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CEVO|Tannehill
Call of Duty 4 Tournament Update


As we get closer to the official start of our very first COD4 tournament, we would like to announce a few updates to our rules and tournament structure.

Tournament Structure:

To clear up any confusion regarding team sign ups, there are an unlimited number of team slots available and all teams will be randomly moved into groups of 7 teams. Registration will be open to any team that is able to fill their roster by Thursday, November 22nd. Remember, you must have 5 players that are @ready (with pbguids entered) to be moved into the "A" group.

The tournament will use the traditional 5v5 Search and Destroy format, two minute rounds with a one minute bomb time, five second plant time, and ten second defuse time. G_multibomb 1 will be on.

With the group play format, the top team from each group will advance to the single elimination bracket to compete for $1000.00 in cash prizes and NuclearFallout servers.

Map Rotation & Start Date:

Here is the map rotation and start dates for the tournament.

Round 1 - mp_crash (Thursday, November 29th)
Round 2 - mp_strike (Monday, December 3rd)
Round 3 - mp_pipeline (Thursday, December 6th)
Round 4 - mp_citystreets (Monday, December 10th)
Round 5 - mp_backlot (Thursday, December 13th)
Round 6 - mp_vacant (Monday, December 17th)
Round 7 - TBA (Thursday, December 20th)

We are considering one of two maps, either mp_crossfire or mp_overgrown for the week 7 map. Leave your opinions in the comments section of this news post, we do listen.

Class Restrictions & Perks:

After reading our forums, and talking to teams and players in the CoD4 community, we are pleased to have made changes to our class restrictions.

The class restrictions are now as follows:

1 Sniper
1 Shotgun (possibly looking at upping the damage on the regular shotgun.)

After some careful consideration we've came up with an initial idea on how the perks are going to work for the tournament.

The perks allowed will be :

Perk 1:

TBA

Perk 2:

Sleight of hand
Stopping power

Perk 3:

Steady aim
Deep impact
Iron Lungs

NOTE:
Perk 1 and Bandolier. We are currently looking to see if we can limit the amount of ammo given with Bandolier before we make a final decision on this perk. As of now we are not including extreme conditioning either. If it is found later that we can restrict it to only one person, we may consider allowing it.

Miscellaneous Restrictions:

There are a few additional things that competitors should know about. such as no air strikes, no UAV, no choppers. They are:

- No air strikes, UAV, or choppers.
- No grenade launchers.
- The p90 will be limited. (either in amount of damage it takes to kill, or amount of ammo given.)
- Auto shotguns and Auto snipers are ALLOWED.
- Auto snipers however will not have the strength of the bolt-action.
- We will also be limiting hit blips on grenades,stuns, and flashbangs tossed over walls (But leaving in hit blips on spraying through walls).
- Multibomb will be on.
- We will be upping the damage given on the regular shotgun.

Also note, we will have our modwarfare configs updated and available for download by the end of the week in the CoD4 downloads section of the website.

Feedback:

As always, we are still looking for your feedback. We would love to hear what you think of anything related to competitive CoD4 as we are still trying to come up with the best set of rules for the game. Again, we would like to remind everyone that one of the main purposes of this initial tournament is to tweak rules and regulations for our regular league events which will open up immediately following the conclusion of the tournament. As such, all settings are subject to change as we see fit, and this tournament should be a great way to test out the planned settings. We hope to gain more valuable input and feedback from all of you so that we can make our CoD4 events the very best they can be, so make sure to visit the forums and and reply to these news posts and tell us what you think!


###

CEVO would like to thank Layered Technologies (enterprise server solutions), NationVoice Communications (top quality ventrilo servers and service), and NuclearFallout Enterprises, Inc. (premium competition game servers) for their support of CEVO's Call of Duty 4 Tournament.


CEVO LLC.
Are You Game?
www.cevo.com


MorphingJar Evo Points: 9
No offenses, but this ruleset is destined to kill the game. The Xfire tournament is a horrible base to make your own off of. Simply put, the best way to Make CoD4 a game of its own and not another "wannabe" is to try and make the game as stock as possible. This means only disallowing the obviously overpowered weapons/perks and having Multibomb set to 0.

Perk1 has no place in competition. Period. This includes Grenade launchers and Frontgrips. Not even bandolier is comp worthy because it simply promotes wall-spamming. If you need that much ammunition, Just use Overkill or pick up another gun.

