Complete re-vamp of popular MERCILESS MOD by Chris_P to v4.5 by GITS Eggbeast. Fight with awesome new weapons and 6 classes (soldier/medic/sniper/gunner/engineer/antitank) with different helmets and loadouts, tremble in fear at new sounds and effects (e.g. naval bombardment), admire new uniforms (SAS/Polish/SS/Royal Marines/Panzergrenadiers), shout yourself hoarse with complete voice overhaul, dance to 40's period music and work as a team deploying mines, health packs, remote/throwable TNT, med/ammo crates, 4 artillery types, smoke, flashbangs, gas, molotovs and geballte ladungs. Cover choke points with deployable BAR, FG42, MG42, Vickers and Bren. Assault positions with Sten MkV, silent sten, silenced P-38, shotgun, AVS36 with bayonet, G41, M2 carbine and M1928 tommy. Complete weapon re-vamp for realism. A rework of an old mod with many improvements, some custom, some integrated addons from others. Full credits in readme. Sample server config included. Gametypes:HQ,SD,RE,HTF,TDM

Post tutorial Report RSS Winners Guide To Merciless

Winners Guide To Merciless I thought I'd post this up to help players quickly get to grips with the Merciless mod. It can be a little off-putting to come on the server and not understand what to do. So here goes:

Posted by on - Basic Client Side Coding

Winners Guide To Merciless

I thought I'd post this up to help players quickly get to

grips with the Merciless mod. It can be a little off-putting

to come on the server and not understand what to do. So here

goes:

DAMAGE MODIFIERS

Damage has been modified to better reflect reality and reward

accuracy:
Headshot 160% of normal CODUO damage (decapitates!)
Neck and upper torso 120% damage
lower torso 100% damage (normal)
legs and arms 40% damage
hands and feet 20% damage

WEAPON DAMAGE MODIFIERS

Most of the weapons have been modified to acvieve a level of

realism.

Their damage score is modified by the area you hit them and a

random factor between the max and the min damage values which

is also affected by their accuracy somehow.

bolt rifles: 120 dmg +min dmg 35 percent
scoped rifles: 128 dmg + min dmg 50 percent
deployed MG's: 100dmg + min dmg 75 percent
hipfiring MG's: 50dmg +min dmg 35 percent
semi auto rifles/ carbines: 90-100dmg + min dmg 35 percent
SMG's min dmg 35 percent on full auto and 50 percent on semi
MP44 & FG42: 80 dmg (higher min dmg in deployable/ semi)
Bren/ Bar: 100 dmg (higher min dmg in deployable/ semi)
Greasegun: 75 dmg
Thompson: 50 dmg
Sten: 60 dmg
Sil Sten: 70 dmg
MP40/ PPSh: 48 dmg (PPS semi has higher min dmg of 50 percent)
Panzerfaust 200 damage and larger radius
Bazooka/ Panzerschrek: 120 damage and larger radius
Satchel: 800 damage and larger radius
Frag nades (Am/Br): 150 dmg & larger radius
Stick nades: 120 damage
Pistols: Webley 75dmg, Luger 50dmg (50 percent min), Colt and

Tokarev 50 dmg

ACCURACY MODIFIER
Increases the damage dished out based on the attackers

accuracy attribute, adding 10 percent of the attackers

accuracy to the damage score.
(Not grenades,explosives, gas, flame or water damage)

STRENGTH MODIFIER
Reduces the damage taken based on the defenders strength

attribute, , subtracting 10 percent of the defenders strength

from the damage score.
(Not headshots)

ENDURANCE = sprint time

Chance to DROP WEAPONS WHEN HIT IN ARM/HAND 55%: Why not shoot

hand/arms to disarm then bash your opponent! If you are the

victim of disarming either pick your gun up quickly or else

draw your pistol!

Grenade/satchel/ bazooka/flak hit forces player prone. quite

handy as you get a chance to recover your wits!

