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HaraldQuake

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About HaraldQuake

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  1. How is the sound/nades in this game?

    In case of grenades I think cs does them better. I played both cs and promod and I liked cs grenade design more. The thing is that cs doesn't have health regeneration and it has armor (and I have to say I really don't like armor in CS.. Or better: the possibility of having no armor).. This and lack of sprint change a lot.. Having WORMS-style set grenades for spam in this game (like promod) is annoying but probably the best solution. Maybe just increase grenade visibility compared to cod4 to make them slightly more avoidable.. Maybe make the grenade worldmodel slightly bigger or add a short trail-effect. Or experiment with their explosion radius and the slowdown time after hit.
  2. E3 Battalion

    Please don't add reddot-sights.
  3. Attack and defend gamemode

    I remember there was a map on cod 1 we played on LAN so many years ago. It had a long S-road, a church and buildings.. On LAN we played 3vs3 TDM with all weapons allowed. The map had a house with stairs, a broken floor a front and back entrance and windows. We always tried to capture and hold that house. It was a lot of fun. I guess this kind of gameplay could be replicated in a Domination gamemode map.
  4. For consoles: aim assist

    I don't think aim assist is needed. They key here is proper crosshair placement and letting your enemies run into your shots. I'm mainly a PC player but I also own a PS3 and for me MW2 was literally unplayable on console, because it didn't have enaugh options for controlls. Aim assist was always on with no option to disable it. There was no way to bind actions to buttons seperately. You was only able to choose between preset button layouts. When I used sniper zoom the sensitivity instantly lowered itself for no reason and even crosshair placement didn't work, because AA always made my view move towards the direction my enemy was heading to. For example I place my crosshair right beside a corner, then some enemy comes around and moves to the right. Normally he would run directly into my crosshair, I shoot and he would be dead. But not with auto assist. As soon as my enemy (moving right) came close to my crosshair, my crosshair started to move to the right aswell (away from my enemy) resulting in me not hitting the shot. So I think there should never be aim assist, but options for sensitivity, acceleration, zoom-sensitivity and acceleration while zoomed. Maybe even make it possible to have different configurations depending on weapon class. The only 'advantage' you can get from using a joystick is the ability to have a variable player movement speed depending on how far you moved your stick towards an angle, but that has nothing to do with aiming.. And air-strafing on the other hand is a lot harder when using a joystick.
  5. The mp40....

    Hopefully not.
  6. Melee and Grenades?

    Just make it like CoD. Melee is just useless in most games and in CoD (and Bat1944) the time to kill seems to be relatively low so it might be rather useless and unintuitive to have the knife as a seperate weapon. And in CoD 4 Promod the knife had pretty low attackrate, short range and no autofocus on enemy. It didn't boost you towards your enemy either (unlike it is in newer CoDs).
  7. Cod 1 map Harbor?

    I understand it's always nice to remember old times and think about things we experienced on old maps, but I think we can also get cool new memories from playing new good maps.
  8. Headshots (Idea)

    So basicly you people want 1 hit kills on head all the time? I think that's fine with rifles (kar98, Garand, MG) but for the rest it should depend on damagefalloff. Pistols and SMGs should only 1 hit headshot kill on very close range (if at all) and assaultrifles should 1 hit on mid range. For the visual effects I don't care much. I like both: bumpy playermodel animations with flinch like in CoD4 or CS 1.6 or rather simple ones like in QuakeLive. But I guess more immersive animations like in CoD4 or MW2 suit this game more (tbh when I last played CoD1, I was really shocked how terrible playeranimations were back then.. especially leg movements looked really bad).
  9. [Gameplay] Opinions about Movement Speed

    It looks just like CoD4 (very good). CoD2 was too slow anyways.
  10. Are console versions neglected?

    You have a lot more buttons on a keyboard so yes, it is superior. You can textchat quickly with 10-finger system, you can strafe and circlejump more easily (using WSAD compared to using a dpad or joystick) and you can have much more bindings (for example hotkeys for teamchat messages, buttons for lean left/right instead of contextual lean, in Arena FPS you can bind each weapon to a key and in RTS games you can have lots of hotkeys aswell). I like to sit on my couch and play on controller and it's fun.. but it's just fact that MKB is superior to controllers.
  11. visibility and clutter

    Hello guys. First post on these forums so let me introduce myself quickly: I am 27 years old from germany and I love to play games like Half-Life 1: Adrenaline Gamer, Quake, Unreal Tournament, CS:GO and CoD: Modern Warfare series (especially Promod). What I really enjoy a lot about CoD is the way they designed maps and visibility in general. They have have a high density of details (lots of high grass, bushes, debris, small walls, fences, boxes, bins, cars, concrete barricades, rough terrain, open windows), thin walls to wallbang, silent floors, floors which don't deal falldamage, open skybox to throw nades across buildings, texture colors which make playermodels slightly blend with their surroundings and missing enemy playernames. All these design decisions and bugs really make it possible for a player to hide from the enemy team and perform nice silent ninja plays. Players really have to look closely and check their surroundings with care. I like that a lot. In Counter-Strike and Arena FPS it's almost never possible to avoid/trick your enemy, because maps and visibility is designed in a much more simple and clean way. I would like to know what the battalion devs think about this. I hope this game will have rough and complex maps instead of flat and simple Counter-Strike style maps to have many options to use the movement (phrone, lean, sprint, climb, silent walk, headglitch, maybe even bounces) to it's full potential. What do you people think about this?
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