But how many maps are with the current INF download?
What sets INF apart?
Originally posted by LifesBane[4C]
Thanks for keeping the thread open mate, I love a nice discussion.
My whole argument in the first place was based off of the comment by ModSquad and the first one by Nemephosis.
Not sure, but there are 3 packs which can be downloaded in segments.
Iron Sights (No crosshair, aim with the sights on the gun)
Stamina System (No bunny jumping and running full speed across
the arctic tundra without breaking a sweat)
Breathing System (You can control your breathing for a short time for more percise aiming while zooming in)
No nonsense "money" system-- you are infiltrating a place, and you come in with what you picked out before. You don't buy weapons magically with money that you magically get by killing terrorists.
Level-Based team Camos (Which can be over-ridden by server)
Weapon / Body Collision System (No, sticking guns through walls)
Leaning and Prone, with new hit detection (code had to be re-written for the Prone mode)
Inertia System (No stopping on a dime)
3 Levels of Movement (Normal Speed, Jog, and Sprint), each respectively taking up stamina faster
Loadout Weights (Heavier weapons / more clips and guns detract from your total stamina, so no running the same speed and distance with a Shotgun, Pistol, Nades and Ammo as someone with just a Knife)
No magic speed boosting because you have a lighter weapon equipped although are still carying your others (like in CS, with the knife)
Little Unique Things:
Weapons show on back when not in use (Sling that Robar over your shoulder when not using it, not into some magic backpack!)
Falling a great distance will make you drop your weapon (You fall 20 feet and still keep a grip on your gun )
No instant proning-- it takes time to go prone and stand up again
Full control on most weapons of appropriate modes-- pump, semi, auto, burst
Purchasable attachments-- M203, ACOG, Supresser, Aimpoints, Flashlight, etc
Real fragmentation damage from grenades (Not some magic area affect explosion like CS)
Fully-Controlable mounted weapons
>REALISTIC DAMAGE< No doing a 3 round burst into someone's chest and watching as they turn around like nothing just happened.
"Distance Sounds"-- now you hear the rumble of grenades in the distance and the echoing roar of a Robar round leaving the barrel.
Footprints
Varying amounts of wall penetration based on weapon
I could go on and on
Originally posted by LifesBane[4C]
LOL! Someone obviously doesn't play INF or plays it on a very bugged system.
I've played INF on about 6 different computers (all >completely< different) and have never encountered any problems with the above...and I don't see complaining about any of the above being "bugged". Some people don't >like< the features, but that doesn't make it "bugged". I rather enjoy those features.
Some people
Someone obviously is talking out of his ass right now.
Toggling between the 3 movements doesn't work properly. I'm not going to even get into details with this one. You have to play it to know why the hell this is messed up.
Inertia system is not balanced properly.
Leaning still causes some people to be invisible and also makes the leaners bullets fly into the wall he's leaning from although he’s got a very free view.
I'm talking out of experience.
It works perfectly for me. Maybe >you< need to read the posts and you'd see that you bind it to the Hold key, not the Toggle key.
You are right there. I myself have only had that on occaison-- and it can be stopped by doing a quick duck while moving backwards.
I'm pretty sure that leaning invisibility issue is graphics card related-- I've never gotten it. I've never even heard from friends, players in game, nor have experienced myself the bullets hitting crate issue.
The amount of money for those weapons are actually that much. The PSG really does cost that much. BUT-- I do agree with the multi-primary weapon issue Hopefully that does get changed soon...it's kind of annoying to see a guy running around with a shotgun, robar, m16, and more You do have a very valid point there, and I find that one of the biggest issues currently.
But do notice-- you do run slower with a heavier load out, as your stamina is decreased. Lower stamina does decrease your speed.
Proning speed is fine if you are just snuggling into a nice position. And it's very usefull for cover. In a dangerous situation? I guess you didn't know you can dive into the prone position nearly instantly...
I'm only commenting off of the mods I've played for weapon switching-- I never saw it when I played CS and the few others I've played.
The mounted turrets I agree should be put in more levels. But that's a mappers problem, even for the custom user levels. For a good example of the weapons though, play Bulletcourt-- it has great placement of the mounted guns.
Again, I was only commenting on the damage system based on the mod's I've played. This time I was mainly comparing it to CounterStrike. But also notice-- we're talking about MODs here, not full games. They have more time and money to do little special things. And, they're working off their own engine usually. Keep it in perspective. You are right though-- it would be nice to be able to have them move slower when wounded. But alas, locational damage is a very hard thing to do with the UT system.
Not sure about that sound thing-- I play on a smaller map like Siberia and I can't hear people firing on the other side of the level. I'm on a SB Live! Value. You? Maybe it's my sound card.
The weapon penetration isn't bugged-- it's the levels themselves. There is no "flag" for something being bullet proof. The only way glass shatters is by setting it up as a mover and some other things in UnrealED. The INF penetration system operates off of wall length-- therefore if the glass is set too small by the mapper, certain weapons only can fire through it (like the one level with the window in the red spawn that can be shot through). What would be a nice new feature is an option to make a surface "Bullet Proof". It can be done already, but that's an extra step a mapper would have to take-- adding in a block projectile actor. But it's okay you don't know this-- only a mapper like me would understand these things
Originally posted by phatcat
mod squad ROCKS
I thought this was just intresting to share with the INF guys
Originally posted by asmodeus
there's one simple reason for that... we rule
Originally posted by modsquad
Why do so many people want to play realism mods when they are playing a game called UNREAL Tournament?