Mod-News : ETSquad balancing mod started development


(Svartberg.) #1

I have started working on a new mod, ETSquad, whose aim is to achieve balance and enrich the current game while staying true to balance/fairness.
The emphasise now is to fix various covert-ops attributes, for example things we already finished - a faster mining spot at level 2, ability to carry additional weapon and use it for fooling (dummy weapon = non-shootable), garand balancing with k43,
Assassin skill now gives bonus to front damage with knife too, and more.

I’m sure many will agree that ET is a great game, but there are a few holes here and there,
Hopefully we will achieve a mod where each weapon/class has it’s strengths/weaknesses but they all stay true to some kind of logical balance.

I welcome feature suggestions/requests and i will share design decisions in the ETSquad forums.

Link to the ETSquad Homepage.
ETSquad forums.


(kommando) #2

I am available for any mod assistance I can give


(Svartberg.) #3

By Mod assistance do you mean questions or official mod help ?


(kommando) #4

I mean help


(Svartberg.) #5

Can you join #apple-squad at quakenet, so we can talk about it there ?


(kommando) #6

I’ll look into it.


(Fusen) #7

=O thats damn good idea about cov having dummy weapon never thought of it lol be funyn tho when newbies who slow-scroll to change weapons get fired upon


Portable Vaporizer


(Svartberg.) #8

Thanks mite =]

Well when the weaponi need is the next/prev one i use scrolling too, seems to work fine for me.
Hell, coverts will always be a wits demanding class, nothing will (hopefully) change it i guess.


(wizza) #9

yea those cvops balances sound really good especially the mine spotting and the dummy weapon or maybe u could just make it so when u kill someone as covert-op u can pick up there weapon no matter what weapon it is (maybe not mortar lol)

what are ur ideas for balancing the medic cos that seems the biggest problem with most ppl?

peace out


(Svartberg.) #10

Well the medic balances are stuff we need to farther discuss, i was hoping to have a discussion in the etsquad forum, but i doubt it will be populated in the next few weeks.

The thing is, medic needs high HP so he won’t get shredded from all the fire while he tries to revive etc, and the regeneration is given so he will care less about his own less in order to give others medpacks, so the idea now is to prevent medics from taking their own health unless their health is critical (below 60 or something).

Should i post a discussion over it somewhere here, maybe in the general forums ?


(Fusen) #11

no no self med packs at all unless nearly totally dead like 10 because if the border line is 60 that doesn’t really change anything from what it normally is


CHEVROLET LACETTI


(Svartberg.) #12

oh errm, i meant that the resulting health would be 60 (after taking the medpack).

Like i said this is something which should be discussed to be given the best approach, but the question is if we totally remove it, make a border line like you mentioned or just restrict it a bit.

Just for the record, i already restricted medics from picking their own medkits completly, i just wanna open these discussions now so we’ll see if we should add an event where he can pick his medkits on critical health. and meanwhile i’m working on the time consuming things - bug fixes. :eek3:


(pgh) #13

If anything, make the medic able to inject team m8s with Adrenaline… :wink:


(Svartberg.) #14

Heh, Yeah i never understood that one. :suspicious:
By the way i noticed you passed me by today, i was busy testing my mod with a friend.