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PARKER HALE

Posted: 31 Jul 2008, 03:23
by ShadowRunner
Parker Hale is comparable to Magnum Sniper in Counter-Strike, with the addition of a Night-Vision Scope. Depending on the hit, bodies may also explode or vaporise.

It is like a GODZ Rifle, only worse, it can kill unscoped to chest.

I'm putting this poll, because I see that Parker Hale is like beretta, it is removing skill from the equation to a degree, headshot and scoping not required. Also it is changing the fight and gameplay considerably. Tactics otherwise sound, are useless due to the high proportion of noobs and lazy people running around with Parker Hale.

Remove or Keep?

This poll is research, not a binding vote.

Posted: 31 Jul 2008, 05:47
by Kothar
Well when i first played tactical on server i picked up a parker hale... the problem i see with it is its not fast enough for me so i don't use it, I havn't really had a problem with people sniping me with it so I cannot really vote... I will say that i do remember the parker hale when it was on Nobody's server and it had the same quality's... until it was fixed. Nobody didn't you make a fix for it?

Posted: 31 Jul 2008, 10:16
by Hammer[HK]Time!
The rifle is newbish, I agree. As ShadowRunner stated it is comparable to the AWP from CS. Or the instagib mutator in UT.

It completely destroys any balance in the Tactical mod weaponry because the Parker Hale does the damage equivalent to a nuclear warhead dipped in anthrax and gasoline. As they say.

Posted: 31 Jul 2008, 10:34
by ~[FGS]Próphèt~
I'm a noob, PH is the only way I can snipe in augs. Keep it!

Posted: 31 Jul 2008, 11:49
by ~][FGS][Nobody~
Yes, I made an extension for Tactical 2006, that increases the reload animations and decreases the strengh of several weapons.

However, since ShadowRunner added the tactical weapons by editing the maps, this mod cannot be used because then the server would contain the old and the new tactical weapons.

I can make an update to solve it, though.
This would be the "3rd" alternative to this poll.

Posted: 31 Jul 2008, 12:43
by ShadowRunner
I can remove the old version though from the maps?

Posted: 31 Jul 2008, 13:34
by chin.democ.
I'm sure there's a way to remove the mod from the maps/sdk quite easily, noboby do you know how?

Posted: 31 Jul 2008, 13:44
by ShadowRunner
when i removed all textures from a utx from a map, the utx was no longer dependent

Posted: 31 Jul 2008, 14:30
by SPAZ ROFELZ
When SG first came out with the Tactical mod I always used the PH. This is purely because my set up is: Sniper, Assault, Ass Shotty. I say bring back the ORIGINAL parker hale, it could see through walls and shoot through 'em.

Just for the lulz.

Posted: 31 Jul 2008, 14:38
by ~[FGS]SaSQuATcH~
Take PH off and get Vision Sniper. I think PH is not similar to CS AWP at all because that AWP doesn't have a crosshair so it's ways harder to kill with it.

Posted: 31 Jul 2008, 15:35
by anihex
Chris wrote:Take PH off and get Vision Sniper. I think PH is not similar to CS AWP at all because that AWP doesn't have a crosshair so it's ways harder to kill with it.
The AWP can't shot through walls either ... The gravity rifle is banned from the altfire server, 'cuz you can see and shout through walls. PH is kinda the same. It's only a one-hit death and it's louder ...

Posted: 31 Jul 2008, 16:04
by ShadowRunner
Nexus is banned because it shoots through 14 walls...
Grav-Rifle shoots through a few walls...
There are US army sniper rifles that shoot .50 through walls.
How far did the old rifle shoot through walls?
But still it would be very unrealistic a team of six .50 snipers...

Maybe SG would be cool, like AG, each team member must have a different wep...I wanna be Jaffa...

but I guess a less powerful PH is worth a try.

Posted: 31 Jul 2008, 16:05
by ~][FGS][Nobody~
chin.democ. wrote:I'm sure there's a way to remove the mod from the maps/sdk quite easily, noboby do you know how?
Yea, as ShadowRunner says: When all dependencies to a package are removed, it's no longer loaded with the map.
But, for the existing maps, it's not required to remove or update them again.
I already wrote and installed a Tactical replacer on SG server, that replaces the original tactical weapons with the modified ones. :)

Also... I installed MMCommands, the newer superrocket_lite mod and DXTelnetAdmin.
I hope you don't mind, shadow and if you want an administrative account for Telnet, feel free to tell me your desired username and password, that I can create it.

Posted: 31 Jul 2008, 17:21
by ShadowRunner
No sorry you had to fix those things and No I'm really grateful and yes it's time I learned how to use Telnet.

Just mapvote and teamswitcher to go. But both those mods were difficult to install on Wunderland, or the command line was hard to change, etc... I havent looked at SG to see what is required.

Posted: 31 Jul 2008, 20:31
by Kothar
Im ok with just a fix... if you can fix the tactical weps (make reload animations faster and fix the damage) then do it, because that would be awesome...

this is what i always hated about the original DX assault rifle, it shoots everywhere but where the crossheirs are if your moving (and in a game of Dx if you stand still your dead)... so i say any fix to a weapon that will actually shoot mostly straight while moving is good.