Dead Men Walking

Old Server Admin Section => dMw Bravo Company - Secure Channel => Archived Feb 09 => Bravo Banter => Topic started by: OldBloke on June 24, 2008, 01:41:10 PM

Title: CoD4 - Feedback Thread
Post by: OldBloke on June 24, 2008, 01:41:10 PM
Please use this thread to feedback to the admins your experience on the dMw CoD4 server. Thank you.
Title: CoD4 - Feedback Thread
Post by: sulky_uk on June 24, 2008, 09:51:30 PM
a) death cams slow things down a little most servers get rid of them
b) voice commms in cod4 is pants can we stick with vent??
c) from the big servers experiance the maps are too small for more than 20 ppl, might be worth looking into that when we get more players on
 
apart from that everything seemed fine, really liked the lack of grenades on the server, stops nade fragging
 
err thats it for now i thing, ill be on the server as much as i can over the next few days to help iron out any probs or find some:narnar:
Title: CoD4 - Feedback Thread
Post by: Anonymous on June 24, 2008, 10:01:57 PM
1. death cam was added to help those new to the game learn more quickly. As we move forward it will be removed again.
2. Voice comms are fine if people setup their client (http://www.deadmen.co.uk/forum/showthread.php?t=23860). Moving to vent is a pain because it is hard to keep all team on one channel.
3. The server is limited to 16 people so we shouldn't have a problem
Title: CoD4 - Feedback Thread
Post by: DuVeL on June 24, 2008, 10:28:24 PM
Must say that when I used ingame voice before it wasn't a problem, maybe a later patch of COD4 will help (as in CSS).
 
I'll try the server a.s.a.p. and have a look aswell.
Been PM'ing BB allready a bit about the server :winkiss:
 
EDIT;
Yesterday I've checked the server with several people.
 
Loadingtimes and Pings are fine.
Ingame voice seemed fine for me.
A few bad things CoD4-wise is that on some maps the bombsites are to far from the spawningpoints for the defending people.
A good rush for the attackingside can really mess things up. Then again, if you're a defender you got to know the countertactics for those maps.
 
 
Me and GB-Pete (Armitage) played a 1vs1 on an indoormap and I had the feeling that the respawningtime is a tad long (GG's in there Pete, you kicked my *rse bigtime as you knew the map much better then me).
 
I'll report back if I have more.
Title: CoD4 - Feedback Thread
Post by: Dr Sadako on June 30, 2008, 11:51:49 AM
You should maybe consider registering the server at

http://www.gametracker.com/

as whitey have done with the CSS servers. See my signature below for example how it works.
Title: CoD4 - Feedback Thread
Post by: Anonymous on June 30, 2008, 12:18:24 PM
Quote from: Dr Sadako;236063You should maybe consider registering the server at

http://www.gametracker.com/

as whitey have done with the CSS servers. See my signature below for example how it works.
Good idea. Will keep idea ready for when we open up the server to the great unwashed :)
Title: CoD4 - Feedback Thread
Post by: Anonymous on June 30, 2008, 12:34:31 PM
Doc posted a list of maps here (http://www.deadmen.co.uk/forum/showthread.php?t=23889) and a series of overviews here (http://www.deadmen.co.uk/forum/showthread.php?t=23924). Can we please consider posting in here which maps you think are suited/not suited to the SD game type. We will repeat this exercise when we start playin HQ as well and we can then build up a matrix of which maps suit which game styles.

My thoughts about SD gameplay (edited to same order as Docs map overviews for consistency):   :thumbsup2: mp_broadcast (Broadcast)
:thumbsup2: mp_carentan (Chinatown)
:thumbsdown: mp_creek (Creek)
:thumbsup2: mp_backlot (Backlot)
:thumbsdown: mp_bloc (Bloc)
:thumbsdown: mp_bog (Bog)
:thumbsup2: mp_citystreets (District)
:thumbsup2: mp_convoy (Ambush)
:thumbsdown: mp_countdown (Countdown) <- not sure yet - now I am
:thumbsup2: mp_crash (Crash)
mp_crossfire (Crossfire) <- not sure yet
:thumbsup2: mp_farm (Downpour)
:thumbsup2: mp_overgrown (Overgrown)
:thumbsup2: mp_pipeline (Pipeline)
:thumbsdown: mp_showdown (Showdown)
:thumbsup2: mp_strike (Strike)
:thumbsup2: mp_vacant (Vacant)
:thumbsdown: mp_cargoship (Wet Work)
_____________
Title: CoD4 - Feedback Thread
Post by: Carr0t on July 01, 2008, 11:12:40 AM
My 2 cents (Changed the order i'm afraid, i'm sticking to the same order as Doc's post with the overviews, as it helps me recognise which was which):

:thumbsup2: Broadcast
:thumbsup2: Chinatown
Creek (Not sure yet)
:thumbsup2: Backlot
:thumbsup2: Bloc
:thumbsdown: Bog
:thumbsup2: Citystreets.District
:thumbsup2: Convoy.Ambush
:thumbsdown: Countdown
:thumbsup2: Crash
Crossfire (Not played yet)
:thumbsup2: Farm.Downpour
Overgrown (Not played yet)
Pipeline (Not played yet)
Showdown (Not played yet)
Strike (Not played yet)
Vacant (Not played yet)
:thumbsdown: Wetwork.Cargoship

Will fill in more as I play them. Hope to be on the server again tonight if we can get a reasonably number together.
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 01, 2008, 11:19:13 AM
OK, I've edited my list to match the order of Carr0ts. Can everyone please keep the same order or it will be a nightmare - no excuses; thank you.