Perk2 - Sonic Boom and UAV Jammer are unnecessary as Grenades are powerful enough and there is no UAV. Juggernaut also should not even be considered as there is no counter for it. Coupled with regen, its virtually impossible to win a fight against a skilled shooter.

Perk3 - Obviously the Death Perks need removed. If you can't win a gunfight outright you shouldn't be competing. Also, Dead Silence should be removed. Isn't it enough that you make no noise whatsoever when crouched? Eavesdrop is also downright silly for PC.

As far as weapon limitations, the Auto Shotty/Snipers should be removed for obvious reasons. And the P90 is broken on so many levels that it would take more than a comp mod to fix. The M60 is also a bit of a bother. Its dead accurate at long range with a reddot when single-shotting. The mounted MGs also need a serious nerf to both rate of fire and damage. Match the Mounted MGs with the Stock SAW and you have yourself a viable weapon.

There you have it. Now just add in the usual things necesary for a comp mod like strat time, ready up, and so-on and so-forth and your golden.

Just my 2cents

MorphingJar Evo Points: 9
I cant figure out how to edit, But removing the Killstreak extras should be an obvious removal.

CEVO|Tannehill
The killstreak extras is an obvious removal.

    Quote:
    - No air strikes, UAV, or choppers.


As for the other perks you posted - Sonic boom, juggernaut, uav jammer, and the death perks? none of those are being allowed. Not sure if you got confused or not, but the perks I mentioned are the perks I'm allowing. I believe the m60 is disabled in the mod.

As for the p90, We're testing what we can do with it. If I feel it's unjustified in competition I will remove it entirely. (obviously the grenade launcher is removed) Auto Shotty and auto sniper , well, honestly I was curious to see how they will work in competition. Like I said before, there is no guarantee they will be in our LEAGUE settings. And to be honest if enough people dislike it before the tourny starts, I will consider removing it then.

I wasn't aware I was basing it off of the xfire mod, We got this off of a meeting we had with several members of the community and off our forum post. Other than that I don't see where my post differs too much from yours. Hope that clears up some confusion.

[ Last edited by CEVO|Tannehill on Mon Nov 19, 2007 at 2:10 am CST ]

MorphingJar Evo Points: 9
Yes. Your ruleset follows the Xfire tournament almost to the T. So much so that its kinda scary. While a lot of my suggestions are incorporated into what you already had listed, I merely blanketed everything with my own. Where they differ is mainly in the perks. Your ruleset severely limits the perks available. my suggestion is to only remove a certain few obviously overpowered and useless perks.

Removing Bandolier and Adding Overkill will alleviate some stress for people who simply like to hold their left mouse button down until someone dies. I personally have absolutely no problems downing at least 2 guys with 1 mag in my m4. This balances out with things like stopping power, since you give up damage for more ammo in another weapon. They also wont be able to quick switch to a pistol if they empty out durring a fight. If people really want stopping power, then they can either pick their shots better, or move up and get a weapon from a dead teammate/opponent. Also, Keep in mind that Alot of weapons share the same ammo. For example, the Mini-uzi and the Mp5 use the same ammo, and the M4 uses the same ammo as the G36c. So There is more than an abundance of ammo around. I don't really see anything wrong with Doubletap either. When you look at how limited the ammo is, if a guy wants to blow a whole mag getting 1 kill, more power to him.

The other difference in perks is that Extreme conditioning isn't all that overpowering. It is when combined with p90 rushes, and for that you'll see why. But at the end of the day, they aren't winning gunfights over people with steady aim or deep impact. In all honesty I don't see vary many teams doing full-out EC rushes. Simply not having Steady Aim or Deep Impact can mean the difference between winning a gunfight and not. Also, as was with CoD and CoD2, Nadspamming at the beginning of the round often means outright victory depending on how many get taken down. Having a few players with EC on allows for teams to hopefully bypass some of the nadespam and spend more time on Gunfights than set nades.

If you dont think the p90 is broken. Get a buddy and do a little race track. Don't use EC. Now sprint a path with a p90. have your buddy sprint that same path with any other smg. Note that all SMGs are supposed to have the same mobility (Speed + sprint distance). Other than that the mp5 is still an overall better weapon than the p90. And even more so, the Mini-uzi outperforms it everywhere except ammo and a very small amount of RoF for damage. So in all honesty, your more likely to be killed by a mini-uzi than a p90 assuming the guy can shoot straight.