CRITICAL WOUNDS
If you are critically wounded (redscreen, no weapon) DO NOT

DESPAIR! You can still play! Do any of the following:
a) Limp to the HQ radio/ SD target and

capture/destroy/plant/defuse it! Medal deserved for this! Some

critical players have been seen to leap in front of a bullet,

saving a healthy player so they could go on to kill the enemy

and win the round!
b) Call out plaintively for a medic with V,M or limp to a

health-pack or crate
c) If Engineer class, plant TNT on your location with V,V,1

andcall medic V,M and when the nasty enemy comes to bash you,

quickly press V,V,2 to take him to hell with you! Deeply

satisfying!
d) If Gunner class, limp along planting mines in your wake

with V,V,1 so pursuers eager to bash will finish up

decapitated!
e) If a medic, press V,V,1 to self-heal and V,V,2 to quickly

boost health with a healthpack! Full recovery guaranteed. Now

where was that guy who shot you and now thinks you're dead?
f) If you're tired of lying in the bushes unnoticed, type

/kill in console (technically a cheat but this won't be

penalised on the server)

SPEED MODIFIERS

Fastest runners: Medics --- Slowest runners: MG, anti-tank &

WOUNDED. Healing slightly wounded players enables them to move

at normal speed again.

set scr_medic_speed 195
set scr_soldier_speed 185
set scr_sniper_speed 175
set scr_engineer_speed 175
set scr_heavy_speed 170
set scr_antitank_speed 155

CLASSES

Try the classes out. They all have advantages and

disadvantages. Owing to the increased versatility and weapon

loadouts of the new classes, taking the Soldier class is not a

very good idea if the others are still available.

Classes are limited in the following ways (% of team):
set scr_soldier_ratio 100
set scr_sniper_ratio 20
set scr_medic_ratio 30
set scr_heavy_ratio 20
set scr_engineer_ratio 20
set scr_antitank_ratio 10

In general, this works in such a way that sniper (arty),

gunner (mines/molotovs/gas) , engineer (TNT) and anti-tank

(flamer) are limited to 1 player per team.
Battleranks points are the same as in normal CODUO. At rank 5

you get more mines/ molotovs/ gas nades/ dynamites/ health

packs! The distribution is as follows:

TNT/ molotov/ gas
rank 1 = 1
rank 2 = 1
rank 3 = 2
rank 4 = 2
rank 5 = 3

Same for medics health packs but they have only 2 health packs

at rank 5

Each class now has different helmets and kit loadouts

New skins for:
- American airborne
- Fallschirmjager camo
- Fallschirmjager grey

Conversion of player team types:
- Commando --> SAS
- Commando winter --> Royal MArines Commandos
- Russian conscript --> Polish Airborne
- Wehrmacht --> Panzergrenadiers
- Kriegsmarine --> SS Sturmtruppe

CLASS OPTIONS

Each class has special options detailed below.
Press your voicechat button (default V) to access class

options. The modified voicechat menu contains three new

options:
Press A to request Ammo. this only works if you have an

Engineer in your team.
Press M to call Medic. this only works if you have a medic in

your team.
Press V for class options.
(NOTE Even if you have bound voicechat to another key, say U,

you will need to use V for this option. Normally you would

press V,V but in this case you would press U,V.)
(ALSO: If you are playing with a non-roman character set

language, like russian, the menu options may not appear! I

have raised this with the mod makers)

Set the following weapon selection options:

American
Soldier: M1903-A3 Springfield, Carbine, Tommy, Greasegun
Medic: M1903-A3 Springfield, Carbine
Sniper: Both springfields
Heavy Gunner: Deployable 30cal, Deployable BAR
Engineer: Garand, Greasegun
Anti-tank: Flamer, Bazooka, M1928-A1 50 round Tommy

German
Soldier: Kar, G41, MP40, MP44
Medic: Kar, G43,
Sniper: Both kars
Heavy Gunner: Deployable MG34, Deployable FG42, StG44
Engineer: G43, StG44
Anti-tank: Flamer, Panzerschrek, Walther P38s

British
Soldier: Enfield, M2 Carbine, Sten, Tommy
Medic: Enfield, M2 Carbine
Sniper: Scoped springfield, Enfield
Heavy Gunner: Deployable 30cal, Deployable Bren
Engineer: M2 Carbine, Silent Sten
Anti-tank: Flamer, Bazooka, Sten MkV

Russian
Soldier: Mosin, AVS-36, PPSH, mobile DP-28
Medic: Mosin, SVT40
Sniper: Both mosins
Heavy Gunner: Deployable DP-28, mobile DP-28
Engineer: SVT40, PPSH
Anti-tank: Flamer, Bazooka, M1897 Winchester Shotgun

SNIPERS

Snipers have artillery binoculars. A timer in the bottom right

tells them when they get arty. This is every 75 seconds, so in

a 4 minute SD round, they will get arty at 2m30s and 1m to go.