NB Killhouse and Shipment excluded as they are far too small for normal map rotation. They can be played if admin present who can load map as they are OK 1v1 or 2v2.
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 01, 2008, 11:20:43 AM
Feedback:

Some people still cannot read :(

Please do NOT use the martyr perk on our server!!!!!
Title: CoD4 - Feedback Thread
Post by: Dr Sadako on July 01, 2008, 11:54:51 AM
:thumbsup2: mp_broadcast (Broadcast)
:thumbsup2: mp_carentan (Chinatown)

:thumbsdown: mp_creek (Creek)
  mp_backlot (Backlot) - don't think I have played it yet
:thumbsdown: mp_bloc (Bloc)
:thumbsdown: mp_bog (Bog)
:thumbsup2: mp_citystreets (District)
:thumbsup2: mp_convoy (Ambush)
:thumbsdown:  mp_countdown (Countdown)
:thumbsdown: mp_crash (Crash) - too predictable due to limited options and only suited for smaller numbers
:thumbsdown:  mp_crossfire (Crossfire)
:thumbsup2: mp_farm (Downpour)
:thumbsup2: mp_overgrown (Overgrown)
:thumbsup2: mp_pipeline (Pipeline)
:thumbsdown: mp_showdown (Showdown)
:thumbsup2: mp_strike (Strike)
:thumbsup2: mp_vacant (Vacant)
:thumbsdown: mp_cargoship (Wet Work)

So far, but I still feel that some of the  :thumbsup2: need some more testing. I feel that the maps in general are very linear (guess it is due to taking them from single player) and thus the strategies mostly are moving forward to the same stand off point.
Title: CoD4 - Feedback Thread
Post by: BigFatCat on July 01, 2008, 12:10:22 PM
A little feedback, due to its initial popularity, 16 slots filled up very quickly.

All snipers will be hunted down, burned and poked with sticks.

Server is stable, pings good, little waiting about, comms are acceptable if a little quiet, but add to the atmosphere.

Last Stand catches a few people but holding down the fire button for a second or two longer eradicates this problem.
Title: CoD4 - Feedback Thread
Post by: Jamoe on July 01, 2008, 12:44:48 PM
First of, thank you, great stuff, really enjoyed it :)

Game play wise It feels more like CSS then BF2 which is nice is a plus from me. I had trouble with Voice Comms at the start, it seems when headphones are set to 5.1 the incoming VC comes down the centre channel (which was turned down on my headphones), might have just been me though.

Pings seemed a little high last night, seems they were in the 80s. Might have been because it was a full server.

Managed to play on about 5 maps, no idea what they are called so I will give more feedback when I learn them.

It felt quite hard to "dig in" and defend when a grenade can kill you outright, perhaps I'm trying to play it like TCS.

Anyway, being my first experience of the game online its got great potential and dare I say it, possibly steal me away from CSS.
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 01, 2008, 12:51:12 PM
Quote from: Jamoe;236208Anyway, being my first experience of the game online its got great potential and dare I say it, possibly steal me away from CSS.
Remeber that the game mode we are currently playing (S&D) is only one of the game modes available. We will be trying Headquarters, Sabotage and Domination in the future before hopefully having a mixed mode mapcycle. Consequently you will prob want to stick with CSS for your DE and CS mode gaming :)
Title: CoD4 - Feedback Thread
Post by: Jamoe on July 01, 2008, 12:55:30 PM
Quote from: BlueBall;236211Remeber that the game mode we are currently playing (S&D) is only one of the game modes available. We will be trying Headquarters, Sabotage and Domination in the future before hopefully having a mixed mode mapcycle. Consequently you will prob want to stick with CSS for your DE and CS mode gaming :)

good point :)
Title: CoD4 - Feedback Thread
Post by: FrEnZy on July 01, 2008, 12:59:30 PM
I haven't played enough to really express opinions about most the maps.

The ones I've enjoyed the most have been the smaller ones, as I've actually been able to work out the map layout in a relatively short time (Wetwork, Creek, etc). Maps like china town are currently my bane as I spend a couple of minutes sneaking around a building only to come out a door right where I went in :sad:.

In terms of gameplay (imo)

- Grenades could be a problem. Grenade spam at the start of evey round very nearly put me off this game when I tried it on public servers (It seems to be a significant problem throught a mathch on other gametypes).
- It might be worth using free cam after death for a while to let people learn the maps. (can the dead talk to the living? I haven’t noticed)
- Sniper rifles are crap, take a G3 (Seems just as accurate and you can silence it).
- UAV's + Grenades = pinpoint rain of death.
- Airstrikes......
 
Overall is a very fun game, but the more complex maps are currently a noob's nightmare.
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 01, 2008, 08:58:06 PM
We need to start thinking more about "boundaries". I know that we don't have any and we are trying to play tactically but I found several people (myself included :blush:) going way too far tonight.

Remember, we are trying to defend so going way past a bombsite isnt defending.
Title: CoD4 - Feedback Thread
Post by: Benny on July 01, 2008, 10:10:38 PM
SO.....had a good session last night, my only comments so far...

