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A friendly Wolfenstein 3D community, about Wolfenstein 3D, the game that gave birth to first person shooters...


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    Realistic Guns in Wolfenstein?

    Dark_wizzie
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    Realistic Guns in Wolfenstein? Empty Realistic Guns in Wolfenstein?

    Post by Dark_wizzie Sun Sep 09, 2012 2:42 pm

    I know a video game cannot be fully accurate, but isn't a chaingun or minigun in games very unrealistic? Considering a chaingun is 125 pounds, and even more if you add in the power source for the motor and such (and the motor itself), BJ would be lucky to stand up carrying a chaingun or a minigun, let alone run around with it.

    Also, one thing I don't understand in Wolfenstein is why MG42 is always mounted... It is often carried and then operated by 3 men with stunning accuracy. In fact, to make the guns accurate in Wolfenstein: Enemy Territory, the MG42 would have to have almost double the firing rate of the American counterpart (675 vs 1200 rounds per minute) and ridiculous accuracy, 1000 m away, firing rounds that have the muzzle energy of a rifle at the time. In comparison, the STG44 is the nearest awesome weapon to the MG42. The STG44 fired an intermediate round between Parabellum 9mm and the Mauser round, but it is the world's first assault rifle, and had the ability to hit 600m away with 30 rounds per magazine and a faster ROF than a MP40. The mp40 is no slouch, but its effective range is only 70m with 500 ROF using nooby 9mm rounds. In comparison, the MG42 was so destructive, the Americans had nothing to counter. They even made training videos so people could recognize the sound of a MG42 and not be scared shitless.

    I actually tried tweaking Wolfenstein: Enemy Territory guns to be more realistic, but it made the game very unbalanced. The Nazis were destroying everybody. By current calculations, a MG42 will have 300 rounds per belt, fire across the entire map with near-infinite accuracy, and two-hit-ko any enemy in sight.

    And yeah, I learned all of this in one day while trying to tweak Enemy Territory. Any comments?



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    Post by Thomas Mon Sep 10, 2012 12:44 am

    I haven't a problem with guns being unrealistic, 'cause it's just a game. At least that's my philosophy... And should those guns exist anyway, why on earth would they be turquoise?

    I like the 'heavy' chaingun from RTCW though. WSJ did a great job converting it into his Totenkopf mod. If that gun exists, I have to try one before I'm off.
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    Post by Dark_wizzie Mon Sep 10, 2012 3:03 am

    Yeah, the Venom was cool. And yeah, why the heck was it turquoise?



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    Post by Thomas Mon Sep 10, 2012 3:17 am

    Beats me. We've learned to live with it, I suppose; the ammo clip, chaingun, machine gun handle, all door features (except the locked ones), the background color of the screen, the letters in the end level status... The missile launchers on all bosses that have them etc. etc... It's all cyan/turquoise. In the Lost Episodes, it's the plain dark blue color that's taken control. Of course, the doors aren't blue, but... The guns, ammo, bosses etc. carry that color.

    I myself prefer gray; each time I start a mod I want to be a MOD... I shun the typical Wolfenstein color features. However, keeping in the tune with the original game forces you (well, me, at least) to keep the cyan/turquoise outlook.
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    Post by Dark_wizzie Mon Sep 10, 2012 3:32 am

    I'm quite used to the turquoise color. Although I remember seeing the missile launchers that BJ has on some variation of Wolf that I don't recall... I think it has some purple in it. They should make a rainbow gun then.



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    Post by Thomas Mon Sep 10, 2012 3:42 am

    Purple's a funny one. The walls seem to get around the whole spectre of colors that we have... Except green. There are no original green walls, which is quite sad. 'Cause creating a green wall from scratch... That's not the same as if it was already there. If it had been there from day one, we'd have been used to it by now. Making a new green wall would just look silly.

    However, I find that blue stone, brown concrete and gray slime goes fine with green ceiling (e.g. SoD's opening level).
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    Post by Dark_wizzie Wed Nov 21, 2012 12:56 am

    Thomas wrote:Purple's a funny one. The walls seem to get around the whole spectre of colors that we have... Except green. There are no original green walls, which is quite sad. 'Cause creating a green wall from scratch... That's not the same as if it was already there. If it had been there from day one, we'd have been used to it by now. Making a new green wall would just look silly.

    However, I find that blue stone, brown concrete and gray slime goes fine with green ceiling (e.g. SoD's opening level).
    Same with the cyan chaingun.

    Anyways:
    At least my little exercise got me a learn a little bit about guns. In the end I decided to revert all "realistic" gun changes. It just killed gameplay too much. Instead, I set the American guns to be more damaging and the German weapons to be more accurate slightly, and occasionally have slightly larger clips. I want slightly tweaked experience, but not a huge change because that may kill balance.



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    Post by WolferCooker Mon Dec 10, 2012 11:07 am

    Is the Tommy gun stronger than the Mp40? And is the STG44 more powerful than the B.A.R.?
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    Post by Dark_wizzie Mon Dec 10, 2012 3:32 pm

    The Tommy gun has a faster rate of fire, but it's out of control and very inaccurate. In an actual gunfight, both Mp40 and Tommy gun can only be used to urban, close-quartered fights, but the tommy is inaccurate even for a gun of this type. It's also known to jam. So generaly, it's just crap.

    The STG and BAR are not really comparable, it's BAR vs MG42. The STG44 was unrivaled and had no counterpart at the time it was produced. It is very acchrate over long distance, the bullets have the power of a mauser, yet it can go semi or fully automatic. Recoil was more of a problem than with the Mp40 though.

    The MG42 knocks out the BAR cold - faster rate of fire. Imagine a STG44, which has the power of a mauser, fired at 1200 bullets per minute. The bullets are flying off so fast, one cannot hear the individual bullets being fired. The allied troops basically had no counter, and waited for the 7 second interval in which the barrels have to be changed for overheating.




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    Post by Dark_wizzie Wed Dec 12, 2012 11:50 pm



    American video to show the soldiers, which kindda lie about how their guns are just as good.



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