On a Final note. While I'm fine with the traditional "multibomb" style gameplay of CoD series S&D, I think it might be worthwhile to have the cevo tournament run with Multibomb off. Then at the end of the tournament, take a survey of teams that played in the Xfire tourny with it on and the Cevo tourny with it off. This will help set standards for actual league competitions in the future.

[ Last edited by MorphingJar on Mon Nov 19, 2007 at 5:32 am CST ]

magnum Evo Points: 7
This list was made completely separate from the xfire tournament. The ruleset was taken directly from the community meetings, and community input. It probably follows very closely to the decisions Keyhunt and I made for the xfire tournament because it's what the community as a WHOLE wanted. Sure there are the other 5-10% that don't agree with most of the changes, but the community knows competition, and what will, and what won't.

MorphingJar Evo Points: 9
    magnum wrote:
    This list was made completely separate from the xfire tournament. The ruleset was taken directly from the community meetings, and community input. It probably follows very closely to the decisions Keyhunt and I made for the xfire tournament because it's what the community as a WHOLE wanted. Sure there are the other 5-10% that don't agree with most of the changes, but the community knows competition, and what will, and what won't.


You speak as if this is all set in stone. Who is the community? Exactly how many did you actually ask? Neither myself or any of the people i play with knew anything about putting input into the Xfire Mod. With all due respect, the ruleset for the Xfire tournament is anything but perfect and clearly rushed. The OP is asking for feedback and I gave some. No need for you to jump down peoples throats.

[ Last edited by MorphingJar on Mon Nov 19, 2007 at 7:02 am CST ]

puzzmaN Evo Points: 4
I really like the game and I know there are a lot of perks not meant for competition (As they were designed to give the pubbers a very free form multiplayer experience). I don't mind what the competitive community, I really don't. From xfire to this tournement, we are adding more and more to competition.

To those people flaming or dying to flame, just relax and give the game time.

I would really like to NOT see the autosnipers nerfed. The 50cal for instance, does not one hit kill 100%. Not even 90%. It works like every sniper in the game. Chest and Headshots are lethal. With stopping power, it kills on an upper leg shot.

I wouldn't mind seeing the 50cal... To balance it, maybe drop it's clip to 5 shots. Because if you want to fire the damn thing accurately, you have to fire it as fast as a bolt or else you are looking at the sky in the 2nd shot.

Maybe balance the autosnipers to giving them all only a 5 bullet clip. Why nerf the damage ? They are still just as fucking hard to hit and kill with the first shot as the bolts. They just seem to do more damage on a penetrating hit (less of a damage reduction when fired through wall).

The P90 should do base damage as if it has a silencer on it. (Less with silencer)

Double-tab can be allowed for certain SMGs. Like scorpions, mini-uzis, etc. Surely everyone was quick to react to the snipers.. "OVERPOWERED"-ness, why not think of ways to allow more of what the game contains. (Why not? Give the community more of a class choice.)

Overkill can be allowed for the BOLT snipers ONLY and be given a choice from the more low-powered smgs like the mini-uzi or scorpion. This is just a farfetched suggestion... But the balance of this would be people with scopes W/O stopping power.

Extreme conditioning? Off indefinately IMO. Even at 1 per team, the attacking player with EC would be an extreme asset. Take Backlot for example, the player with EC on attacking side can rush into A extremely fast, get there before most of the defending team players and tie them up long enough for the rest of the attacking team to defend. The only way to get around it would be to send the defensive player with EC to the same site just as fast and them them duke it out before the rest of the teams arrive. Even then, the defending team will not know where the attacking EC player will rush next.

Meh.. :)

    MorphingJar wrote:
    On a Final note. While I'm fine with the traditional "multibomb" style gameplay of CoD series S&D, I think it might be worthwhile to have the cevo tournament run with Multibomb off. Then at the end of the tournament, take a survey of teams that played in the Xfire tourny with it on and the Cevo tourny with it off. This will help set standards for actual league competitions in the future.


I wouldn't mind seeing it, too..... But we must first mod it so the player WITH the bomb is able to DROP the damn thing. All it takes is the sniper accidentally running over it to fuck up the strat :P

[ Last edited by puzzmaN on Mon Nov 19, 2007 at 7:55 am CST ]

sang Evo Points: 21
Morphing, the meeting CEVO held was with a number of players on top teams, modders, media and prominent members of the CoD community who established themselves as such in CoD1 and CoD2. The people involved have been playing CoD at the highest level of competition since CoD1 came out in 2003 and have been working to see the game succeed. I was only one person at the meeting, but I asked EVERYONE I knew to give me a list of ideas/changes for competitive play. The ruleset here is not simply copied from Xfire, we started at gametype and ran through EVERY aspect of the ruleset and EVERY perk discussing what would be best for competitive play. On more than a number of occasions we didn't just say remove X, but rather find a way to change it for the better. Unfortunately without IW Mod Tools out, its hard to make some of the changes for competitive play.