I clearly don't know the maps aswell as some. Perversely I enjoyed the snipery outside one (smokey vents 'n' all) because it seemed to level the playing field. Some good work, I thought, between BB and I at one point. I was pinned down, BB followed th eshots back and took out the source so I could move on.

There was a lot of running off, but I'd expect that to ease over a the next few weeks. There are some clear advantages in the weapon knowledge, but again, experience.

Games were a little short at times, I like one that doesn't feel rushy.

My only real gripe would be turning off the bloody chase cam on death if possible. Half the fun is seeing how the enemy are set up.
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 01, 2008, 10:15:57 PM
Quote from: Benny;236277My only real gripe would be turning off the bloody chase cam on death if possible. Half the fun is seeing how the enemy are set up.
Chase cam now set to free roam "scr_game_spectatetype 2".

NB that if you click your mouse button you will end up locked to that persons view (or another person if you click again) until they die at which point you will be in free view again.

Motto: Stay in free view and don't click mouse when dead :)
Title: CoD4 - Feedback Thread
Post by: BrotherTobious on July 02, 2008, 08:50:20 AM
Air Strikes, we are allowed to use them ok, but I think we should limit to them 10sec after the start of the round cause otherwise you can get quite a few people on some levels right at the beginning like bogg.

What do you lot think?

Will post more feedback when I have played more S&D more used to TDM so want more time to get a better feel for it.
Title: CoD4 - Feedback Thread
Post by: Salvatore Buttafacio on July 02, 2008, 01:18:33 PM
Really like the server well done admins! :)

However, some of the maps on the rotation are rubbish for tcs like wetwork?(the ship) and the dusty one which is one really long corridor. These maps are just taken from singleplayer and suck for TCS!

also I didnt like how defenders were all over the map and rushing from behind all the time. So I think did it once in revenge :narnar:

:thumbsup::thumb:
Title: A reminder is needed
Post by: OldBloke on July 02, 2008, 01:30:40 PM
Fellow playtesters ...

Can I please remind everybody that the place to air your CoD4 comments (including criticisms) is here in this thread. It has been brought to my attention that people are leaving the server because they are fed up with listening to incessant negative whingeing being broadcast on voice comms by a vociferous minority. This is counterproductive and must stop.

We know the gameplay, rules, guidelines, maps, weapons etc. are imperfect. Of course they are - that's why we are having this testing phase using you seasoned vets as our testing team. So, please, if you need to vent a spleen - do it here and not in-game.
Title: CoD4 - Feedback Thread
Post by: Dr Sadako on July 02, 2008, 01:49:23 PM
I think we shouldn't play the hardcore version of the game. Now it is enough to be near someone sneezing to die.
I think I died more yesterday by TKs than the enemy. Also the amount of TKs I accidentally handed out are more than I have done in a year of CSS ...

Could we please try the non hardcore version on the server and see how it plays?
Title: CoD4 - Feedback Thread
Post by: FrEnZy on July 02, 2008, 02:10:58 PM
I have to disagree.
 
I'm enjoying hardcore mode, I like people dying when you shoot them the first time! And tbh I've been TK'ed less in COD4 then BF2.
 
But I guess we could always try the normal version.
Title: CoD4 - Feedback Thread
Post by: target on July 02, 2008, 03:08:00 PM
I must admit when I first started playing I found Hardcore quite daunting, but now after playing for a few hours I actually enjoy the "realism" and knowing that if you get spotted chances are you're going to die.  You learn and adapt.
 
As for TK's, bad things happen - I've been TK'd and handed out my fair share, but I don't think moving away from hardcore would actually improve gameplay.
 
Boundaries - definitely need to think about them, but while we keep the server private we shouldn't need the no entry signs (ala CSS - can we even add them to COD4?).  We should all abide by the TCS rules and not go wandering around the map looking for the opposition - even the most harden TCS veteran still goes wandering (BB isn't the only one, I've done it too and so have others).
 
Overall, I've really gotten into COD4 MP and am thoroughly enjoying, even when SJ, Butta and a myriad of others keep headshotting me.
 
My :2cents:
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 02, 2008, 03:56:21 PM
Current S&D Map Rotation now set to:

mp_backlot
mp_bloc
mp_broadcast
mp_carentan
mp_citystreets
mp_convoy
mp_crash
mp_crossfire
mp_farm
mp_overgrown
mp_pipeline
mp_strike
mp_vacant

Have now removed Bog, Cargoship, Countdown, Creek  and Showdown in addition to Killhouse and Shipment
Title: CoD4 - Feedback Thread
Post by: Dr Sadako on July 02, 2008, 04:32:49 PM
Bloc isn't that great either. Snipefest.
Title: CoD4 - Feedback Thread
Post by: Carr0t on July 02, 2008, 04:40:18 PM
Quote from: target;236350Boundaries - definitely need to think about them, but while we keep the server private we shouldn't need the no entry signs (ala CSS - can we even add them to COD4?).  We should all abide by the TCS rules and not go wandering around the map looking for the opposition - even the most harden TCS veteran still goes wandering (BB isn't the only one, I've done it too and so have others).

