Community Opinion: Most impactful 'Pro Mod'


(Crispy) #1

Hey guys, yet more questions!

(Of course, I can go and research the facts but as always I’m after your opinion.)

This question concerns Pro Mods; that is: mods geared almost exclusively towards competitive play.

[ol]
[li]What do you think has been the most impactful pro mod for a game you’ve played competitively?[/li][li]From that pro mod, what were the 3 most impactful changes to the vanilla experience?[/li][/ol]

Yes, you can only choose 3. Choose wisely! :stuck_out_tongue:

Oh and feel free to debate eachother’s choices.


(attack) #2

et pro.
biggest advantage was no lvlup weapons between a match.so it was always even.
fixed bugs, small and fixed hitboxes either


(Paul) #3

[QUOTE=Crispy;476476]Hey guys, yet more questions!

(Of course, I can go and research the facts but as always I’m after your opinion.)

This question concerns Pro Mods; that is: mods geared almost exclusively towards competitive play.

[ol]
[li]What do you think has been the most impactful pro mod for a game you’ve played competitively?[/li][li]From that pro mod, what were the 3 most impactful changes to the vanilla experience?[/li][/ol]

Yes, you can only choose 3. Choose wisely! :P[/QUOTE]

Definitely promod from Call of Duty 4, it was/is so good that it is still made sure it’s keeping competitive CoD4 alive from today on.

The 3 most impactful changes:

  • Weapon Restrictions / Only certain weapons were/are allowed to make the game ultimately balanced
  • Automatic match modes / Like match_mr12, automatic overtime etc.
  • Removing of excess bull****, like killstreaks, sound effects, atmospheric sound etc so you can focus more.

(DarkangelUK) #4

Believe it or not I did actually play comp at one point, and during that time it was OSP ruling the roost for Q3 and RtCW. Trying to shake my old failing memory to remember the impactful changes.

Timeout/pause, speclock, auto-demo record start/stop per round and end of round scores screenshot. I can’t remember if it allowed class limitations in RtCW, i.e. only 1 soldier or 2 medics allowed etc.


(Glottis-3D) #5
  1. OSP for Q3
  2. etpro
  3. CPMA

(RasteRayzeR) #6

CMPA for Quake 3 :

  • High air control
  • No self-damage
  • Strafing and using the 325 units height physics bug

(BomBaKlaK) #7

[QUOTE=RasteRayzeR;476494]CMPA for Quake 3 :

  • High air control
  • No self-damage
  • Strafing and using the 325 units height physics bug[/QUOTE]

Movement were more fluid in CPMA than in quake 3 love it to.

ETpro is fo me the best pro-mod yet, it just saved ET

  • Sprint + Reload !!!
  • And a much better global balance.

(chippy) #8

PAM for COD1/2 (which later became Promod in COD4).

  • Different rulesets depending on the league/cup you we’re playing
  • Remove clutter (i.e. dust, background noises, sprites and textures which can’t be distinguished on low graphics anyway)
  • Fine tuned mechanics (lean in COD1 and hitboxes COD2 etc.)

(fragon89) #9

etpro
-balance fix
-spawn fix
-limitations and districtions


(Paul) #10

I also want to add that in my eyes it’s almost impossible to have the same set up for both public and competitive play, simply because the gamestyle is different. While in public you may just rambo around, have fun and really relax while playing, in competitive play this can all be just the other way around. Afaik there were some games that tried getting this all in the same set up and it will just simply fail.


(Kendle) #11

Difficult to say …

RTCW without OSP would’ve been un-playable as it added features which many would consider necessary to play a game competitively, such as pause, spec-lock etc.

ET out of the box incorporated everything OSP added to RTCW so it had those things already. Even so ET without ETPro was a disaster and we just simply wouldn’t be here today having this discussion if it were not for an American called Bani. Simple as. ET would’ve died in a year, SD would probably have gone out of business, ET:QW would never have been made, nor Brink, nor XT etc.

The 3 killer features of ETPro IMO were :-

  1. Disabled XP progression
  2. Highly configurable class / weapon restriction system
  3. Custom configs - per map / league specific / complete with verification system

ETPro pretty much invented and defined competitive ET, it’s impact simply cannot be underestimated.


(n4ts) #12

ETPro!! ETPro!! ETPro!!


(fragon89) #13

[QUOTE=Kendle;476523]Difficult to say …

RTCW without OSP would’ve been un-playable as it added features which many would consider necessary to play a game competitively, such as pause, spec-lock etc.

ET out of the box incorporated everything OSP added to RTCW so it had those things already. Even so ET without ETPro was a disaster and we just simply wouldn’t be here today having this discussion if it were not for an American called Bani. Simple as. ET would’ve died in a year, SD would probably have gone out of business, ET:QW would never have been made, nor Brink, nor XT etc.

