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CENTCOM: Violence of Action


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Current Version: 1.0.14b

VoA Addons: 1.0

CENTCOM (GR.net downloads version)

CENTCOM Fully Patched (for convenience)

Original post below

Spoiler

So that idea to combine Blood Oil and CENTCOM hasn't gone as well as I was hoping and it's a lot of content to sort through. Because of this, I have decided to scale it back a bit and focus on enhancing CENTCOM. I still want to incorporate Blood Oil at some point, but that's for a later time. Got a beta version in case anyone is curious in trying out what I have so far and providing feedback.

CENTCOM Addon v1.0.1b

Don't have an official title that I want to call this yet. While the focus now is on enhancing CENTCOM, I want to expand it beyond just that at some point, so something like "CENTCOM Remastered" won't encompass the vision I have for this project. Besides, a remaster would take all of 10 minutes if Dark Souls Remastered is any indication 🤷‍♀️.

Even though this current build is an early one, there's already a good amount to play with here:

  • Flashbangs. Now go forth and actually engage in all the CQB without fear and still get shot anyway. Both in SP and MP.
  • Sound overhaul. Basically thales100's Real Weapon Sounds and a couple NEW supersonic bullet crack sounds mixed in with what I've used before. Still have plenty to do here such as get a better PKM sound and get a good source for suppressed weapons. Also not sure if I should switch the M4s back to their original sounds.
  • GRS Map Pack V3 is in there for CQB practice. Damage system is effectively the same as in Cloak since I changed the weapon damage and am using the same CmbtMdl file from CaD v1.4. And being the idiot I am, I forgot to put the appropriate credits in the documentation with this release. Already fixed it on my end.
  • Some texture effects from Heroes Unleashed and the ones @wombat50 made for CaD (rocket/claymore explosion smoke coloring, no rocket trail, and small orange debris).
  • Delta Force skins from HU in MP. I get the feeling that using content from HU is going to become a trend. Already have some texture files, flashbangs, damage values for weapons, etc. Thank you @ApexMods for all your hard work. Certainly saves me a lot of time trying from trying to figure out some of the fine details. It's an excellent example to go by.
  • Ever seen CENTCOM maps without all the fog? It's beautiful. And included here (could go adjust the night maps still, but I'm less concerned about them).
  • Enemy AI set to use full auto only when applicable, so shouldn't have nearly as much AK sniper fire. Though they are still scarily accurate at times.

There's some other small stuff in there, but that encompasses most of it. The read me has more info. There's certain aspects I'm not sure what I want to do, mostly revolving around weapons.

  • I've adjusted the damage and zoom behavior on weapons without magnified optics similar to what I did in CaD (1.5x for compact weapons, 2.0x for medium, and 2.5x for larger weapons). As is, the weapons feel alright though I'm not sure if I want to keep them mostly the same or perhaps make it more similar to HU. EDIT: decided to try HU settings for accuracy, recoil, and stabilization. Massive improvement, I can actually hit things at range now. Happy with these weapon settings, will probably leave them like this for now. Will be included in next update unless I change my mind.
  • Ammo amounts in CENTCOM are usually quite high for firearms. Pretty sure I want to scale it down, just not sure how far. Then there's grenades. I'm used to the larger amount given in HU, though I'm not sure if I should just keep those numbers where they are or bump them up.
  • EDIT: So there's breaching shotguns in CENTCOM, but they don't actually breach doors. I was thinking of making them fire invisible grenades that don't explode. Shoot the door and it explodes while your camera shakes. I would want to try and limit the effective range of it to very short so that you can't just go far away and shoot the door, though this may be unavoidable. Ideal situation would be to try and make the round disappear after going a certain range. I would only do this to the shotguns without grips and leave the others as normal shotguns.

Please let me know what you think. Feedback will be greatly appreciated.

 

Edited by Jack Wachter
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Played two missions yesterday for testing, seems that enemy AI is smarter than before and CQB is much more difficult now, i need more practice (played at veteran level), really good weapons sounds and Centcom maps without fog. I've played funnel web, taipan strike and sandpiper missions, in the first two taliban enagaged the fire team as soon as mission starts wounding or Killing at least two men, now you've to be really fast to take cover and return fire to the enemy. Great job!

Edited by SKIP
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Thanks for the feedback! The enemy is definitely pretty ruthless. Do they feel like a fair sort of smarter? One thing I didn't like about CENTCOM is how they seemed to AK snipe a lot of the time (may have just been I usually played on Elite until learning it loses some of its simulation qualities). As for CQB, I included flashbangs to help with that. The fog adjustments definitely can mess with balance some, but seems like it works fine.