HINT: Do not group together in the open at 2m30 or 1m !

SNIPER GRENADES LOADOUT
set scr_snipernade0 0
set scr_snipernade1 0
set scr_snipernade2 1
set scr_snipernade3 1
set scr_snipernade4 2

********Artillery mod*********

Equipped the Sniper with 4 artillery modes and reduced

artillery waittime to 75 seconds. also made artillery

binoculars droppable, and other classes can pick them up and

use them.

Mortar Barrage
after sounds of mortars, 6 small bombs land at the same time
Weaponname: binoculars_artillery_mp
Icon: mortar icon
Time to arrive: 2s
Number of shells: 6
Time to complete: 2s

Air support
after a stuka strafing sound, one giant bomb lands
Weaponname: airsupport_mp
Icon: stuka icon
Time to arrive: 6s
Number of shells: 1
Time to complete: 1s
Artillery
after distant arty sounds, a wide pattern of shells lands over

time
Weaponname: artillery_mp
Icon: flak icon
Time to arrive: 12s
Number of shells: 15
Time to complete: 15s

Naval Bombardment
after an air raid siren 20 massive shells flatten the area

instantly
Weaponname: naval_mp
Icon: ship turret icon
Time to arrive: 20s
Number of shells: 20
Time to complete: 1s

Arty types are given accoridng to player's rank. At ranks 1

and 2, the arty is stackable, so the total ammo held will

accumulate up to a maximum of 4.

Rank Arty type
0 Mortars
1 Up to 4 Mortars
2 Up to 4 Air supports
3 Artillery
4 Naval Bombardment

MEDICS

Medics can self-heal with V,V,1 (or by pressing USE - default

F) - very useful to stay alive during a firefight. Duck into

cover until your hea;lth bar has recovered, then carry on the

fight to the surprise of your enemy.

MEDICS AUTO HEAL NEARBY TEAMMATES! Stand next to a Medic to

have him heal you 50% automatically! Or press V,M to call him.

Medics press V,V,2 to drop health packs. Beware the enemy can

use these too!

HEALTH PACKS GIVEN TO MEDICS AT EACH RANK
set scr_health_rank0 1
set scr_health_rank1 1
set scr_health_rank2 2
set scr_health_rank3 2
set scr_health_rank4 3

Medics can plant one fixed health crate per team. Placing a

medic crate with V,V,3 enables your team to heal themselves by

sitting on the crate - great in a siege.
The crate appears to all teammembers on the compass as a red

cross. You can only move it by shooting/blowing it up,

whereupon all medics in the team have the option to replace

the crate somewehre else on the map.
Crates and health packs outlive the medic, so if you are a

medic be sure to leave some goodies for the surviving members

of your team BEFORE you get killed.
Medics also drop a small health box when they are killed.

Other players do not drop health.

NOTE ON CRATE GLITCH:

It seems that if you plant one crate it heals fast and is on

radar. Another medic can plant a second crate, which replaces

the other on radar BUT they both then heal half as fast (to

stop people glitching by planting three together!). If a third

medic plants a crate, they all disappear from the radar, and

heal one third as fast as normal. This makes it very difficult

to locate the crates, and even if you do they are almost

useless. The answer is for team-members to break crates by

bashing (cos of the ammo shortage) them 5-6 times (using the

knife with its 100 damage may take fewer bashes), as soon as

the location of the crate makes it unuseful (e.g. nowhere near

objective). Some excellent medics (like BA Angel) will run

across the map on a sub-mission to destroy a crate before

planting a new one. It is better tactically for other

team-members to do this for th medic, as the medic can

establish a healing post quickly at the objective, for

incoming team members to rally at, and then place a new crate

as soon as the old one is destroyed.

MEDICS GRENADES LEVELS
set scr_mednade0 0
set scr_mednade1 1
set scr_mednade2 1
set scr_mednade3 2
set scr_mednade4 2

NOTE: Do not underestimate the medic! Their self-healing

properties and enhanced speed make them a formidable opponent

in 1-on-1 combat! This is why they have fewer nades.

