = faster plane spawns/ more planes

4 - Aberdeen = add 2 jeeps per main. It'll make the map play more aggressively and help when less people are on. Less hiking.

5* - Midway = Make a subs, zooks, and Engies only mod? (Maybe throw in some pontoon boats and/or mod the carriers as stationary into the corners?) I always thought a subs only midway would be interesting. maybe not. I know this one isn't likely but I always bring it up.

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#12 2016-04-25 04:40:42

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Re: Some things to consider for BF1942 USA

aa guns on ends of ships on coral sea so the loop bombers can't kill the game right away...or maybe 50cal..

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#13 2016-04-25 12:04:29

Pleiades53
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Re: Some things to consider for BF1942 USA

THAT is a great idea! Lots of AA on carriers and battleships in real life.

ATF_SurrenderMonkey wrote:

aa guns on ends of ships on coral sea so the loop bombers can't kill the game right away...or maybe 50cal..

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#14 2016-04-25 15:09:13

seVen
 
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Re: Some things to consider for BF1942 USA

Pleiades53 wrote:

THAT is a great idea! Lots of AA on carriers and battleships in real life.

ATF_SurrenderMonkey wrote:

aa guns on ends of ships on coral sea so the loop bombers can't kill the game right away...or maybe 50cal..

The axis carrier is especially in need of modding.  The deck overhang is limiting the angles of fire from some guns.
I don't know if that's authentic or not, but it limits the defense against those damn fairys in game smile

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#15 2016-04-25 15:14:25

seVen
 
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Re: Some things to consider for BF1942 USA

lonewolf-mcquade wrote:

bumpity bump....

2 - El Al, Gazala = more jeeps please in mains.

3 - El Al, Gazala = faster plane spawns/ more planes

Or disable bots on those maps.  That should put the vehicle-to-player ratio back in check.

Last edited by seVen (2016-04-25 15:14:39)

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#16 2016-04-25 17:12:00

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Re: Some things to consider for BF1942 USA

ATF_SurrenderMonkey wrote:

aa guns on ends of ships on coral sea so the loop bombers can't kill the game right away...or maybe 50cal..

This is an interesting one and I am wondering if it can be achieved server side as the carriers already have AA guns fitted, I cant at the moment see why it shouldn't be possible.
Think I might have a play with this smile

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#17 2016-04-25 22:44:43

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Re: Some things to consider for BF1942 USA

PLEASE let us know how it works out iffin you don't mind Dink! Got my curiosity a rumbling.

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#18 2016-04-26 20:39:52

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Re: Some things to consider for BF1942 USA

OK not really had a lot of time to look at this yet so hoping to have a go at the weekend.

In principle I think it should simply be a modification to the Objects.rfa in particular the lines relating to the AA Battery positions.

ObjectTemplate.addTemplate Enterprise_AABattery1
ObjectTemplate.setPosition -17.032/15.219/81.317
ObjectTemplate.addTemplate Enterprise_AABattery2
ObjectTemplate.setPosition -20.6/14.775/-103.968
ObjectTemplate.addTemplate Enterprise_AABattery3
ObjectTemplate.setPosition 20.357/14.775/-103.968
ObjectTemplate.addTemplate Enterprise_AABattery4
ObjectTemplate.setPosition 17.302/15.219/81.317

It should possible to edit the position of one or two of the AA guns or maybe even add an extra one.  I am not sure if this will function server side but I will test it on my test server at the weekend, time permitting smile

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#19 2016-04-26 21:19:39

seVen
 
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Re: Some things to consider for BF1942 USA

Sounds like it should be server-side since the entity is already defined in the level.
But then, I've only modded Call of Duty and don't know dink<00> about this one.

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#20 2016-04-26 22:20:13

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Re: Some things to consider for BF1942 USA

I hope it works out Dink.

I spend a lot time in the AA when Coral pops up.
I play where the server puts me but Axis on that map is a big problem.

It makes me wonder why the game designers programmed it that way.
imo it causes unbalance.

:beer:
Blade

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#21 2016-04-27 03:17:44

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Re: Some things to consider for BF1942 USA

I've seen extra 50cals on ships. It was a bit wonky but they were functional. I think you can add AA also on the top. All server side. If Dink pulls that off it would be an amazing improvement to coral.

