So loving this mod, so I'll help anyway I can.
CommanderZ wrote:
- The grenades throw energy is way too little, it is completely impossible to throw them into elevated locations (even as little as the Mancubi platforms on MAP07)
Good luck with this project!
You probably have "Allow Autoaim" set to YES in Gameplay Options. I've noticed that this autoaim toggle overrides any of the other autoaim toggles elsewhere in the options, such as the player menu. So for i.e. even if you have autoaim set to "NEVER" in the player menu, if you have it set to YES in gameplay options, you'll still get it. I've noticed the autoaim effects anything that shoots a projectile, (not bullets which are instantenous) like grenade/rocket launchers or plasma guns, and this affects all TC's out there. Turning this off should loosen up the grenades.
And does anyone know how to keep this autoaim setting off? I know it stays off as long as you keep playing the same save game, but even when setting the flags settings with ZDL, it still defaults to YES.
Also, some buggies:
I don't now exactly how it's happening, but something keeps making the player's speed slower. The fix currently is to look down the sights with the assault rifle, and then back again; this fixes your speed back to normal. Maybe it's the assault rifle? The slowed down speed is about the same when looking down the sights.
UPDATE: Aha! I can replicate this now. If you look down the sights of the AR, and then switch guns "without" lowering the AR back down, your speed is fixed to that of looking down the sights until you switch back to the AR, look down again, and then lower it.
Minigun appears too fast when you select it. All other guns have a slight delay in transition to another gun. (Although it is quite hilarious to instantly see a big-ass minigun from a pistol.)
I also have thoughts about the usage of the SMG and AR. This is mostly personal preference, but I find the SMG to be firing a little too slow for my tastes. So what I've done was made the SMG fire as fast as the AR, increased the SMG's clip size to an even 40, but lowered the damage by .50 points, and made it a bit more inaccurate. (5, 5) I then made the AR more accurate, (3, 3). Another reason I've done this is because of the minigun. The minigun uses the same ammo as the AR, so you'll be splitting the same ammo count between the two, and the minigun is, rightfully so, ammo hungry. This puts the typical all-rounder weapon in most games, the AR, limited in usage. To compensate for this, I've also made max pistol/SMG ammo 600 as well, just like the 5.56, so you can use the SMG for general infantry. Again, this is just my personal tastes, but I thought I'd share this for food for thought.