BFE is currently trying to figure out how to set up the mod to run Call of Duty:World at War. Many seem to want to take Sprint Away which I find to be silly. They claim they want Slower Gameplay, so I made a list of rules/settings/adjustments that I feel would make this game, in a tournament/competition, much better. What do you guys think about my views?
Sprinting
Lets think about this for a second. For those who say Sprinting = Off. Sorry, this isn't COD2 or whatever, this is a whole new game. So here you are playing Roundhouse; it is CTF. Due to the "WWII" Era, you will have a lot of snipers (Get into that later) and the enemy has your flag. Without the ability to Sprint, if the Flag Carrier is ahead of you, then there is no hope.
With that, you want to cut the enemy off (You seen him flanking around the right to try to stay out of sight) so you want to cut acrossed the open field, into the middle roundhouse, and out the other side to their flag. but, you don't have Sprint! So the second you walk out to that open field, your chances of dieing are most likely somewhere in the 90% tile - due to the vas number of snipers who will be making sure nobody crosses. If you have Sprint, you have a SLIGHT chance of catching up to the bomb carrier; maybe nading him or what not and you are now looking at a 60% chance of dieing. (The enemy snipers are pretty good).
Sprint is off = You will find everyone running around the outside of the map trying to stay covered, playing the entire time in crouch or prone position because the movement speed at crouch wouldn't be all that worse than "Walking".
NOW, imagine yourself in a REAL situation at Round house. You are in World War II fighting under Patton's army ^_^... Hmm, your officer says there is sniper fire, are you going to Prance (walk) right out there and dance around without a care in the world, or are you going to huff (run) your arse to cover? If you walk, then you are one of the thousands upon thousands who died during WWII. Your genes weren't properly made for you to be a soldier to lack the sense of running.
With that, SPRINT SHOULD BE ON! It would be so lame to have the bigger maps go that slow and the lack of ability to move. When your in war, your adrenaline is pumping, your running 90% of the time anyways, not walking. Yes, this is a game, but I thought limiting perks and what not are to symbolize at least some realism.
Betties
Possibly have upto 2 people per side be able to use them. Limit their damage, and extend the field where they would go off. This way, unless a person turns a corner and falls on one, most of the time, you will find them jump up and explode while you are still in "Survivable Reach". If it is close range, you need to edit how slow it explodes, how much damage...etc. But say, instead of having it go off 4 feet from you, it goes off 7 feet from you with 50% less damage. You see it jump, it explodes at a normal rate but really, your only injured, not dead. Now, you wrap around a corner and it was placed there, it would jump and you would probably die. This way, betties could be used as an injuring tool, but, if properly placed could still be effective to kill. This could possibly lead to more "Teamwork" and Slower game play as some of you want, so people can look out for them more when in tight situations; wrapping around corners and what not.
"Medic!!!!!!!" Last Stand
Edit Last Stand so that the player only has 1 magazine in his pistol. Really, what can they do with 1 magazine? Seeing how most of the game will be bolt action rifles, a lot of people are going to get dropped by a decent distance, so they won't even be able to shoot the pistol at you. Possibly have it so that when going into last stand, it is delayed to take the pistol out so if it is Close Quarter Battle, and the person is dropped, they still don't have enough time to draw the pistol on the killer. This way, the perk could be used mainly as a "Medic" perk. Which, as stated earlier, snipers during WWII would drop a guy in order to draw more people out to save him.
Silencers
This isn't Modern Warfare, this is World War II. Silencers were 98% of the time not used in World War II and shouldn't be used in BFE. If taking the Red Dots off the screen because we are going to listen for where it is coming from, it should be just like WWII should be, and nobody be silenced. It was a crazy war, when SMG's and MG's were really first used. People didn't care about being silenced, they cared about the fire power and rate of rounds.
Tanks, Jeeps..etc
Allowed, but limited. A tank should take 1-2 bazooka shots depending where it is hit. C4 should take 2 if used on the bottom belly. If a C4 is placed under or on the track, it should blow the track like it actually would in the game. This way, there is even possibility to hinder a tank immobile but it technically could still be used. Ask Steele, when he blew my track off, I thought that was the coolest thing. Any other vehicle like Jeeps, if included in the final retail or available, should definitely be used on big maps where a small team can transport as a Spec Ops group...or whatever the case may be.
