osjclatchford wrote:Yeah I guess so. Guess I'm just oversensitive these days or something. I just read over all this today and reading it now I just come off like an absolute paranoid nutter. Its totally coloured the mod with an even worse name now...I'm not gonna bore you all any further with such insanity by explaining my sudden lack of vision as far as reality is concerned. I'm just gonna say. Put it all behind us and forget it I suppose. I have been doing more to this this past few days and was considering re opening the project for further development but feel a bit embarrassed to do so considering all that has been said...
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Fuck It I've re-opened it. if It gets ignored or my prior ridiculous outbursts have prejudiced you're decision to follow it or not then so be it. all I can say is yes I guess am a bit of a punk...![]()
and yes. I have taken on some of the aforementioned suggestions. you know what? it is better now. and I'l be the first to admit I was wrong on a lot of these things. wood for the trees and all that eh? link on front page as usual...Spoiler:
pricetagman wrote:Awesome mod man. That death animation when you unload an SSG at your enemy hehehehe![]()
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osjclatchford wrote:Yeah. Shan't be doing any of that...
Weapons with mags reload. In the duke style. As That's the style I like. I personally hate these reload button mods that leave everyone pressing r every five seconds.
Weapons with, drums, belts and cells don't reload. As I don't feel it vital.
The altfires are either activation of alternative firemodes or the kick. Simple.
To be honest much of the suggestions you have made would result in serious redundancy issues regarding overlapping usefulness with other weapons. Let alone how unbalanced the gameplay would become. Sorry to say but it comes across as a bit naive... Also I can't see what you're saying about the alternative firemodes activation. You press altattack. The weapon changes mode. The xhair says which mode you're in. I don't find that jarring at all... Couldn't be simpler really...
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