Poll

What should the Military Sniper's new name be?

the Magnified Rifle
16 (10.8%)
the Long Range Rifle
6 (4.1%)
the Marksman Rifle
46 (31.1%)
the Range Rifle
6 (4.1%)
the Sniper Rifle
5 (3.4%)
the Scoped Rifle
7 (4.7%)
keep it as the Military Sniper
62 (41.9%)

Total Members Voted: 147

Author Topic: Tier+Tactical 2.1 • UPDATE 9/23/2012  (Read 805398 times)

Oh, ok.  Have you resolved the issue or is it still not showing?

If it isn't, can you tell me what the name is exaclty to the zip file please?  Also, maybe you can try redownloading and see if that helps.

It could be that namecheck glitch.
Like i downloaded Vehicle_limo,namecheck was missing
« Last Edit: April 20, 2011, 02:49:30 PM by Flood »

Hey, what's the package name for the ammo drop?

Hey, what's the package name for the ammo drop?
It's embedded into the weapons, it's not a seperate .zip. If you want to turn it off, go into RTB server prefs and turn the drops to 0.


It says the full package isn't available on box.

How do I stop the ammo from spinning?
It's getting really annoying.

BTW, this jail RP I'm working on, should it be a Jail TDM, or Jail RP?

How do I stop the ammo from spinning?
It's getting really annoying.

BTW, this jail RP I'm working on, should it be a Jail TDM, or Jail RP?
Check item_ammo.cs for tier 1
Find all rotate=true and change it to false

Check item_ammo.cs for tier 1
Find all rotate=true and change it to false
Thanks.

Check item_ammo.cs for tier 1
Find all rotate=true and change it to false
It worked except for the Rocket ammo.
It's still spinning....

It worked except for the Rocket ammo.
It's still spinning....
I've actually never tried it myself... I might try tommorow if I'm not busy. I play a variety of games, so it's sort of hard
You're going to use RPGs in the jail?

awsome pack! remind me when the next update comes k?

I've actually never tried it myself... I might try tommorow if I'm not busy. I play a variety of games, so it's sort of hard
You're going to use RPGs in the jail?
Yup
Every weapon....
and then some.

Uh.. i can't fire any snipers or the riot shotgun, and a few others.

I've made sure I have ammo n all. Help?

I appriciate this update as a new concept, but frankly I think that the coined slogan "perfectly balanced" in this pack has gone flying out the window.  With T+T1, I was able to fight effectively.  Now, however, I find myself being gunned down before having a chance to fight back, let alone be aware of the situation.  I consider the ammo addition unique and useful, but I feel this pack had lost it's originality.

In other respects, I also think the snipers and explosive ordinance launchers (RPG & Grenade Launcher) need to be like their originals.  The RPG should fly straight; the Grenade Launcher's grenade should not explode on contact.  This brings me to my final point: Snipers.  Some of the old snipers used to snipe through walls.  Now not even the Crossbow obeys it's original purpose.

I still use T+T1 on my server because I find it to be very enjoyable.  This new pack is only mildly enjoyable due to most of the weapons' over-poweredness.  I used to want to upgrade a class to get a better gun.  Now, most are the same uniform format with different damage amounts.  If you upgrade a class, it's likely all you will get is a bigger gun.
« Last Edit: April 24, 2011, 03:23:17 AM by SWAT One »

Here are my suggestions:

Sniper Rifles
I would really appreciate it if Bushido made the sniper rifles fire at a longer range.

Grenade Launcher
Placing on the grenade bounce feature would be great.

the intended function of the RPG and grenade launcher

(now)

are to basically be 'pre-engagement' weapons: long story short they're used to do damage to large groups of people (and the poor unlucky bastard who gets nailed in the face) before you actually have to fight them, making it easier for you or your group to cut the rest of them down. having said that (in light of recent tests especially... max.) they're too powerful and could probably stand to be weakened a bit. but the way they WORK on the other hand probably won't be effected

in other words: NERF TIME

for the sniper rifles: yeah, OK.

i'm thinking of making crossbows explode (in a very small blast, mind you), reload faster and do more damage on bodyshots: but i don't know where that would fit in the grand scheme of things. like a rocket launcher in playstyle, essentially?

With T+T1, I was able to fight effectively.  Now, however, I find myself being gunned down before having a chance to fight back, let alone be aware of the situation.

new tactics, new moves, new guns, new properties

the weapons are still balanced against one another it's just that now they play differently. the trick with most of the weapons is that they're usually either brutally inefficient but powerful on single enemies or efficient but hard as hell to use appropriately: some of them fall inbetween the two stances (PUMP SHOTGUUUUUUUUUUUN) but are still not as powerful as their tier 2 counterparts

except the pump shotgun, which is exactly as powerful but not as easy to use. iiiiiiiinversion!
« Last Edit: April 24, 2011, 03:47:17 AM by Bushido »