Aye, the issue I have with boundaries in COD4 is thus:

In CS the maps tend to be larger and the areas the bombs are in are more open. This leads to a wide variety of spots to hide and guard the bomb spot/hostage area etc, and you can be a reasonable distance away and still cover it. This is Good (tm). With COD4 the maps are smaller and the bombspots tend to be in smaller more enclosed areas, so I tend to feel like I have about 20 square feet of space I can move in without going fraghunting, and there isn't so much to hide behind/around in that space so it becomes more a case of who has the faster reactions and the better aim than about working slowing and methodically with your team towards the objective. Also, in CS you are able to come at an objective from multiple sides, whether you are attacking or defending. The COD4 maps encourage a more direct face off, because they can be long but they aren't wide enough to allow sneaking round behind people and the like without practically ending up in the other team's base.

It feels like the current COD4 maps would be really good to play as a VIP-protection/assasination style game, where the objective can move all over the map. That would allow the entire (rather small feeling compared to CS) maps to be used, while still encouraging working as a team more than straight team deathmatch.
Title: CoD4 - Feedback Thread
Post by: Dr Sadako on July 02, 2008, 04:46:05 PM
Quote from: Carr0t;236363It feels like the current COD4 maps would be really good to play as a VIP-protection/assasination style game, where the objective can move all over the map. That would allow the entire (rather small feeling compared to CS) maps to be used, while still encouraging working as a team more than straight team deathmatch.

Sound like domination or HQ to me.
Title: CoD4 - Feedback Thread
Post by: Armitage on July 02, 2008, 08:01:37 PM
Quote from: Dr Sadako;236346I think we shouldn't play the hardcore version of the game. Now it is enough to be near someone sneezing to die.
I think I died more yesterday by TKs than the enemy. Also the amount of TKs I accidentally handed out are more than I have done in a year of CSS ...
 
Could we please try the non hardcore version on the server and see how it plays?

Hardcore is a must. you just need to check your target before opening fire.
Title: CoD4 - Feedback Thread
Post by: Bastet on July 06, 2008, 07:50:25 PM
I will no longer play COD4 on the dMw server till the wild tossing of nades is sorted, it is really ****ing me off that i have to defend a bomb site thats being pepered from the other side of the wall by no less then 9 grenades in a 3v3 match. How the hell is that tactical play???
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 06, 2008, 08:11:24 PM
Quote from: Bastet;236697I will no longer play COD4 on the dMw server till the wild tossing of nades is sorted, it is really ****ing me off that i have to defend a bomb site thats being pepered from the other side of the wall by no less then 9 grenades in a 3v3 match. How the hell is that tactical play???
If the other team know you are there, and have had the tactical sense to save their grenades until they are needed, then I find that tactical! Maybe the team tactic was to save their nades?
Title: CoD4 - Feedback Thread
Post by: Bastet on July 06, 2008, 09:04:53 PM
BB, talking round start here, i didnt even GET to the bomb site before i had to dodge a ton of nades and fall back out of the site. But meh, ill stick to public servers for a while.
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 06, 2008, 09:13:04 PM
Quote from: Bastet;236704BB, talking round start here,
Sorry but don't understand what you mean by that // Edit, ah you mean it was the start of the round rather than after the bomb was planted?

Quote from: Bastet;236704i didnt even GET to the bomb site before i had to dodge a ton of nades and fall back out of the site.
Did they know you were there or was it just nade spamming? Maybe the guys who were playing against you could post so we can understand what was going on from their point of view?

Quote from: Bastet;236704But meh, ill stick to public servers for a while.
Your choice.
Title: CoD4 - Feedback Thread
Post by: Blunt on July 06, 2008, 09:13:27 PM
I know it can't be me you are referring to, but I find that I chuck grens whilst trying to do something else eg reload.
using the z-board it is proving difficult to get all my controls to the places that they should be:sideways:
I don't think it's possible to scroll thru weapons with the mouse wheel, which really sucks:sideways:
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 06, 2008, 09:16:01 PM
Quote from: Blunt;236706I don't think it's possible to scroll thru weapons with the mouse wheel, which really sucks:sideways:
I use mouse wheel. I just set "Switch Weapon" to "wheel down or wheel up"
Title: CoD4 - Feedback Thread
Post by: Dingo on July 06, 2008, 09:19:41 PM
Quote from: BlueBall;236707I use mouse wheel. I just set "Switch Weapon" to "wheel down or wheel up"

I use mine for "face up or face down"......although it defaults to the latter for some reason!!:)
Title: CoD4 - Feedback Thread
Post by: Blunt on July 06, 2008, 09:22:40 PM
Quote from: BlueBall;236707I use mouse wheel. I just set "Switch Weapon" to "wheel down or wheel up"

Doh!:lmfao:
Title: CoD4 - Feedback Thread
Post by: Bastet on July 06, 2008, 09:32:05 PM
Quote from: BlueBall;236705Did they know you were there or was it just nade spamming?

Considering grenades where popping before i even reached the door i recon it wasnt aimed at me, and my teamys where in the other side.
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 06, 2008, 09:35:42 PM
Quote from: Bastet;236717Considering grenades where popping before i even reached the door i recon it wasnt aimed at me, and my teamys where in the other side.
Who was on the other team?
Title: CoD4 - Feedback Thread
Post by: OldBloke on July 06, 2008, 09:58:49 PM
Quote from: Bastet;236697I will no longer play COD4 on the dMw server till the wild tossing of nades is sorted, it is really ****ing me off that i have to defend a bomb site thats being pepered from the other side of the wall by no less then 9 grenades in a 3v3 match. How the hell is that tactical play???

