Mod news: Sephmod beta released


(nUllSkillZ) #1

Hi,

found a news about a new mod the Sephmod Beta (forum) at planetwolfenstein.com:

Fixes:

Increased Med and Ammo Pack throwing distance so Field Ops and medics
won’t have to throw to themselves as much.

Changes:

MP40 Rate of fire is faster.
MP40 carries 32 rounds per clip by default now.
Thompson Rate of fire is little slower.
SMG Spread increased, Thompson and MP40 are now inaccurate if you are
standing up.
FG42’s Rate of fire is increased, FG42 fires really slow (like in RTCW
Single Player).
FG42’s Spread is reduced, it’s now nearly as accurate as the sten, but it
fires slowely so that balances it out.
FG42’s unscoped damage is increased from 15 to 25.
FG42’s scoped (sniper mode) damage is increased from 30 to 45
K43, and Garand’s Scoped (sniper mode) damage is increased from 50 to 75,
150 for head shots.
Medic’s regen ability is reduced from 3 to 1 health point per second. To
help balance the medic class out (will change when I find out how to stop
medic’s from picking up their own health packs).
Level 1 in First Aid gives medic both the extra clip of ammo, and ability
to throw out 5 med packs at once.
New Method of Death messages for falling death, drownings, and satcheling
of thy-self.


(Ifurita) #2

So it sounds like there is no reason to take the Thompson. The MP40 has more ammo and fires faster? Sounds like there is almost no reason to take the Sten unless you want the silenced option, marginally better accuracy, and almost half the damage of the FG42. With the improved damage of all scoped weapons, I guess we’ll see a whole lot more coverts now. I think I’ll pass


(Seph64) #3

I made the FG42 to what a lot of people from the PW forums wanted (to make it more like it was in RTCW Single Player). FG42 has a slower firing rate. I plan to improve the Sten within the next beta release (making it a little more powerful, maybe a little faster).

About the MP40 and Thompson: Well it seems that the thompson is a little more accurate than the MP40, and the MP40 only has 2 more shots. It’s not that significant is it?


(Ifurita) #4

The Thompson and the MP40 perform identically in terms of ROF and accuracy. Now, you’ve just given 2 advantages to the MP40 without any corresponding changes to the Thompson. My recommendation if you intend to tweak weapons to to tweak/balance them all in parallel otherwise you are setting yourself up for disappointment.


(Seph64) #5

I am not going to give thompson 32 rounds, but I will make it fire faster in the next release. I 'm also going to give MP40 a little damage decrease.


(sniser) #6

Why not handle it kinda like in RTCW, so the mp40 is faster and a tiny bit more accurate, but does less damage than the Thompson?


(Fusen) #7

hmm don’t like changes to the FG42 as I personally hate the weapon =P but deffinatly like the medic change for there 1hp regen instead of 3 and also can’t wait till they can’t use there own med packs on them selves as … yep you guessed it I hate the medic class too :wink:


Buy volcano vaporizer


(Seph64) #8

See Ifurita! Someone likes the medic 1 hp regen!


(kevinski) #9

Personally, I think the 1 HP medic regen is initially a good idea, but I think balancing the medic should be approached differently (and more thoroughly). Yes, remove the ability for medics to pick up their own health packs. That’s an awesome idea. Don’t change the regen rate, though. Instead, keep it at 3 HP, but code it so the medic will only receive this regenerating health if he’s crouching/prone AND immobile. He should hafta rest, in my opinion. It’s only fair.

Upon leveling up to a certain extent, though, he should have a 1 HP/sec regen rate while mobile. Let him keep the 3 HP/sec regen while resting.

Also, if at all possible, make reviving more similar to an engineer’s construct/repair ability. It sucks mowing down three opponents, only to see a medic rush into a room and revive them all within seconds. It should take at least 3-5 seconds for a single revive. However, to balance this a little more, gibbing should be MUCH more difficult. After all, you hafta give the poor sods a chance. :stuck_out_tongue:

Nonetheless, I’m tired of über-medics.


(Seph64) #10

YES, I made it so that the medics can not pick up their own medkits.

They can still approach a medkit dispensor to get their health up.

Well actually they can still pick their packs up, but the packs won’t add to their health… I guess they’ll figure that out though.


(Fusen) #11

I’ll second, kevinon all he said lol


EXTREME Q


(Seph64) #12

Actually I would like to not having to pick up their own packs, but this will do for now. All I need to do is to get it to reset their charge bar if they do pick up their own packs.