The main focus of this tournament is to set out a general ruleset that can been observed over the course of the tournament. Following the tournament, CEVO will most likely alter the ruleset from what was observed as well as community input.

"The other difference in perks is that Extreme conditioning isn't all that overpowering."


rofl....EC may not be bad in pugs or pubs, but there have been numerous top teams who have tried it and we've seen a huge imbalance with one team being able to sprint all the way into the bombsite before another team can get there and many more examples. These rules were not just copied from the Xfire tournament, nor were they just talked about. Essentially every aspect of this ruleset was TESTED by TOP players to physically see the results of certain decissions regarding ruleset.

No offense, but I don't see your post anywhere here: http://www.cevo.com/index.php?page=forum&func=viewthread&id=5887&forumID=63 when CEVO was asking for suggestions prior to finalizing this list. Before you go criticizing CEVO, make sure you know how, why and what they did to come up with this ruleset.

puzzmaN Evo Points: 4
Told. :P I wish I would have noticed the CEVO post about asking for suggestions. I've been busy and must have missed it, unfortunately. :(

magnum Evo Points: 7
    MorphingJar wrote:


    You speak as if this is all set in stone. Who is the community? Exactly how many did you actually ask? Neither myself or any of the people i play with knew anything about putting input into the Xfire Mod. With all due respect, the ruleset for the Xfire tournament is anything but perfect and clearly rushed. The OP is asking for feedback and I gave some. No need for you to jump down peoples throats.


The game has been out two weeks and there's already a fully functioning mod that allows us to scrim. Of course it's not perfect, but it's more than i've seen anyone else try to do. I had the mod out 2 days after the game was out with a readme on how to get it working, disabling certain things, enabling others, and allowing us to scrim and start getting a feel for the game. All of the changes that were made for the tournament were done so through direct feedback from top teams, but nothing is set in stone, just as you said. So if you want to try certain things, go for it. I don't see how anything I said could be perceived as being harsh or "jumping down your throat". I was just stating facts.

The fact of the matter is, the changes that have been made have been for the better of the game and the competitive scene. It sounds to me like you're a pubber trying to make the transition into competitive gaming (if i'm wrong i apologize), whereas the decisions were made from competitive gamers that do nothing but compete in the games they play. We know competition, and overall what will work, and what won't. Sure there are some things that were disagreed on, but for the most part, most of the changes were made because it was without a shadow of a doubt unanimous throughout the people present at our community meetings. These meetings were posted weeks ahead of time so that everyone in the community had ample time to become aware of this. I'm sorry that you did not make it, but as of now these are the way things are.

[ Last edited by magnum on Mon Nov 19, 2007 at 9:44 am CST ]

Nrv Evo Points: 2
I think taking the hit blips off all grenades isn't a bad idea, but I think they should remain on for Frag grenades. The hit blips should not go off when someone is flashed, or stunned. Once damage is done to the enemy with your frag grenade, you should know with a hitblip in my opinion. If you throw a stun/flash at someone and it physically hits their body(and does damage to them) you should see a hitblip for that.

Cooch Evo Points: 1
    Nrv wrote:
    I think taking the hit blips off all grenades isn't a bad idea, but I think they should remain on for Frag grenades. The hit blips should not go off when someone is flashed, or stunned. Once damage is done to the enemy with your frag grenade, you should know with a hitblip in my opinion. If you throw a stun/flash at someone and it physically hits their body(and does damage to them) you should see a hitblip for that.


I could definitely agree with this.

CEVO|Tannehill
    Nrv wrote:
    I think taking the hit blips off all grenades isn't a bad idea, but I think they should remain on for Frag grenades. The hit blips should not go off when someone is flashed, or stunned. Once damage is done to the enemy with your frag grenade, you should know with a hitblip in my opinion. If you throw a stun/flash at someone and it physically hits their body(and does damage to them) you should see a hitblip for that.


As of right now, I don't think there's a specific way to do that, it's either all or nothing on it. Hopefully once mod tools are released and we have a pam, we can get more specific with what we disable/enable.

