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View Full Version : COD4 Mod server default load out.



Ninja
12-04-2007, 09:37 PM
I took some time tonight to come up with a default load out plan for the mod server that would make for well rounded but not overly powerful classes. I tried to avoid anything that would increase the damage or impact of rounds or grossly over enhance a particular kit. For instance I opted to not give the sniper the dead silence perk because he already has an advantage of being able to blend in with his surroundings (tall grass and bushes). Anyway, here's what I've come up with so far. If you have any opinions let's hear them here.

Assault:
Primary = M4 Carbine/G36C
Attachment= Red Dot Sight
Secondary= M9
Perk 1= Frag X3
Perk 2= Juggernaut
Perk 3= Last Stand

Spec Ops:
Primary = MP5
Attachment= Silencer
Secondary= M9 w/silencer
Perk 1= C4
Perk 2= Sleight of Hand
Perk 3= Dead Silence

Light Machine Gunner:
Primary = M249 Saw
Attachment= Red Dot Sight
Secondary= M9
Perk 1= Bandolier
Perk 2= Sleight of Hand
Perk 3= Extreme Conditioning

Engineer:
Primary = M1014
Attachment= N/A
Secondary= M9
Perk 1= Bomb Squad
Perk 2= Juggernaut
Perk 3= Last Stand

Sniper:
Primary = Barrett .50cal
Attachment= N/A
Secondary= M9 w/silencer
Perk 1= Claymore
Perk 2= UAV Jammer
Perk 3= Extreme Conditioning

Tombstone
12-04-2007, 11:31 PM
I think this looks good and once we get some feedback I will make the changes to the server. Obviously, no one would be stuck with the default loadout. I usually have enough time to change 3 things before the initial round starts and then tweak it during the round and subsequent rounds.

To get people thinking about this AND Mac's thread on match play I think we should think about classes and their roles in specific game types. For example, In S&D and SAB;

Sniper should be scouts (finding the bomb targets or HQ locations) and be able to harass the enemy in choke points or near the targets/HQ while remaining hidden and off the radar. Since they are most often going to be alone they should use their clays to defend their position.

SpecOps should be the ones to carry/defuse the bombs. (They and the Sniper are the fastest classes) The should either be quiet or have extra endurance to help them get there. The should carry explosives for either defending their package at home or for defending the planted bomb. SpecOps should avoid direct combat and try to remain undetected. I think SpecOps should work in pairs, someone to pick up a dropped bomb. One of them have should have either smoke or bangs for diversions if necessary and have clays for quick defense while the other plants the bomb.

Assault class should be ready to mix it up and create the most chaos. I like the 3 frags, juggernaut (extra body armor), and last stand. I would suggest they carry the deserteagle so even in last stand they can try and inflict casualties. Assault should be ok with watching many of the round from spectate AFTER they have taken out 1 or more enemy and created enough chaos that the Sniper and SpecOp can do their thing.

The Gunner should try to control portions of the map with the LMGs and the extra ammo from Bandolier can help. I would opt for bullet penetration over faster reloads, even though they are awful slow, only because cover will be tougher to come by for the enemy. The gunner should be defensive minded in that the goal would be to control choke points and pin the enemy into locations that Assault class could attack. If the enemy is more worried about the Sniper and Gunner they are less likely to find the SpecOp.

The Engineer in my opinion should be best reserved for defense or for working with SpecOps to get past enemy explosives protecting the target. I think Sonic Boom would be best for defense and Bomb Squad best for working with SpecOps. In defense they should try to place clays or C4 in choke points or right on the package. They may want to also carry bangs to disorient rushing bombers then run and and clean up with the shotty. A silenced pistol can also frustrate an enemy slowly sneaking in but really limits the attack range when combined with the shotty.

Just my 2 cents. I hope others will post their feedback on what they think makes a good loadout for their favorite class and what roles, if any you see the various classes playing in match play.

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McFeely
12-05-2007, 09:50 AM
Nice post Tomb. I agree with all of it. I usually have enough time to get a good assault rifle before the match starts. I think some folks get confused with the "BACK" and "ACCEPT" button. You have to hit "ACCEPT" before the round starts to get in on the match. I sat out a lot of 1st rounds until I got it down right. You can always switch your weapon before running into the fight or when you are dead in the first round.

Tombstone
12-06-2007, 12:25 AM
I think some folks get confused with the "BACK" and "ACCEPT" button. You have to hit "ACCEPT" before the round starts to get in on the match.

I am guilty of that STILL.

I will try to edit the config file with Ninja's proposed loadouts before Friday.

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Balti
12-06-2007, 09:10 AM
Looks good guys - nice work!