The desert maps need more jeeps. Gazala, El Al (and Aberdeen x2 per main.) Even with bots off, I think. smile

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#22 2016-04-28 13:01:32

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Re: Some things to consider for BF1942 USA

lonewolf-mcquade wrote:

I've seen extra 50cals on ships. It was a bit wonky but they were functional. I think you can add AA also on the top. All server side. If Dink pulls that off it would be an amazing improvement to coral.

The desert maps need more jeeps. Gazala, El Al (and Aberdeen x2 per main.) Even with bots off, I think. smile

I like the extra AA, but I do think the ships should be death zones for droppers.  Not to get "realistic" here, but not like you'd see an airman drop onto a ship then lay C4 and kill guys.  I like the air battle and I'm not a flyer, I like engineering on that map.  Wrench, wrench, wrench, man an AA gun.  Run, wrench, etc.  It's turned into an infantry battle, which I don't think is the intention.  Typing wrench 3 times sucks.  heheh

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#23 2016-04-28 16:31:54

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Re: Some things to consider for BF1942 USA

one server used to have two carriers per side on Coral....who was that? how was it?.....I could never decide if it made the map more interesting or just doubled the playing time for the same thing....

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#24 2016-04-28 16:40:11

seventy
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Re: Some things to consider for BF1942 USA

ATF_SurrenderMonkey wrote:

one server used to have two carriers per side on Coral....who was that? how was it?.....I could never decide if it made the map more interesting or just doubled the playing time for the same thing....

Simple FRA ?

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#25 2016-04-28 17:20:08

seVen
 
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Re: Some things to consider for BF1942 USA

seventy wrote:
ATF_SurrenderMonkey wrote:

one server used to have two carriers per side on Coral....who was that? how was it?.....I could never decide if it made the map more interesting or just doubled the playing time for the same thing....

Simple FRA ?

It is the France server.  They have a lot more players tho.  They also have two Axis ships on Philis.

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#26 2016-04-28 19:22:23

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Re: Some things to consider for BF1942 USA

(BB)DinkW wrote:

OK

In principle I think it should simply be a modification to the Objects.rfa in particular the lines relating to the AA Battery positions.

ObjectTemplate.addTemplate Enterprise_AABattery1
ObjectTemplate.setPosition -17.032/15.219/81.317
ObjectTemplate.addTemplate Enterprise_AABattery2
ObjectTemplate.setPosition -20.6/14.775/-103.968
ObjectTemplate.addTemplate Enterprise_AABattery3
ObjectTemplate.setPosition 20.357/14.775/-103.968
ObjectTemplate.addTemplate Enterprise_AABattery4
ObjectTemplate.setPosition 17.302/15.219/81.317

It should possible to edit the position of one or two of the AA guns or maybe even add an extra one.  I am not sure if this will function server side but I will test it on my test server at the weekend, time permitting smile

...
Could you add please a coffeshop on that carrier? It would shorten the queue for planes.
...

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#27 2016-04-28 21:10:45

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Re: Some things to consider for BF1942 USA

But of course big_smile

ObjectTemplate.addTemplate Enterprise_AABattery1
ObjectTemplate.setPosition -17.032/15.219/81.317
ObjectTemplate.addTemplate Enterprise_AABattery2
ObjectTemplate.setPosition -20.6/14.775/-103.968
ObjectTemplate.addTemplate Enterprise_AABattery3
ObjectTemplate.setPosition 20.357/14.775/-103.968
ObjectTemplate.addTemplate Enterprise_AABattery4
ObjectTemplate.setPosition 17.302/15.219/81.317
ObjectTemplate.addTemplate Enterprise_CostaCoffee
ObjectTemplate.setPosition 14.650/11.784/-101.871

There you go smile

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#28 2016-04-28 21:27:24

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Re: Some things to consider for BF1942 USA

sweeeeeeeeeeeeeeet now i will have something to do on that map big_smile thanks Dink for the coffee shop lol

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#29 2016-04-28 21:35:18

Arkos
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Re: Some things to consider for BF1942 USA

...

What coins do we need or is it payed by FleetCommander or StaffSergeant?

...

Last edited by Arkos (2016-04-28 21:35:30)

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#30 2016-04-28 23:22:42

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Re: Some things to consider for BF1942 USA

You can use Bitcoins and I believe they are now doing a range of cupcakes too big_smile

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