-51- Evo Points: 24
overgrown

edit: were you the Morph from zen back in uo?

[ Last edited by -51- on Mon Nov 19, 2007 at 1:24 pm CST ]

MorphingJar Evo Points: 9
    -51- wrote:
    overgrown

    edit: were you the Morph from zen back in uo?


The one and only

Krytos Evo Points: 3
1 special nade per person
frag nades only for assault class.
- leave cooking in (gives you something to do with the nades other than spam frags at the beginning of the round.

fix the health so that one shot in the head kills with powerful rifles eg. AK.

no blips through walls, no blips on nades.

fix regen. shouldnt be able to regen all of your health in the time it takes to reload. should be like 20-30 seconds to full regen. (would actually make doing damage matter occasionally.)

Bolt action snipers should be 1shot kills for body shots (they fixed this in the xfire mod, and I think most people enjoy it.)

Find a way to turn off all the annoying visual and audio effects. you know, the ones that dont add anything to the competition of the game. papers flying, smoke, etc.

[ Last edited by Krytos on Tue Nov 20, 2007 at 11:16 am CST ]

Nabore Evo Points: 12
suP Jim! Nice to see you back in the mix

jERKINNG` Evo Points: 48
excited for this tourney, although am sort of disappointed that auto shotties/snipers will be enabled. I'll have to further see how it plays out in competition to have a final say, but as of now I think it's a poor decision =/

puzzmaN Evo Points: 4
Wow, its great to see some new... old faces. Welcome back Nrv :)

sdRENE Evo Points: 3
so is this in hardcore or no? hardcore would be sick

crzy Evo Points: 3
    sdRENE wrote:
    so is this in hardcore or no? hardcore would be sick


uhh lol

Warpain Evo Points: 81
Extreme conditioning should be left in play. No deep penetration



onesouL Evo Points: 3
hola overgrown ? sup

[ Last edited by onesouL on Fri Nov 23, 2007 at 9:01 am CST ]

TEH`ROR Evo Points: 1
1 special nade per person
frag nades only for assault class.
- leave cooking in (gives you something to do with the nades other than spam frags at the beginning of the round.

fix the health so that one shot in the head kills with powerful rifles eg. AK.

no blips through walls, no blips on nades.

fix regen. shouldnt be able to regen all of your health in the time it takes to reload. should be like 20-30 seconds to full regen. (would actually make doing damage matter occasionally.)

Bolt action snipers should be 1shot kills for body shots (they fixed this in the xfire mod, and I think most people enjoy it.)

Find a way to turn off all the annoying visual and audio effects. you know, the ones that dont add anything to the competition of the game. papers flying, smoke, etc.

[ Last edited by TEH`ROR on Tue Nov 20, 2007 at 11:07 am CST ]

Krytos Evo Points: 3
-take out hit blips for walling/nading.
-increase dmg on bolt snipers to kill in one body shot.
-fix health/dmg so that the AK/m14/etc are a one headshot kill.
-fix regen, you shouldnt be able to regen a significant amount of health in the time it takes to reload your weapon. 20-30 seconds to full regen.
- limit bandolier ammo is a good thing.
- frag nades for assault class ONLY. set nades are bad for gaming.
-7.5 second bomb defuse.
-45 second bomb timer.
-turn off the noise when the round time gets below 30 seconds or whatever it is.....completely unnecessary.
-turn off fog/glare/debris.



[ Last edited by Krytos on Wed Nov 21, 2007 at 12:02 pm CST ]

loaded Evo Points: 12
I think the Bandolier definitely needs to be added in. If it's completely disabled you will have pistol wars, which i don't think is in the best interest of competition. I do agree with the statement that set nades are bad for gaming. Flashes/stuns would actually become more useful if you had to draw enemies from their positions in rushes instead of nading them to stop the defense from getting in a bomb site. The offense is supposed to have to take the bomb site, not the other way around (this is ok in rare instances, but not as common as it is now).

[ Last edited by loaded on Tue Nov 20, 2007 at 6:33 pm CST ]

MorphingJar Evo Points: 9
Bandolier promotes wallspamming. Period. I can empty 4 mags through a wall to kill a guy and still have enough ammo to finish out the round with bandolier. If you need THAT much ammo to kill someone use a SAW or pick up a weapon.

[ Last edited by MorphingJar on Tue Nov 20, 2007 at 10:31 pm CST ]

taaps Evo Points: 2
go play source and dont by anny ammo.

taaps Evo Points: 2
go play source and dont by any ammo.