Steady tiger :)

To all ...

This is the 'feedback' thread for a new game we're currently playtesting. Instead of posting a rant, simply post the problem as you see it so we can assess its impact on teamwork based gameplay that we *all* want to see.
Title: CoD4 - Feedback Thread
Post by: Salvatore Buttafacio on July 06, 2008, 11:33:20 PM
I joined just before you left Bastet so I hope you didnt mean me.

From what I've seen from cod4 throwing "blind" nades into an area you want to attack is just good tactics because nades are so strong in cod :)

The map we were on is quite small so spamming nades into the site just after spawning as the team rushed was probably abit "lame" though i didnt do any of that.

Maybe you could have all just sat back and picked em off after the nades went off, or maybe nade them back>?

Dont give up on the server just yet! :)
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 07, 2008, 10:00:13 AM
Quote from: Salvatore Buttafacio;236730From what I've seen from cod4 throwing "blind" nades into an area you want to attack is just good tactics because nades are so strong in cod :)
As per the CoD4 Etiquette page (http://www.deadmen.co.uk/forum/showthread.php?t=23847), Item number 3, grenade spamming is NOT acceptable on the dMw server.
Title: CoD4 - Feedback Thread
Post by: DuVeL on July 07, 2008, 10:29:39 AM
I've just read the etiquette again and read about the TK'ing part.
It happend to me a few times aswell as the tags of friendly players don't allways show up.
 
A warning for people though in general, remember that when the UAV is up, we tend to know where you are and you might get naded unless you have the UAV-jammer perk on.
 
BB, clearing a bombsite/room with a stun/flash grenade should be okay I reckon as it's tactical. Plus you don't have loads of stun/flash-grenades...
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 07, 2008, 10:54:38 AM
Quote from: DuVeL;236762A warning for people though in general, remember that when the UAV is up, we tend to know where you are and you might get naded unless you have the UAV-jammer perk on.
 
BB, clearing a bombsite/room with a stun/flash grenade should be okay I reckon as it's tactical. Plus you don't have loads of stun/flash-grenades...
Yup. The rule is explicitly written to stop "speculative" nade throwing especially at start of round.
Title: CoD4 - Feedback Thread
Post by: Benny on July 07, 2008, 12:38:44 PM
So my usual late tuppence.

On the nades pieces (and on more general - as we've been here before with CS) I think we all need to grow up a little.

I've seen some shocking play on the CoD server over the last few days, but to caveat that I've had some great games. There is nasty little creep of straying a long way from the bomb sites. Some of that is due to the maps 'close' nature. Some of it is due to frag hunting.

I think we need to start the warning and slaying as it's getting too much.

We also need to start considering the maps, there are some that are condusive to good teamwork, I'm thinking;

Broadcast,Creek,Backlot,Bloc,Downpour,Pipeline,Vacant


I think there would also be benefit in a freeze time at the start of round, even if it's 5 seconds. There is little tactical in the games I've seen as it boils down to...A or B. There isn't any thinking around it, it's a case of get in quick and beat them before they settle.

I've notice on the smaller games 2v2, 3v3 there is a lot more thinking and I think it was Ranger, Target, Doggers and I had quite a good stint last night.  It wasn't ideal for defending but it was much more paced and governed.

It is up to us to define how this should work now and once it goes 'wild' we can set the right standards, so I think the onus is on everyone to stop and think for a minute as to how this should work.

Less fraggin', more combined and planned assaulting..
Title: CoD4 - Feedback Thread
Post by: target on July 07, 2008, 12:55:27 PM
Blimey Benny - I think that's the most reasoned discussion I've seen you put up :narnar:
 
I agree, we had some good battles last night.  I think the fact there were so few of us made us think a bit more tactically rather than just rush head long into a well planted claymore or a hail of bullets.
Title: CoD4 - Feedback Thread
Post by: sulky_uk on July 07, 2008, 01:19:10 PM
my 5p now
 
as for the tk's when ppl move thru doorways the name disappears on random occasions, sometimes it does sometimes it doesnt, and i have tk'd 5 or 6 times with this little gem of a prob although its not a server issue its a game issue, others have noticed this as well. soz target you seemed to follow me into the rooms the most when you were on my side and the fault happened :devil:
 
as for other things claymores are great i love em and have been putting them on either the bomb site im defending or after planting which is why ppl may nade too much as they destroy the clay which is pooh in my opinion, i noticed it the night i started to use clays ppl didnt nade bomb sites but after a lot of rounds where claymores have stopped a defuse i think ppl relised that fragging was the only was forward. Lame thou if you can use the explosves perk.
 
oh and the g3 is the best gun in my opinion 9 kills in a row over 2 games:boxing:
Title: CoD4 - Feedback Thread
Post by: target on July 07, 2008, 03:01:41 PM
Don't worry about the tk's - I knew they weren't deliberate, and I think that is the distinction we should be making.  TKs happen, get over it, its when they are deliberate that they should be stomped on.  As for claymores, I hate them with a passion, that's why I like the Bomb Squad perk so much (and there's a challenge for destroying explosives).
 