The 3 killer features of ETPro IMO were :-

  1. Disabled XP progression
  2. Highly configurable class / weapon restriction system
  3. Custom configs - per map / league specific / complete with verification system

ETPro pretty much invented and defined competitive ET, it’s impact simply cannot be underestimated.[/QUOTE]
Yep its pretty much is everything about ETpro :>
just wanted to add the best restriction as aistrike/arty cap in some period of time.[anti spam]


(attack) #14

[QUOTE=fragon89;476526]Yep its pretty much is everything about ETpro :>
just wanted to add the best restriction as aistrike/arty cap in some period of time.[anti spam][/QUOTE]

ye a cap would help much


(k1ruaa) #15

[QUOTE=Kendle;476523]Difficult to say …

RTCW without OSP would’ve been un-playable as it added features which many would consider necessary to play a game competitively, such as pause, spec-lock etc.

ET out of the box incorporated everything OSP added to RTCW so it had those things already. Even so ET without ETPro was a disaster and we just simply wouldn’t be here today having this discussion if it were not for an American called Bani. Simple as. ET would’ve died in a year, SD would probably have gone out of business, ET:QW would never have been made, nor Brink, nor XT etc.

The 3 killer features of ETPro IMO were :-

  1. Disabled XP progression
  2. Highly configurable class / weapon restriction system
  3. Custom configs - per map / league specific / complete with verification system

ETPro pretty much invented and defined competitive ET, it’s impact simply cannot be underestimated.[/QUOTE]

This is it for me too.


(Humate) #16

3 most impactful changes:

-weapon/class rulesets
-removal of xp and unlocks
-pause/timeout/speclock

-option to disable unwanted fx
-ability to import custom hitsounds
-demo/replay features
-anti-exploit measures


(bishy) #17
  1. I’ll say ETpro only because I haven’t played as much OSP on RtCW. From what I have played OSP seems like a bigger competitive factor but I can’t back that up.

  2. a) Different set spawn times to pub servers. b) No stupid med/ammo packs being spat out of gibbed bodies and the rest of the ETpub rubbish. c) Warmup.

Edited since I realised my other points were present in other mods too :smiley:


(montheponies) #18

For me it’s OSP for RTCW.

Three things;

  1. Ready up
  2. Speclock/specinvite
  3. Cleaner UI with ingame stats

Generally it felt like a sharper, more pure version of the game - avoiding the pitfalls of the more pub friendly shrub mod which had added things like picking up ammo from dead bodies (rendering a key element of the medic/lt relationship moot) and could be completely different from server to server…


(Seanza) #19

Let me just start by saying that this is a thread I’ve been waiting for for a long, long time. I don’t want a promod for the game, I want the game to be suitable for competition out of the box, and you posting this thread gives me the impression that you want to achieve this too (you = Splash Damage). So, thank you!

Call of Duty 4’s promod is pretty much the best in terms of features and what it can do. It brought in a load of much needed stuff for COD4, a lot of which is not relevant to Extraction. I’ll mention the things about Promod Live that I think will be relevant to this game too:

Stratmode
Sure stratmode’s most appealing feature was the ability to throw grenades and follow them to where they landed, but this could be used perfectly for airstrikes and those characters who do have grenades. Ideally, Extraction’s version of stratmode would have no countdown timers for airstrikes, mines, turrets and other abilities so players and teams could perfect their strats and placements.

Another great feature of stratmode is the damage counter. It tells you exactly where you hit and how much damage it inflicts. A great addition to this information for Extraction’s stratmode would be the number of bullets used. Being able to noclip and have god mode enabled was awesome too.

Noise removal (audio and visual)
It’s no secret that competition players like to have as little distractions as possible, including ambient sound, bits of litter flying around the place and just general clutter. Promod made unplayable maps playable by removing all of these annoyances to allow players to focus on their game.

Spectator features
Extraction’s spectator features are more or less exactly like those of Promod Live, one thing that’s missing is the ability to follow the [insert class here]. This’ll be a tough one to work into Extraction because of a classless system, but let’s be honest… although there are no classes, there are certainly groups of characters who have similar roles within the game.

Hannes and Co. deserve a shoutout on their efforts with ETQWPro. That mod was the life support of ET:QW for many, many years. Simple little things like being able to customise your hitsounds made such a huge difference for me personally.

Timeouts
Readyteam
Speclock

^ all of the above are essential to competition

Good luck with making this game competitive straight out the box. You have my eternal respect for your efforts in doing so.


(potty200) #20
What do you think has been the most impactful pro mod for a game you've played competitively?

I think the most “effective” ones would probably be either the COD4 promod or ET’s ETPro. Not saying they are the best, but, look at how vanilla would of been played competitively in those games without these two mods. ET would be unplayable, no doubt at all there. Fantastic job done by bani to revive the ET community and what is even more impessive is that it is still used to this day without ANY updates for absolutly years. COD4 would be playable, but lets face it. Promod brought something it really needed to the game. Thing I feel let it down just slightly was how late on in the game it arrived. If the mod was there from release or even built in to the game. It would of been fantastic!

From that pro mod, what were the 3 most impactful changes to the vanilla experience?

  1. Spawn times - One of my big things in this game as EVERYONE knows. ET had this issue completely sorted with the cvar. Maybe not exactly a promod change but deffo on my top list.

  2. Spectator features. Everyone knows extraction is heading in the right direction. COD4 had nice spec feats. ETpro also utilised things like speclock/specinvite to prevent people from watchign when you dont want them to :slight_smile:

  3. Class/weaon restrictions.