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Real Guns Hardcore 1.12 Beta 2 - New beta released! 
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Joined: Wed Dec 31, 1969 6:00 pm
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Last edited by CommanderZ on Sat Dec 24, 2011 7:25 am, edited 56 times in total.



Mon Dec 27, 2010 8:48 am
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The wad itself is greatly pleasing I must say, but I’ve found a few problems with some (or all) of the weapons:

Most of them are overpowered, as they can kill a cyber demon in just a few hits, and
When I recovered from Last Stand, my pistol that I had was gone.

But other than that, the new freshly made coding is very well done. Keep up the good work!


Mon Dec 27, 2010 9:06 am
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Mon Dec 27, 2010 9:19 am
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Location: Las Vegas, NV
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A few more bugs:

-The SPAS-12 and M1887 sprite while hipfiring changes to a SPAS-12 sight.
-The M1887 sprite while aiming down its sight and firing changes to a SPAS-12 sight.
-The AA-12 disappears for a split second when firing it.
-The mentioned Last Stand pistol bug.


Mon Dec 27, 2010 10:47 am
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Mon Dec 27, 2010 10:59 am
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Location: Sneaking around in red base... nm, got sniped.
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I was trying to do a deathmatch (offline) which didn't work. I killed myself with a grenade, and when I respawned I didn't have any weapons, only ones you caould find and pick up.


Mon Dec 27, 2010 2:18 pm
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Mon Dec 27, 2010 2:29 pm
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I've only played for just a moment so far, but I've noticed a bug. When you use the knife and don't hit anything, it'll still make smoke in the air, and sounds like you hit a wall.


Mon Dec 27, 2010 5:29 pm
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you can gib enemies with your weapons, to prevent this,add +NOEXTREMEDEATH to the bulletpuff, also, in real life, you CANT kill a person with a single 9mm shot, unless its a head shot, speacially if they are possesed, the m9 should kill former humans in 4-5 shots or something. the weapons are WAY overpowered, its just too easy! with a single shot from the double barrel shotty, i killed 3 imps in a row, you can add the +noblock at the end of teh death animation, so that shots don't go trough them enemies (at least pellets or pistol shots).


Mon Dec 27, 2010 9:12 pm
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Location: Fresno,CA
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Here are a few damage differences between Doom and Modern Warefare 2:
-MW2 has the typical modern damage calculation based on where the bullet hit. Games like Doom don't, so they use a pseudo-random number generator instead.
-For hitscan weapons in Doom, the overall damage range is 5-300 (5-15 for each puff). This mod has a range of 8-330 (8-24 for weakest, 110-330 for strongest).

Honestly, I think the minimum damage should be 5 (for weak pistols) and the maximum 50 (for Intervention). The average damage for the in-between weapons should be around 8-15, while the weaker snipers should range around 20-35. Also, the accuracy of the powerful weapons should be lowered a bit to compensate.

As for the monsters, we don't want any goddamn boss-cube-spawning zombies. That's just over the edge in difficulty. The monsters should remain difficult, but not AOW2 mech difficult. They gotta have some weakness that'll bring them down.


Mon Dec 27, 2010 9:39 pm
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Location: Alaska
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Just an FYI: Hardcore mode didn't increase weapon damage, it reduced player health from 100 to 30.


Mon Dec 27, 2010 9:57 pm
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Location: Fresno,CA
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So basically one pistol shot will kill you?

Another thing: use the screen blood from the early RGA2. You can actually see through it somewhat.


Mon Dec 27, 2010 10:28 pm
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or make it translucent.


Mon Dec 27, 2010 10:36 pm
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Location: Las Vegas, NV
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Mon Dec 27, 2010 10:46 pm
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Yeah, tunnel vision sounds a lot better. I could even make a simple one if you want.


Mon Dec 27, 2010 10:58 pm
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Tue Dec 28, 2010 1:23 am
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Tue Dec 28, 2010 2:26 am
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Location: British Columbia, Canada
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Tue Dec 28, 2010 8:30 am
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Tue Dec 28, 2010 8:43 am
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indeed it is very fun... and great looking... but still not popular on skulltag servers...


Tue Dec 28, 2010 12:26 pm
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