As for nade spamming into rooms, if they do it more than once, wait outside the room/area for them to use up their nades, then hit them as the move forward...
 
But these things are all part of the game, when somebody counters your stunning strategy, you improvide, adapt and overcome (or you get shot/naded in the process)
Title: CoD4 - Feedback Thread
Post by: Doorman on July 07, 2008, 03:48:04 PM
Quote from: target;236788Don't worry about the tk's - I knew they weren't deliberate, and I think that is the distinction we should be making.  TKs happen, get over it, its when they are deliberate that they should be stomped on.  As for claymores, I hate them with a passion, that's why I like the Bomb Squad perk so much (and there's a challenge for destroying explosives).
 
As for nade spamming into rooms, if they do it more than once, wait outside the room/area for them to use up their nades, then hit them as the move forward...
 
But these things are all part of the game, when somebody counters your stunning strategy, you improvide, adapt and overcome (or you get shot/naded in the process)
What a nice grown up attitude. :)
Title: CoD4 - Feedback Thread
Post by: Bastet on July 07, 2008, 03:51:51 PM
Quote from: target;236788As for nade spamming into rooms, if they do it more than once, wait outside the room/area for them to use up their nades, then hit them as the move forward...

Some maps you are quite out in the open outside of the bomb site, and open to a rush from the other 2 exits for the attacking teams spawn. Not always viable.
Title: CoD4 - Feedback Thread
Post by: ghoule211 on July 07, 2008, 04:16:33 PM
To be honest this game has not bothered me much and I havent even bought it yet..
 
but after reading this thread and only this thread, on the subject of CoD4 (not even read its reveiw yet), I am going out to get the collectors edition..
 
this is the reason I like being a part of the Deadmen community, it takes a new multiplayer game and constructivly improves its gameplay to fit within its own ethos.
 
i think i will now go and read the rest of our forum dedicated to this game.. thank you guys :thumbsup:
Title: CoD4 - Feedback Thread
Post by: DogMeat on July 08, 2008, 12:02:18 AM
Quote from: Bastet;236704BB, talking round start here, i didnt even GET to the bomb site before i had to dodge a ton of nades and fall back out of the site. But meh, ill stick to public servers for a while.

I'm sure you'd feel equally indignant if the opposing force ignored the bombsite at round start and rushed to pour LMG fire into your spawn, hmm?:eyebrow:

Perhaps you should spend more time on public servers.  Or less...
Title: HQ
Post by: Benny on July 11, 2008, 10:33:29 AM
So, I was looking forward to a new mode last night and was sorely disappointed unfortunately. As I'm sure you've all played it and know it inside out, I'll let you know how I thought it was going to be.

It starts as a free for all to capture the point, a well thought out strategically defendable point. I envisioned a 'Hamburger Hill' type assault on a position by waves of troops against a dug in but numerically disadvantaged team. Employing group assaults to try to breach the defenses and smoke to flank. Last ditch efforts to defend. Oh and some mud.


What I got was, leg it towards the item, get shot in the side as you are all runining the same way, or stop and pick them off as they race for it. Once they've got it, nade them. Once you've got it, hide in a corner covering the door. That section will be over soon, chase toward new point, throw more nades in and then find that comfy corner again.

I haven't tried the Dom mode yet, but am happy to. I think with the right maps and decent placement of target then the current mode would be ok, but on the maps we played and the poorly thought out objectives I was sorely disappointed.

We need an AAS mod, that would be good with the COD4 style.
Title: CoD4 - Feedback Thread
Post by: Salvatore Buttafacio on July 11, 2008, 04:56:30 PM
Agree with nearly all of that benny :blink:

This mode turns into a frag fest on maps such as the awful Bloc. When the capture point is on one side of the main area, Some people tend to go onto the other side second floor and just snipe the doorway so no one can get in or launch an attack on the other side.

I've noticed I've spawned ontop of the other teams players and been killed instantly quite a few times. Would really like to try domination now as this mode is just emptying the server......
Title: CoD4 - Feedback Thread
Post by: Bastet on July 14, 2008, 08:47:28 PM
Feedback on Domination mode:
 
Good fun, but it tends to end up a bit depressing once one team gets the upperhand (ie. has 2 spots and is fighting for 3th) as the last spot tends also to be spawn, you will have a lot of (unintentional) spawn killing as attackers shoot at anything off other team. Perhaps we should limit ourselfs to getting 2/3? that way the other team always has somewhere to spawn.
 
Other then that, other game modes are nice, but can end up a bit hectic on larger games. :)
Title: CoD4 - Feedback Thread
Post by: Armitage on July 29, 2008, 07:20:15 AM
Last nights games:
 
Vacant (SD) should it be replaced in the rotation.
 
 
Wall spamming. a few people were not that happy about a bit of wall spamming last night.
 
 
can I have you thoughts.
 
One last point. In a few posts people have mentioned moaning on the server and I did notice it last night. If you don't like a map/mode combo, don't just moan in game. post here and try and change the server, The server is still in it's infancy and we are all still learning.
Title: CoD4 - Feedback Thread
Post by: BigFatCat on July 29, 2008, 08:36:54 AM
Regarding wall spamming, on Ambush.

A couple of us moved up into the bombsite off the road, with the corrugated fence around it. I moved round close to the fence then over voice comes "He's behind the fence." I loosed off a few rounds and there was someone there.