Limiting SMG's/MG's
Machine Guns: 1 - 2 Per Team. Machine guns should be limited to the side. (Americans use the BAR, Germans use the MG42...etc)
Machine Guns Continued: With the Browning, I hear it can only be fired by the player mounting it (Not sure if this is true). It is a massive gun, and the Generals should be able to bid on getting that weapon. Then, they would need to pick the player on their team to use it, possibly in CTF or S&D..whatever, and they would need to rely on that player to defend. I think that would be crazy... eliminate the team, you think your in the clear and then all of a sudden you hear this massive machine gun raining bullets towards you. SICK! The Browning is an amazing weapon, it should be done this way, or somehow included in BFE. It should be the "Gun of all Guns" that needs to be won by bids. If used properly, it could be used as a strategic weapon.
Sub-Machine Guns: ~6 Per Team. After the Machine Guns and Sub Machine Guns are accounted for, that is roughly 8 players on your team who have automatic weapons. If we have the max of 14 players, than that means roughly 6 players need to use either "Rifles" or "Bolt Action Rifles", which, Rifles and Bolt Action Rifles were the main weapons carried in WWII, it would only make sense to hear them going off more than SMG's or MG's.
Bolt Action Rifle
I think this should be unlimited amount of players can use, or maybe Max of 4. I say unlimited because it is a slow reload, and limit it so that only 1 player can use the Sniper Scope as an attachment. Let others use the Bayonet as the attachment, or no attachment. People who use it would need to have precision and accuracy to get kills, and that would also lead to "Slower" gameplay as some seem to want. Limiting it to 4, is simply so a team who is full of accurate players wont all get the bolts and be the "silent but deadly team" and own the enemy by staying in the shadows. 1 Shot Kills Torso and Up is PERFECT!
Attachments
Bolt Action: 1 Player = Sniper Scope | Remainder = Bayonet / None
Sub-Machine Gun: Sp.Forces = Aperture Sight | 1 Player = Drum Mag | Remainder = None
Machine Gun: 1 Player = Bi-pod
Rifles: Sp.Force = Aperture Sight | 1 Player = Sniper Scope | Remainder = None
Limiting the attachments like Drum Mags and who gets the Scope on the Rifle or the Bolt would mean more leadership by the Officers. Now, the officers could take it themselves, or they could give them to whoever player seems to fit the bill. A player who has a higher K/D using a SMG could possibly be awarded the Drum Mag by the officer, figuring he'd do more damage and less time needed to reload. Then of course, its whoever wants "Snipe" the officer could decide. The Rifle and Bolt both should get 1 Scope because the rifle is used more during close quarters, but the ability to have a scope would also mean he can take shots from a distance. Yes, it is Semi-Auto but the recoil will not allow the rifleman to accurately kill his target in multiple shots without realigning and finding his enemy again.
Bi-Pod for the MG
This should be modified to fit on Windows (As it does now) but also that the Machine Gunner can go Prone and Mount it on the ground. So silly that the Machine Gunner can't do so; it is mainly what a Bi-Pod is used for. During Tactical Games in Airsoft, the Machine Gunner would use his Bi-Pod to have himself rest on his gun, while not needing to support it, but can lay down heavy fire while prone.
Perks
Martydom = Off
Camouflage = Off (No use as we won't have UAV)
Last Stand = Modified
Stopping Power = On
Steady Aim = On
Juggernaut = Off
Bandoleer = On
Deep Impact = On
Revive Down Mates = On
Flamethrower = Must be Bidded on. 1 Player
Toss Back = Off
Sleight of Hand = On
Double Tap = On
Bazooka = 1-2 Players Per team. Only when Tanks are in use
C4 = 1-2 Players Per team. Only when Tanks are in use
Overkill = Off
*Probably Missing More. But mainly; those On are the main ones.
Flamethrower
Like the Browning, should be bidded on to get. I have not seen the flamethrower in action, so I do not know how good it is, but it would probably be used as a defensive tool again, or a close quarter combat weapon; clearing out buildings..etc. Would be bidded on mainly to be a strategic weapon, and the officer must pick his player accordingly.
Conclusion
I think the mod, as stated above should be limited in some fields, but allow other fields. Slowness and Fastness contradict themselves so it leads to the officers in charge to conclude how the battle will play out. With the settings I listed above, 1 team may decide to take it slow, snipe and kill as they move while the other team may try to cross the map through the middle guns blazing. Either way, if the officers have the right strategies, it becomes a "Gamers" Game where the team who follows through with their tactic/strats best will win. This will therefore, involve the officers much more than COD4 ever did.
