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Comment History
lsnoop
lsnoop - - 22 comments @ SWAT: Elite Force

How to fix campaign progress in SP?

I remember I couldn't get past the meat barn mission regardless of the score it just got stuck somehow.

Thanks

Good karma+3 votes
lsnoop
lsnoop - - 22 comments @ Hard Core Tactical Mod

Moved to review section :)

>Clever enemy spawning

AI is great but most adapted maps later in the game have that annoying spawning which still ruins the experience.

It would be great to replace "horde spawn" with either manual enemy placement or better yet random spawn points (see SWAT4).

Good karma+2 votes
lsnoop
lsnoop - - 22 comments @ Hard Core Tactical Mod

Slikk before you are hired by Activision having receieved Mod of the year award let me just say thank you for bringing us the real Call of Duty WW2. Thank you very much once again.

Here is my short summary:

1) This is a 10/10 mod.

2) The mod has its own peculiarities like most mods do. It took me a while to adjust controls and have it running (honestly, I ended up using the default cod controls).

3) There are bugs and it's ok, they should be. Let's hope they get fixed soon:)

Here is my gameplay experience:

I've now finished the 2nd Soviet mission (escape from the prison) on Regular. Regular is now genuine Regular.

Speaking of melee, I didn't figure how to use it yet so it took me a while to have a German explode on his own grenade :) Then I got the Mp40 which took me to the end of the level.

I remember playing this mission with another mod, so here are key differences in experience:

1) Clever enemy spawning. Forget about Germans teleporting from nowhere and rushing at you. There is very few of that now. Things are neatly balanced.

It shows how intelligent the mission designer is and I love it. I hope this continues for the rest of the game.

2) Overall combat system.

... If you played any COD before, 90% of your attention was always on

- ammo counter
- compass
- grenade indicator

Thus you basically forget what was around you in vanilla COD:

- (re)spawning hordes of enemies
- grenade spam

...

Now it's totally different.

Now it is experience.

You are literally forced to think, rush, wait, flank and act according to the situation. Once again, thank you Slikk.

3) Gore and death animation systems are outstanding. Nothing much to say here, you gotta see it (and listen too!). Nice addition of MOHAA's voice-overs and music, these masterpieces always fit nicely.

I will keep enjoying this.

Thank you very much Slikk



Good karma+3 votes
lsnoop
lsnoop - - 22 comments @ SWAT: Elite Force

(buried)

A small update about new eq:

- 3-pack option is unrealistic, delusional and breaks the whole idea of the game.

You see, officers have their nades and stuff shown on their belt for a reason. If there is one fb you see there can't be three of them in one place.

So you should make a new officer model for your "3-pack" and have it automatically changed or better yet, just remove this nonsense and go back to original "one item one slot" formula.

- unlimited (?) rounds for grenade launcher. I don't remember how it was in the original game but the fact you can take 10+ grenades or batons for a launcher is a bug to fix. Launcher should be limited to 5-7 rounds.

Good karma-5 votes
lsnoop
lsnoop - - 22 comments @ Overthinked DooM^3 (Realistic Mod)

Did you fix the final boss level (6:40 and onwards)

so it is back to original difficulty?

If not, how do I change it myself so it is exactly the same as original ?

Thanks.

Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ SWAT: Elite Force

v 6.4 report

- .bat launcher is a disadvantage. I'd like to have a proper .exe.

- can't set UseTripleBuffering=True and Cache size via menu options. These options are essential to run the game smoothly and are still hidden in .ini.

- tactical flashlights for some handguns and mp5 have a perfect lighting circle. It has unrealistically perfect shape and is too clear.

- love the new voices you added

- an armed suspect was running at me and my AI teammate stopped him with a taser. I never had this happening in the original game. Thanks for making AI great !!

Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ SWAT: Elite Force

Well, SWAT4+TSS campaign works good so far...

Quick Mission Maker is good but some people like myself don't have time going designing the whole thing.

About maps: I don't think you need permission. Guys from ETS fixed almost all SWAT4 custom maps and uploaded them to their server. I doubt they asked permission from every map maker...

Another way is to make a separate campaign download section somewhere...

Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ SWAT: Elite Force

v 6.4 - campaigns -

This is bread and butter of the game. However, this works like crap in your mod. For one, I can't proceed in Extra Mission campaign. Secondly, all mission campaign is not challenging because all misssions are actually... unlocked. There are no weapon unlockables either. Everything's there from the start. There is no challenge. You can simply take the fb launcher and blast away.