Meshugga Evo Points: 1
I personally LOVE the idea of no Air Strikes or Choppers....Lets be honest,these things take NO skill because it isn't actually the player him/herself doing it.

40` Evo Points: 20
eww Auto snipers and auto shotguns well guess we dont have to base this on sKill... I think also the p90 danage should be reduced. Also bandholier or w.e needs to be on I like and so do a lot of other ppl.
All hit blips should be on to they heLp a lot.

[ Last edited by 40` on Thu Nov 22, 2007 at 11:43 am CST ]

MorphingJar Evo Points: 9
The P90 shoudlnt even be considered right now. Its currently bugged so that it sprints farther than any other gun with or without extreme conditioning. "Overpowered" or not, the p90 shouldnt even be allowed in comp until that is addressed.

pussi Evo Points: 1
wow morphingjar just got owned by key and magnum

Serb Evo Points: 15
playin a server now with a "cevo" and it doesnt show when u stun someone or nade em...will it stay that way or what? coz not knowin when u stun or flash someone sucksssss

MorphingJar Evo Points: 9
    pussi wrote:
    wow morphingjar just got owned by key and magnum


k

sempai Evo Points: 4
Multi bombs kill competition; the focus should be two-fold "teamwork" and "objective" meaning more of a Counter-Strike model where teams work together to accomplish planting the bomb. Multi-bombs are more like a huge pub with everyman for himself running around... you should be required to protect the bomb and if you lose it, the allies should be allowed to protect it from you... I'm sure more strategical gameplay would develop with a single bomb for the team.

Mus Evo Points: 14
    CEVO|Tannehill wrote:
    ...- We will be upping the damage given on the regular shotgun.


This seems like a bad idea. Not sure how the Xfire mod is different than stock but in the Xfire mod the pump shotgun seems capable of one hitting nearly out to its maximum range and then suddenly does very little and then no damage. How about keep the damage the same for the pump but extend the minimum damage range factor a little farther to keep it somewhat effective at a further distance?

PS I think Bandolier with the amount of ammo it gives in the xfire mod is ideal. The stock ammo amount just isnt enough and having players running around picking up dead teammates ammo in a clutch situation would be stupid.

[ Last edited by Mus on Sat Nov 24, 2007 at 2:33 pm CST ]

M3oW131 Evo Points: 1
    MorphingJar wrote:


    k
    sempai wrote:
    Multi bombs kill competition; the focus should be two-fold "teamwork" and "objective" meaning more of a Counter-Strike model where teams work together to accomplish planting the bomb. Multi-bombs are more like a huge pub with everyman for himself running around... you should be required to protect the bomb and if you lose it, the allies should be allowed to protect it from you... I'm sure more strategical gameplay would develop with a single bomb for the team.


That's what I said. If one mad dies, Ohh, Oh well, We still got 4 left with the bomb. No biggy. It ruins the point of S&D. Makes it cheap and easy, because now for the planters to plant and defenders.

Buffalo Evo Points: 5
Did alot of scrims with auto-shotty allowed. It was pretty freakin dumb. However I haven't done any with auto-sniper so no input. This idea of 1 shot HS sounds like it will bring the randomness back from cod 1/2. I've actually liked not getting hs'd every damn round. As for ammo limiting bandolier sounds like the best idea. Giving us stock ammo is not going to work.

Buffalo Evo Points: 5
    sempai wrote:
    Multi bombs kill competition; the focus should be two-fold "teamwork" and "objective" meaning more of a Counter-Strike model where teams work together to accomplish planting the bomb. Multi-bombs are more like a huge pub with everyman for himself running around... you should be required to protect the bomb and if you lose it, the allies should be allowed to protect it from you... I'm sure more strategical gameplay would develop with a single bomb for the team.
    M3oW131 wrote:


    That's what I said. If one mad dies, Ohh, Oh well, We still got 4 left with the bomb. No biggy. It ruins the point of S&D. Makes it cheap and easy, because now for the planters to plant and defenders.


It's a different kind of strategy. Obviously your team must not strat at all because it not a pub every time we play decent teams. I like it, screw having the bomb down then everyone goes and camps corners until someone picks it up... stupid.

Ghost Evo Points: 1
is it to late to register for the cevo tournament?

Call of duty 4 Evo Points: 1
Multi-bomb ON ????

NOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!

why??pls dont put the multi bomb on, on cale rules =(
plssssssssss.....

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