Sprinting
Lets think about this for a second. For those who say Sprinting = Off. Sorry, this isn't COD2 or whatever, this is a whole new game. So here you are playing Roundhouse; it is CTF. Due to the "WWII" Era, you will have a lot of snipers (Get into that later) and the enemy has your flag. Without the ability to Sprint, if the Flag Carrier is ahead of you, then there is no hope.
With that, you want to cut the enemy off (You seen him flanking around the right to try to stay out of sight) so you want to cut acrossed the open field, into the middle roundhouse, and out the other side to their flag. but, you don't have Sprint! So the second you walk out to that open field, your chances of dieing are most likely somewhere in the 90% tile - due to the vas number of snipers who will be making sure nobody crosses. If you have Sprint, you have a SLIGHT chance of catching up to the bomb carrier; maybe nading him or what not and you are now looking at a 60% chance of dieing. (The enemy snipers are pretty good).
Sprint is off = You will find everyone running around the outside of the map trying to stay covered, playing the entire time in crouch or prone position because the movement speed at crouch wouldn't be all that worse than "Walking".
NOW, imagine yourself in a REAL situation at Round house. You are in World War II fighting under Patton's army ^_^... Hmm, your officer says there is sniper fire, are you going to Prance (walk) right out there and dance around without a care in the world, or are you going to huff (run) your arse to cover? If you walk, then you are one of the thousands upon thousands who died during WWII. Your genes weren't properly made for you to be a soldier to lack the sense of running.
With that, SPRINT SHOULD BE ON! It would be so lame to have the bigger maps go that slow and the lack of ability to move. When your in war, your adrenaline is pumping, your running 90% of the time anyways, not walking. Yes, this is a game, but I thought limiting perks and what not are to symbolize at least some realism.
Betties
Possibly have upto 2 people per side be able to use them. Limit their damage, and extend the field where they would go off. This way, unless a person turns a corner and falls on one, most of the time, you will find them jump up and explode while you are still in "Survivable Reach". If it is close range, you need to edit how slow it explodes, how much damage...etc. But say, instead of having it go off 4 feet from you, it goes off 7 feet from you with 50% less damage. You see it jump, it explodes at a normal rate but really, your only injured, not dead. Now, you wrap around a corner and it was placed there, it would jump and you would probably die. This way, betties could be used as an injuring tool, but, if properly placed could still be effective to kill. This could possibly lead to more "Teamwork" and Slower game play as some of you want, so people can look out for them more when in tight situations; wrapping around corners and what not.
"Medic!!!!!!!" Last Stand
Edit Last Stand so that the player only has 1 magazine in his pistol. Really, what can they do with 1 magazine? Seeing how most of the game will be bolt action rifles, a lot of people are going to get dropped by a decent distance, so they won't even be able to shoot the pistol at you. Possibly have it so that when going into last stand, it is delayed to take the pistol out so if it is Close Quarter Battle, and the person is dropped, they still don't have enough time to draw the pistol on the killer. This way, the perk could be used mainly as a "Medic" perk. Which, as stated earlier, snipers during WWII would drop a guy in order to draw more people out to save him.
Silencers
This isn't Modern Warfare, this is World War II. Silencers were 98% of the time not used in World War II and shouldn't be used in BFE. If taking the Red Dots off the screen because we are going to listen for where it is coming from, it should be just like WWII should be, and nobody be silenced. It was a crazy war, when SMG's and MG's were really first used. People didn't care about being silenced, they cared about the fire power and rate of rounds.
Tanks, Jeeps..etc
Allowed, but limited. A tank should take 1-2 bazooka shots depending where it is hit. C4 should take 2 if used on the bottom belly. If a C4 is placed under or on the track, it should blow the track like it actually would in the game. This way, there is even possibility to hinder a tank immobile but it technically could still be used. Ask Steele, when he blew my track off, I thought that was the coolest thing. Any other vehicle like Jeeps, if included in the final retail or available, should definitely be used on big maps where a small team can transport as a Spec Ops group...or whatever the case may be.
