Thread: Bloody Omaha
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Re: Bloody Omaha
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TomTom
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Default Re: Bloody Omaha - 26-05-2008

Tried your 7300 on 2 rounds. Did not see any long range artillery. Did see bots wasting ammo at the waters edge and a few panzers half way up. The flag was taken in under 3 1/2 minutes both rounds. (did you see blowfishie's complaint on filefront about the omnibots on mg nests?)

Now if realism is what you want, the Allies would not waste Thompson bullets nor panzerfausts at a distance of over 700 feet. The Thompson was considered effective in distances of less than 250 feet with double that being its max range. The panzerfaust 30 was good for about 100 feet (the 60's 200 foot range was only available a few months later.) Note the bazooka M1A1 was effective at up to 450 feet. That leaves the M1 garand which could do double the 700 feet (though would you use your limited ammo supply without a scope???) and the rifle grenade (no specific specs but some rifle grenades had a max range of 600 feet). So as I remember it a different Tom as Captain Miller rallied his men to "move up the beach" and that is just what IMO the bots should do. So I would think 4500 might be a realistic value especially if the map was played in a campaign. (BTW bullet damage is max at <1500 and min at >2500 see g_weapon.c)

Now it would be nice if the mg42s in the game were better because they did have the range and the Axis would have zero'd their artillery and mortars to near the waters edge. One thing that could be tried is instead of using the mapname.bots file, use a cfg file to add the bots. That way the fieldops could be given better skill than the others.
Another thing I might try is adding a fake-steal under the flag. The allied bots might ignore more damage and focus better on the flag thinking it was a steal.
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On another note, I find it easy to go along the left flank and fast into the trench. That is where I would put a mine field (say 8 mines zig zag from the small tower) to force the player to cross to the right and maybe expose himself to mg fire. A few mines on the far right and some Achtung! plaques and barbwire could explain why the flanks outside the play area are no-go zones. I think I could script some misc_landmines if the map allowed landmines.
  
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