Mercenaries Mods Released

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  • The Question

    #16
    Re: Mercenaries Mods Released

    Wish you all would tell me how to install this..I tried but failed.

    Comment

    • Turtle-ZED

      #17
      Re: Mercenaries Mods Released

      Originally posted by Cobra-BOM-
      What you are saying has nothing to do with the quote in your post.

      However, if a weapon seems "overpowered" perhaps it is the usage of it and not the weapon itself. A protecta-shotgun in Mercs Mod is for anti-tank, not anti-foot_soldier. It would indeed be considered "overpowered" if that were its intended use but when it takes 6-10 shots to take out a tank, then it would not be considered overpowered.
      Dude- I live in the real world. When someone has a weapon that tips the balance in a game, then the game stops becoming fun. Just because the weapon was designed to take out an APC etc, does not mean that is not going to be used (and over used and therefore abused)for killing troops, especially when it turns out to be far more effective than just about any other handheld weapon. I think we've all killed someone with a SRAW at some stage...mainly because it was the tool in hand at the time. I used to play Joint operations. There were many 'rocket whores' who preferred to use RPGs and AT4s as anti-infantry weapons. Certain ppl will always look for an 'advantage' rather than play fairly.

      Extremely powerful weapons need careful consideration to prevent the game becoming a bit of a mess. That's why artillery needs to recharge, has a delay from targeting to impact, that's why the AT mine relies on the chance a vehicle will roll over it when you want it to, C4 needs the operator to risk life and limb to drop a couple on a tank. The MK3A1 has mass-destruction ability without any failings. It can be used from range, is easy to reload, is accurate and is devastating against multiple targets as it has both high power and an area effect. The Engineer class and Anti Tank class ALREADY have devastating firepower in the form of AT mines and Shoulder-launchers AT rockets. They don't need the same ability in their small-arms as well- and if you feel that they do, then they need to lose the AT mine and rockets...

      And the quote in my post was in reference to the fact that I was not in a server with challenging levels applied to its AI, it was as the MOD came. I simply installed and ran through a level of Karkand to check the differences in gameplay (as I do in any MOD) and was surprised at the ease with which I could mow down wave after wave of anything- on foot or in an armoured shell.

      As stated earlier- I am a big fan of the Merc MODs, but this one needed a longer playtest before release.

      Oh- quick edit- just replayed...DAO12 has 150rnds, but MK3A1 has 150 Magazines...LMAO!

      Comment

      • Cobra-BOM-

        #18
        Re: Mercenaries Mods Released

        We tried to "tone" down the DAO and bring it back to your "reality". We received so many complaints for doing so, that we had to restore it back like it is and has been for months.

        I'm sorry that you don't like the weapon, but then, don't use it.

        Dude- I live in the real world.
        but, this is a game.

        Comment

        • Turtle-ZED

          #19
          Re: Mercenaries Mods Released

          You took my quote out of context. I was referring to the noobs who seek an advantage in-game. You know those ppl who do live in the real world but play the game. My comments were intended as constructive criticism and were backed up with reasoned arguments. I genuinely thought that this was a code change that wasn't meant to have made it to the public beta.

          And I'm surprised that you had so many complaints about the power of the DAO being reduced. As a games tester and a modder myself, I've seen errors in code that whilst initially amusing can be seen to be a hindrance to continued gameplay. I though that was what I was seeing here.

          I stand by my initial statement that the two Merc shotguns are there for self-defence whilst carrying out their principle role...not as hugely powerful offensive tools.

          Comment

          • Cobra-BOM-

            #20
            Re: Mercenaries Mods Released

            Originally posted by Turtle-ZED
            You took my quote out of context. I was referring to the noobs who seek an advantage in-game. You know those ppl who do live in the real world but play the game. My comments were intended as constructive criticism and were backed up with reasoned arguments. I genuinely thought that this was a code change that wasn't meant to have made it to the public beta.

            And I'm surprised that you had so many complaints about the power of the DAO being reduced. As a games tester and a modder myself, I've seen errors in code that whilst initially amusing can be seen to be a hindrance to continued gameplay. I though that was what I was seeing here.

            I stand by my initial statement that the two Merc shotguns are there for self-defence whilst carrying out their principle role...not as hugely powerful offensive tools.
            Your assessment is quite correct. Even the part about it not intended to get passed the beta. And it did, unfortunately, and too many people wanted it to stay in so what do you do? LOL Oh well, it is only intended for the bots so let 'em have their fun.

            Comment

            • The Question

              #21
              Re: Mercenaries Mods Released

              i Need Some God Damn Help In Installing This Mod!!!!

              Comment

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