GUNNERS

Gunners press V,V,1 to plant a mine. For highest kill-rate

place them in key doorways, on routes to objectives, on

objectives, on health packs and discarded weapons!
The yellow triangle at bottom left of screen means that you

are in the killzone of a friendly mine. If an enemy steps on

this mine while you are in the zone, you will be hurt or

killed.
Mines cannot be blown up by other explosives, only disarmed or

stepped on! Watch out for mines! If you see a Blue Triangle

Press V V 4 to Disarm them!
Overlapping mines can confuse enemies who think they have

disarmed the mine but the second one may not always appear in

the disarm options!
These evil devices thankfully disappear when the Gunner is

killed!
Oh, and they can take out a jeep driver if he drives right

over the mine, although a tank driver seems invulnerable.
You can also plant them from within a vehicle if you are

quick.

MINE AMMO LEVELS FOR MACHINEGUNNER CLASS
set scr_mine_rank0 1
set scr_mine_rank1 1
set scr_mine_rank2 2
set scr_mine_rank3 2
set scr_mine_rank4 3

Gunners have molotovs or gas grenades depending on the team

they are on. These Area of Effect (AOE) Weapons are very

powerful and will kill anyone caught in the area for more than

a few seconds (unless they are a medic sitting on a health

crate and simultaneously self-healing!).
AOE weapons do not discriminate! They kill players on both

teams. They do not respect walls, ceilings or floors! You can

petrol bomb a roof and the occupants of the house will suffer

burns even if they are on the ground floor!
Beware cooking these, they only take about 3 seconds to go

off, and they travel less than half the distance of normal

grenades!
The resulting bout of screaming and hollering (molotovs) and

puking (gas) is quite a spectacle.

ALLIED GUNNER MOLOTOV COCKTAIL LOADOUT
set scr_molotov_rank0 1
set scr_molotov_rank1 1
set scr_molotov_rank2 2
set scr_molotov_rank3 2
set scr_molotov_rank4 3

AXIS GUNNER MUSTARD GAS LOADOUT
set scr_gas_rank0 1
set scr_gas_rank1 1
set scr_gas_rank2 2
set scr_gas_rank3 2
set scr_gas_rank4 3

If a player is killed holding one of these nasties, other

players can pick up the unused weapons, replacing their smoke

grenades / knife (if equipped).
This is not true for the flamer, which is not dropped (unless

it is wielded by a non-anti-tank player finding one placed on

the map).

Gunners can also pick up and move MG42 and Vickers Machine

Guns. (NOTE: Snipers and anti-tank can also move the MG42)

Procedure for picking up an MG: get close enough so that you

are touching it. Then you will see a text message on the lower

left side of your screen telling you to pick up the MG42 by

holding your melee button. Hold your melee button (pressing

briefly may not register) to pick up the MG42. While you are

carrying the MG42, there will be an indicator on the right

side of your screen. You may drop the MG42 at any suitable

location. A suitable location is a location that can support

the bipod. An unsuitable location is one where the MG42 would

be sticking through an object, such as a tree or wall. Beware

that the stance you are in matters. For example, you can

almost always place MG42 on flat ground if you are prone, but

to place an MG42 while standing or crouching, you need

appropriate terrain in front of you (e.g. a box, a windowsill,

a barrel). If you are in a suitable location, text will appear

in the lower left side of your screen telling you that you can

place the MG42 by holding your melee button. If you place a

MG in a small window which would be too small to look through

when using the MG, the MG will automatically be placed lower,

"without a bipod" (try it on the bunker ports on mp_rocket).

If you die while carrying an MG42, it will be dropped at your

feet. If you die because of a minefield, the MG42 will reset

to one of original locations. Which particular location is

decided randomly if no other mgs are on the map, or

arbitrarily (first available original position) if there are

other mgs on the map.

ENGINEERS

C4 (TNT) AMMO LEVELS FOR ENGINEER CLASS
set scr_c4_rank0 1
set scr_c4_rank1 1
set scr_c4_rank2 2
set scr_c4_rank3 2
set scr_c4_rank4 3

Engineers press V,V,1 to plant TNT. Very useful in HQ and SD!
You detonate ALL YOUR PLANTED CHARGES SIMULTANEOUSLY with

V,V,2. You can also place them in a line across a key field

and detonate them like claymores to nail a charging team!
You might plant one on the SD objective, wait to hear the

planting sound, detonate it, then nip out and plant another

one and repeat...
Other players - Unlike mines, you can detonate these charges

with explosives - nades, satchels, molotovs, bazookas, etc.
It is a good idea to nade an objective before sitting on it

because you may have a surprise waiting for you if you don't.