Please next time:

- make several custom campaigns with unlockables and achievements. There are plenty of custom maps in ETS map pack v5.

- make realistic missions

Real SWAT doesn't have the funds to allow using expensive gear in routine operations with 1 or 2 poorly armed suspects.

Also starting as a street cop with just a pistol and taser/pepper spray selection is good for the first 1/3 of the game.

It would be interesting to play solo or with just two guys instead of the whole team.

- realistic suspects and new voices

There are not just the American ones you know..

Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ Rendroc's WarZone and CommandMod v4.38 for EiB

Is there a mutator which would fix the insane amount of shots and ammo being wasted by both enemy and AI for suppressing?

I think weapon suppression values and fire rates needs to be fixed accordingly so that a couple of shots from a rifle near the target suppress it completely (like in real life).



Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ Hard Core Tactical Mod

Hi!

I suggest you include smth like the following:

. Weapons have more sway while aiming down the sight, so it's harder to aim
. The maximum amount of ammunition we can pick up from a dropped weapon is now only one full clip but sometimes it's a half full clip or even an empty clip, so now there is much less ammo in the game
. Loadout realisticly changed. You never start a mission with two main weapons

These ideas are from ZZZ_Camillo_COD2SP_Realism_Mod.

Good karma+2 votes
lsnoop
lsnoop - - 22 comments @ [CoD4] Bot Warfare 1.0.4

THanks for the update! Amazing work!

Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ SWAT: Elite Force v5 -> v5.1 Upgrade

The general protection fault error (aka No Label) is fixed by setting Swat4x.ini in SEF directory to read-only once you've set everything to your liking.

It would be nice to include this into readme.

Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ SWAT: Elite Force v5 -> v5.1 Upgrade

The stinger model in player's hands was different from the usual stinger in v4 during training. Speaking of wrong spots, in Fairfax on v4 AI officer dropped the nade right too close, killing the player.

In v5.1. I can't proceed in the campaign (extra missions). I've finished Meat Barn twice with different score (76 and around 80) but there is no next mission.

There was also one general protection freeze when I was about to deploy gas to the second floor with Blue waiting downstairs.

Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ SWAT: Elite Force v5 -> v5.1 Upgrade

from v4:

1) FB grenades often kill the player or civs because AI officers drop them too close.

2) The stinger grenade somehow has two different models.

Did you fix these bugs?

Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ Elite Force v4 Is Here

Grenades should be reverted to the original values because AI officers drop them too close and often kill the player or suspects.

The stinger grenade somehow has two different models.

How to I play the new campaign(s) without all the other features?

Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ Bot Warfare 1.3.3

thanks!

I guess OP should make a mod topic in the mw section then

Moddb.com

Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ Bot Warfare 1.3.3

Do these bots work in the original COD4 from 2007?

Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ Company of Heroes: Back to Basics

Excellent, however I would prefer a BtB version with vanilla loading screens, units and models. Those extra units you added should as well be based with the modified original ones.

Good karma+2 votes
lsnoop
lsnoop - - 22 comments @ Marcomix's Real Weapons Call of Duty Edition

Authenticity? 300 rounds for thompson and 200 for bar + a pistol at the same time?

Next version please limit max ammo capacity to 1-2 clips for each gun max.

Say rifle 2 rounds around 12 clips, smg 60, pistol 14. Any picked up gun is 1 full clip. Would be fun to play!

Good karma0 votes
lsnoop
lsnoop - - 22 comments @ DEAD

Will these work with UO? If not, please make so. Also how different is new damage? The mod needs a read me or a video. Thank you!

Good karma+1 vote
lsnoop
lsnoop - - 22 comments @ Call of Duty: United Fronts

Is it possible to release the mod without those animations now?

I am sure a lot of people are more interested in playing new SP campaigns and other things, not solely animations.

Small things like this are not really important if you ask me. If you keep focusing on minor details we are likely to get another dead mod.

Consider releasing SP campaigns first! You can always add extra addons (anims, weapons, etc) later on!

Thank you!

Good karma+2 votes
lsnoop
lsnoop - - 22 comments @ SSF Realism Mod v3.2

A new HUGE campaign as well as some improvements and fixes are made in a way which preserve that original feeling of the game and only slightly tweak it.

An awesome mod.

Version 3.2 works perfectly on TSS, install and play, no extra downloads or updates - don't let those people from comments confuse you.

Good karma+1 vote