Limiting SMG's/MG's
Machine Guns: 1 - 2 Per Team. Machine guns should be limited to the side. (Americans use the BAR, Germans use the MG42...etc)
Machine Guns Continued: With the Browning, I hear it can only be fired by the player mounting it (Not sure if this is true). It is a massive gun, and the Generals should be able to bid on getting that weapon. Then, they would need to pick the player on their team to use it, possibly in CTF or S&D..whatever, and they would need to rely on that player to defend. I think that would be crazy... eliminate the team, you think your in the clear and then all of a sudden you hear this massive machine gun raining bullets towards you. SICK! The Browning is an amazing weapon, it should be done this way, or somehow included in BFE. It should be the "Gun of all Guns" that needs to be won by bids. If used properly, it could be used as a strategic weapon.
Sub-Machine Guns: ~6 Per Team. After the Machine Guns and Sub Machine Guns are accounted for, that is roughly 8 players on your team who have automatic weapons. If we have the max of 14 players, than that means roughly 6 players need to use either "Rifles" or "Bolt Action Rifles", which, Rifles and Bolt Action Rifles were the main weapons carried in WWII, it would only make sense to hear them going off more than SMG's or MG's.
Bolt Action Rifle
I think this should be unlimited amount of players can use, or maybe Max of 4. I say unlimited because it is a slow reload, and limit it so that only 1 player can use the Sniper Scope as an attachment. Let others use the Bayonet as the attachment, or no attachment. People who use it would need to have precision and accuracy to get kills, and that would also lead to "Slower" gameplay as some seem to want. Limiting it to 4, is simply so a team who is full of accurate players wont all get the bolts and be the "silent but deadly team" and own the enemy by staying in the shadows. 1 Shot Kills Torso and Up is PERFECT!
Attachments
Bolt Action: 1 Player = Sniper Scope | Remainder = Bayonet / None
Sub-Machine Gun: Sp.Forces = Aperture Sight | 1 Player = Drum Mag | Remainder = None
Machine Gun: 1 Player = Bi-pod
Rifles: Sp.Force = Aperture Sight | 1 Player = Sniper Scope | Remainder = None
Limiting the attachments like Drum Mags and who gets the Scope on the Rifle or the Bolt would mean more leadership by the Officers. Now, the officers could take it themselves, or they could give them to whoever player seems to fit the bill. A player who has a higher K/D using a SMG could possibly be awarded the Drum Mag by the officer, figuring he'd do more damage and less time needed to reload. Then of course, its whoever wants "Snipe" the officer could decide. The Rifle and Bolt both should get 1 Scope because the rifle is used more during close quarters, but the ability to have a scope would also mean he can take shots from a distance. Yes, it is Semi-Auto but the recoil will not allow the rifleman to accurately kill his target in multiple shots without realigning and finding his enemy again.
Bi-Pod for the MG
This should be modified to fit on Windows (As it does now) but also that the Machine Gunner can go Prone and Mount it on the ground. So silly that the Machine Gunner can't do so; it is mainly what a Bi-Pod is used for. During Tactical Games in Airsoft, the Machine Gunner would use his Bi-Pod to have himself rest on his gun, while not needing to support it, but can lay down heavy fire while prone.
Perks
Martydom = Off
Camouflage = Off (No use as we won't have UAV)
Last Stand = Modified
Stopping Power = On
Steady Aim = On
Juggernaut = Off
Bandoleer = On
Deep Impact = On
Revive Down Mates = On
Flamethrower = Must be Bidded on. 1 Player
Toss Back = Off
Sleight of Hand = On
Double Tap = On
Bazooka = 1-2 Players Per team. Only when Tanks are in use
C4 = 1-2 Players Per team. Only when Tanks are in use
Overkill = Off
*Probably Missing More. But mainly; those On are the main ones.
Flamethrower
Like the Browning, should be bidded on to get. I have not seen the flamethrower in action, so I do not know how good it is, but it would probably be used as a defensive tool again, or a close quarter combat weapon; clearing out buildings..etc. Would be bidded on mainly to be a strategic weapon, and the officer must pick his player accordingly.
Conclusion
I think the mod, as stated above should be limited in some fields, but allow other fields. Slowness and Fastness contradict themselves so it leads to the officers in charge to conclude how the battle will play out. With the settings I listed above, 1 team may decide to take it slow, snipe and kill as they move while the other team may try to cross the map through the middle guns blazing. Either way, if the officers have the right strategies, it becomes a "Gamers" Game where the team who follows through with their tactic/strats best will win. This will therefore, involve the officers much more than COD4 ever did.
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