As for the sounds, I could still fine tune it some, but it's mostly fine. Most of the suppressed sounds I like except for the M4 sound (the one from Frostbite is currently being used for it). Most of the sounds are from thales100's Real Weapon Sounds.

Weapons is something I plan on expanding without going absolutely insane. Blood Oil weapons will likely find their way into it at some point. Can definitely grab some more from HU. I can see adding a Javelin in, though the M3MAAWS is so satisfying to use.

As for the AI, I want to try and incorporate HU's campaign missions and game modes with their awesome scripting (perhaps a few new maps as well). Doing this definitely won't be easy since there's a ton of content and adjustments I need to make having already played around with the idea. This will also increase the size of this mod significantly to over 5 GB. I could see this mod becoming ~10 GB depending on how much content I try to add. Should I go for it or try to keep it small?

EDIT: playing with it more, looks like over 10 GB. And this doesn't even include me looking at adding more maps.

Edited by Jack Wachter
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Yeah Jack try to keep It small if possible, and Yes they're really ruthless. I like use M3 and M136 Also, but the Javelin model i've seen in HU is Pretty awesome.Now i need more training for deal with the One shot One kill Ak47.

Edited by SKIP
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That enemy AK is definitely powerful. As for the size, I do want to work on a HU-integrated version at some point. Perhaps I make this as good as I can before doing that and essentially make 2 versions.

AI updates coming in version 1.0.3b. AI stat values adjusted and made sure that all kits used by the enemy now have full auto only (this will make the experience consistent across the original missions and expansions).

Still need a name for this, welp.

Edited by Jack Wachter
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Thanks Jack, i'll wait for it. What i've noticed playing the latest update is that Centcom missions are a little bit harder than before (at least for me at veteran level), but this time i've the chance to set the roe of the entire fireteam before they can fire at will at the beginning of every mission where enemies are in the proximity of the squad. Now i can use the Barrett M82 much more to take out enemies at longer ranges, no more i can kill a tango with a shot in a foot, this addon is great!.

Edited by SKIP
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New update going to have some new skins (including those from Blood Oil, so something to look forward to). May mix in different skins to randomly appear in SP for the regular Ghosts (still be primarily Special Forces).

One thing I'm not the biggest fan of in GR is how easy kills occur. I'd prefer to have a medical system in place to better represent wounding and add another element to the fight, but going to experiment with making everything more survivable (headshots still incredibly lethal though). Should extend fights and make tactics matter somewhat more rather than shooting your way out of a mistake.

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Great idea! Maybe add some Special Forces wearing ACU (e.g. specialist Bruce Holmes or Army Rangers Actors) could be another good idea. I'm thinking about doing something about that by creating some new actors wearing woodland, desert BDU and ACU together as standard Ghosts. Instead of a medical system what do you think about having a member of the fireteam as a combat medic equipped with m4 and medical kit to heal arms and legs wounds?

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Wait is there a way to do medical stuff in GR that I'm not aware of? Definitely interested. Main reason I want to look at it is because realistic wounding and medical treatment can drastically change the pace of the fight. I don't like how easy it is to rack up a body count.

Initial testing suggests that new settings may work well. Definitely a power discrepancy between longer barrel and shorter barrel weapons. Some enemies will take a lot of bullets, sometimes die quickly. Needs more testing, but I like it. Be prepared to pump guys full of bullets, especially if you bring a weaker weapon. Of course, these same rules apply to you. But the enemy still kills you quickly since they usually pack longer barreled rifles.

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Wow very realistic, playing Dingo's Lair missions and noticed that lot of bullets for killing an iraqi insurgent without body armour if you don't shoot him in the head or abdomen vital parts, i'll do more tests later.  

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CENTCOM: Violence of Action v1.0.5b

If anyone wants a custom skin for this, shoot me a PM and I'll get something made for you. Currently, there are 3 custom skins in here with a fourth one planned:

  • Jack Wachter (features a dark navy blue coat for all environments because reasons)
  • T. Ditch (features British DPM camo)
  • SKIP (based on Air Force CCTs, this one became the main reason that I ended up setting up files for custom ball caps and boonie hats)

Now I wait to see just how full my inbox will get if people decide to take this offer for a skin.

Edited by Jack Wachter
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