Is that spamming?

And I like Ambush as a map for some reason.
Title: CoD4 - Feedback Thread
Post by: Armitage on July 29, 2008, 08:58:04 AM
If someone shouts "I saw him run behind the fence" and you shoot where you were told. I certainly would not class that as spamming.
Title: CoD4 - Feedback Thread
Post by: target on July 29, 2008, 09:21:55 AM
OK, not sure where to put this so the feedback thread seemed the best place.
 
How come Mondays are supposed to be COD4 night and the server was empty before 22:00 last night (and this happens regularly)?
 
When we played BF2, games would go on until nearly midnight (now I know we're all getting on a bit :devil:, but...)
 
Comments along the lines of "that's it, off to play some CS now" (and leaving the server) aren't going to help the server flourish.  I really enjoy playing COD4 and prefer to play on our server - even when butta, frenzy, arm, doc, etc keep zapping me.
 
So guys, can someone tell me why the server empties and people go off and play CS?  This may help improve the server and make Mondays truly COD (& chips) night.
Title: CoD4 - Feedback Thread
Post by: Benny on July 29, 2008, 09:22:06 AM
I got spammed last night, the benefit of the kill cam showing and intentional few shots through walls at 'regular' hiding spots. Like spamming the warehouse sides in cs_assault.

Not sure how to take it, it's a bad map anyway, the office'y one with little chance of attackers winning.

I think we need to move away from the distinction that the game allows it, and start focusing on 'sporting'....I'm getting old.

The only other point, that I've made before, voice comms are atrocious. Round starts, A or B is called. Once most people are dead the last 2 on a side may chat, but that's it. Maybe because the comms in game are so poor?
Title: CoD4 - Feedback Thread
Post by: OldBloke on July 29, 2008, 09:42:14 AM
Quote from: target;239226... How come Mondays are supposed to be COD4 night and the server was empty before 22:00 last night (and this happens regularly)?

Our LFS server always empties around 10pm too. It's a weeknight and there's still time for a bit of telly with the missus before bedtime.

Quote from: Benny;239227I got spammed last night, the benefit of the kill cam showing and intentional few shots through walls at 'regular' hiding spots. Like spamming the warehouse sides in cs_assault.

Not sure how to take it, it's a bad map anyway, the office'y one with little chance of attackers winning.

I think we need to move away from the distinction that the game allows it, and start focusing on 'sporting'....I'm getting old. ?

Random wallspamming is to be jumped on. We don't allow it in CS so why would we allow it in CoD4? However, this post (http://www.deadmen.co.uk/forum/showpost.php?p=239220&postcount=58) shows how some apparent spamming is not as it seems. Admins will need to call it carefully.

Quote from: Benny;239227The only other point, that I've made before, voice comms are atrocious. Round starts, A or B is called. Once most people are dead the last 2 on a side may chat, but that's it. Maybe because the comms in game are so poor?

The comms are actually very good when people have taken the time to set them up properly. I think we need to inform people with low volume comms (the biggest problem I've found) that they need to sort them out before continuing to play. I'll make a separate post about this because without good comms between players then the game is basically a free-for-all.
Title: CoD4 - Feedback Thread
Post by: Penfold on July 29, 2008, 09:52:28 AM
I think we will find a natural level with COD and what is and isn't acceptable (as we did with CS). It certainly takes a bit of time to learn the new maps and the gameplay.

I think the comments on lack of VC is fair - however compared with CS, I find them clumsy and not really up to scratch. If they can be tweaked then well and good.

Wall spamming is slightly harder but I do think we'll find a natural level. I got shot a few times through the wall but I'm pretty sure it was because my big weapon was sticking out the side.

I do agree that we should encourage people to play COD on a Monday and support it as much as possible.

PEN
Title: CoD4 - Feedback Thread
Post by: Dr Sadako on July 29, 2008, 01:03:42 PM
I think wall spamming could be a problem combined with the HC mode as it is easier to kill through walls. I think we will need to watch it closely.
Title: CoD4 - Feedback Thread
Post by: Bastet on July 29, 2008, 04:09:17 PM
Sometimes you can hear them on the other side, see movement under the fence, guns stick out, the shot flashes etc. You get quite a benifit of kill cam here that you can see if you are being stupid, or not.
Title: CoD4 - Feedback Thread
Post by: Dr Sadako on July 29, 2008, 04:53:50 PM
Quote from: Bastet;239287Sometimes you can hear them on the other side, see movement under the fence, guns stick out, the shot flashes etc. You get quite a benifit of kill cam here that you can see if you are being stupid, or not.

Sure and I have nothing against it as long as the enemy have been spotted in some way. I am talking about random wall spamming for an easy kill.
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 29, 2008, 05:43:20 PM
Quote from: Dr Sadako;239293Sure and I have nothing against it as long as the enemy have been spotted in some way. I am talking about random wall spamming for an easy kill.
Treat it as we do in TCS :)
Title: CoD4 - Feedback Thread
Post by: Doorman on July 29, 2008, 06:34:13 PM
Quote from: BlueBall;239298Treat it as we do in TCS :)
Thank god you're back, it's been mayhem round here. :crying:
Title: CoD4 - Feedback Thread
Post by: Penfold on July 29, 2008, 06:41:52 PM
:withstupid:

Yeah - Welcome back.