Engineers can rearm their ammo with V,V,4 or by pressing USE

(default: F)
Other players - Stand by an Engineer and press USE to get

ammo! It also replenishes his ammo, so sometimes you can do

this for him even if you do not need ammo.
NOTE: you need your original primary weapon equipped in your

hand to receive ammo.

AMMO LEVELS

Ammo levels are set low to maintain REALISM, and to make the

Engineer role important as well as enhancing teamplay. It also

discourages spraying significantly! Pick up other weapons!

Switch your BAR/44/PPSH onto semi-auto!
This situation means players must make much more use of

secondary weapons, gas, mines, molotovs, TNT, nades, pistols,

MG/Flak emplacements, Jeep MG's, arty, bazookas, and bashing!

PRIMARY GUN CLIP AMMO LOADOUT
set scr_gunammo_0 4
set scr_gunammo_1 3
set scr_gunammo_2 2
set scr_gunammo_3 2
set scr_gunammo_4 2

ANTI-TANK
Slowest class. Can select flamer or bazooka/Panzerschrek. Now

added satchel charge and option of an SMG for use when no

tanks about and flamer is disabled. 1 per team.

Antitank class now has deployable ammo crate. Works much like

the medic crate, press V V 1 to deploy it. It appears on the

compass as a clip of bullets. Other players can press USE to

rearm. Hold it down right til the bar vanishes!

Rearming provides:
- Fullclip ammo for primary and secondary weapons (better than

engineer reload)
- Grenades based on your rank spawn load
- Engineers / gunners can also get 1 TNT / 1 mine per visit

when their mine/ TNT slots are empty.

WHO'S THAT GIRL?

Merciless features the rather fetching NIKITA FEMALE MODEL!

she will have a 1/6 chance to spawn as an American.
Her sweet cries of "I killed him!" and stern "I'm taking

fire!" and "I'm hit!" have been known to send the menfolk of

GITS on an emotional rollercoaster!
There has also been a disconcerting amount of people admiring

each others legs and not concentrating on killing!

HOLD THE FLAG gametype

In HTF, the flag respawns at the same place every time the

holding team score, roughly in the centre of the map.
You have to grab the flag and run like hell back to the cover

of your squad! Medic stay close to the flag-carrier!
Hold it for 90 secs and you score. First to 5 points wins the

map.
If you lose the flag at 89 secs, next time you get the flag

you will score after 1 sec.
When you have held the flag for about a minute in some

far-flung reaches of the map, it is a good idea for the squad

to move in nearer the flagspawn to grab it again after you

have scored. (NOTE: For fairness, there is a 30 sec pause

before it respawns)

NEW WEAPONS
Unscoped 1903-A3 Springfield - Formidable faster firing

Kar-like rifle carried by American Medics (better than the

mosin? I would say so)
M3A1 Greasegun - Quiet automatic sprayer carried by American

Engineers. Best to fire down the sight in very short bursts.

Can outgun a Kar over distance in the right hands!
MkII Silenced Sten - Silent killer of the British Commandos,

carried by British Engineer class.
Mobile Degtyarev DP-28 - Russian mobile MG carried by Gunner

or Soldier classes. Hard to aim, best to fire in very short

bursts. Aim between the top of the two spikes.
Deployable FG42, BAR and Bren and hip firing deployable MG's
Throwable knife added into binocular slot.
Throwable flashbang added into smokenade slot for Engineer and

Antitank classes.
G41 and AVS36 rifles. Press M to fix bayonet on AVS36

(Russian rifle in soldier class only)

PRESS M TO SWITCH FIRING MODE.
There is currently a bug with the hipfiring MG - if you start

a new round with it in hipfiring mode it does not spawn with

ammo (it is excluded from the precacheing routine atm, which

will be fixed in near future), so ALWAYS keep it in deployable

mode at end of round, or if you are in warmup period before a

round starts.

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