Hope you had a great time :)

PEN
Title: CoD4 - Feedback Thread
Post by: Snokio on July 29, 2008, 09:52:04 PM
Quote from: BigFatCat;239220Regarding wall spamming, on Ambush.

A couple of us moved up into the bombsite off the road, with the corrugated fence around it. I moved round close to the fence then over voice comes "He's behind the fence." I loosed off a few rounds and there was someone there.

Is that spamming?

And I like Ambush as a map for some reason.

I did the same sort of thing, in my case I knew they were behind the wall (sometimes the gun nozzel sticks out so kinda obvious at times)
Title: CoD4 - Feedback Thread
Post by: Jewelz^ on July 31, 2008, 11:20:30 AM
Surely wall spamming shouldnt be punishable, it part of the game.. Theres even a perk for it!
Title: CoD4 - Feedback Thread
Post by: DuVeL on July 31, 2008, 11:25:55 AM
Quote from: Jewelz^;239457Surely wall spamming shouldnt be punishable, it part of the game.. Theres even a perk for it!

 
It depends how you handle the perk.
1st scenery;
Say you know a sniper is hiding behind a wall as he almost shot you from there. You have the perk and shoot him through the wall, not wallspamming.
 
2nd scenery;
You think someone might be there and just incase you spam the walls...
Title: CoD4 - Feedback Thread
Post by: FrEnZy on July 31, 2008, 03:19:40 PM
I personally think that wall spamming isn't going to be a problem in COD4.
 
I get quite a few kills through walls, the vast majority of the time it’s because I seen something or heard something, occasionally it’s a nagging feeling that there’s someone there.
 
If you run around in this game firing wildly into walls your going to:
 
A) Run out of ammo quickly
B) Draw the attention of any enemies in the area.
C) Be traced back by tracer fire. (The big one to me)
 
Also with game modes such as HQ you get suituations where you don't know that the enemy is going to be in there, but is highly likely and. Running in will get you killed, So a bit of wall spamming in that situation is perfectly justified.
Title: CoD4 - Feedback Thread
Post by: OldBloke on July 31, 2008, 04:16:21 PM
Quote from: Jewelz^;239457Surely wall spamming shouldnt be punishable, it part of the game.. Theres even a perk for it!

Charlies don't wall spam. :learn:
Title: CoD4 - Feedback Thread
Post by: Anonymous on July 31, 2008, 04:42:53 PM
Wallspamming:
Shooting at the walls in the hope of hitting someone when you do not know if there is anyone there or not.

dMw DO NOT DO THIS!


Tactics:
You see someone go behind a wall and you pepper the wall to kill them.

dMw allow this!

This thread can really now be closed as no further discussion should be required :learn::coolio:
Title: CoD4 - Feedback Thread
Post by: FrEnZy on July 31, 2008, 05:27:23 PM
What about HQ maps? Im thinking about downpour and the building marked on this map (http://farm3.static.flickr.com/2302/2070261139_fe898a26b7_o.jpg) as the workplace in particular.

 If you've approached the building and come across no enemy, you know they're still alive from the score board, is it acceptable to strafe the building?

This was the exact situation I was in the other night and I sprayed with an M60 and took out the entire team hiding in the building. Had I tried to attack I would almost certainly have died.

And what about similar situations? I'll agree that spamming any old wall is poor show, and tbh mostly ineffective.
But what about when you have good reason to suspect the presence of an enemy, but don't know for sure?
Title: CoD4 - Feedback Thread
Post by: Jewelz^ on July 31, 2008, 07:20:47 PM
Quote from: BlueBall;239488Wallspamming:
Shooting at the walls in the hope of hitting someone when you do not know if there is anyone there or not.
 
dMw DO NOT DO THIS!
 
 
Tactics:
You see someone go behind a wall and you pepper the wall to kill them.
 
dMw allow this!
 
This thread can really now be closed as no further discussion should be required :learn::coolio:
If you know someone is behind the wall, then surely its considered tactical :blink: saving health and the risk of being killed
Title: CoD4 - Feedback Thread
Post by: OldBloke on July 31, 2008, 07:30:45 PM
Quote from: Jewelz^;239503If you know someone is behind the wall, then surely its considered tactical :blink: saving health and the risk of being killed

Read it again.
Title: CoD4 - Feedback Thread
Post by: Jewelz^ on July 31, 2008, 08:20:25 PM
Quote from: OldBloke;239505Read it again.
now what? :narnar:
i dont get it.. makes sense to me
Title: CoD4 - Feedback Thread
Post by: Penfold on July 31, 2008, 08:24:21 PM
Quote from: BlueBall;239488Shooting at the walls in the hope of hitting someone when you do not know if there is anyone there or not.

hth  :)

PEN
Title: CoD4 - Feedback Thread
Post by: Blunt on July 31, 2008, 10:47:45 PM
You can usually tell if it's real wall-spamming from the replay.

a few times I've thought I was wall-spammed, but on seeing the other veiwpoint, it is clear that he saw me go behind/poke me gun out etc.

I'm only just starting to enjoy this game, Monday was a good un:)
Title: CoD4 - Feedback Thread
Post by: Jewelz^ on July 31, 2008, 11:48:40 PM
Quote from: Penfold;239509hth :)
 
PEN
Ahh i see
sorry blueball :doh: