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Legacy Suggestions


Charlie

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21 hours ago, Charlie said:

That will set all maps to that spawn time though?

I would not know what overrules what. But It seems we now have 20/30 that overrrules the Map config, or this is no map config.

If There is a map config, and the 20/30 overrules, then perhaps set these to "0" to let the map config tka back over ?

set g_userAlliedRespawnTime "0"
set g_userAxisRespawnTime "0"
 
Oh  . . .  It is already back to 12 / 12
Edited by Jessica
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  • Founders

we have remove level 4 medic for now until the bug for syringes is fixed in 2.77 this does mean the adrenaline is remove, if this bother people then we can put it back and have the bug.

spawn times are working at the minute.

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50 minutes ago, MiniMuppet said:

we have remove level 4 medic for now until the bug for syringes is fixed in 2.77 this does mean the adrenaline is remove, if this bother people then we can put it back and have the bug.

 

Good call :P:D I hope it stays that way. 

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Map scripts are working at the moment but these were tweaked for what Pub required at the time, as such some scripts might not be desired on Legacy. Let us know of anything you guys dislike and we'll look in to it. For example a cov op cannot use a uniform to go through the door on Bremen and Caen now. There's also now ammo/health at axis first spawn on Supply. Etc etc.

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The map.cfg's and map scripts are as per the ETPub server was, so hopefully there should be no issues but as Charlie said let us know if there are not what you want, we do have others that can be use regarding the scripts and the cfg's can be tweaked if you are not happy with the spawn times.

The map.cfg's and map scripts directories are the same as all other mods and are executed be the same commands in the server.cfg so  I was scratching my head as to the issues we have been having, Legacy has a public and a pro config built into its .pk3 file and the public config that was loaded at startup was stopping our map.cfg's from loading, I don't know why, so this have been removed by adding a simple teammuppet.config in the config directory that simply loads the map.cfg's.

To be honest after nearly 16 years of running ET servers and Soldier of fortune servers before that, this really has had me thinking long and hard, I had replaced the server executable, the pk3 files the .so's and so on, I had written cfg's after cfg's with no joy and even tested on another server and still had no joy, I'm sure it wasn't this difficult when I first launched a Legacy server a while ago!

There is one outstanding issue though regarding some clients freezing and being eventually kicked from the server, I thought we had corrected this yesterday but I have had to ask for support from Kemon and Timo regarding this, hopefully this can get sorted soon and I can retire back to my sofa.

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Just a little thought. I think the map times are a bit weird, for example fuel dump, which is not very popular right now or oasis have around 30 minutes or 25 minutes and popular maps like supply, adlernest have only around 15. Maybe you could fix that? 30 minutes Fueldump seems a bit long.

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Fueldump is currently 25 and Oasis is 22, Adlernest and Supply are both 15, these are all reduced because the spawn times are reduced. I have been on the server constantly for the last three days and Fueldump seems quite popular when the server is busy, with the garage spawn being enabled for the allies this could be reduced to 22 minutes though I have not seen allies win this yet on 25 minutes! Supply pro is set to 20 minutes because the truck can be destroyed giving allies a longer time to repeatable repair the truck.

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  • 4 weeks later...

Hello

nice works guys , there something annoying me as covert ops,

the grenades, grenade luncher and bazooka are overpowered, and it’s affect on covert ops are great , there is no escape from it , specially for covert ops, 

and the Fg took too much time to reload and it have only 20 bullets , that’s makes it very weak specially against the 30 round super nurses weapon .

satchel are very weak in relevant to granades

pls try to modify this at least for while and I am sure it will be more fun and balance between categories 

thanks

Edited by The Great Pharaoh
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3 hours ago, The Great Pharaoh said:

Hello

nice works guys , there something annoying me as covert ops,

the granades, granade luncher and bazooka are over power, and it’s affect on covert ops are great , there is no escape from it , specially for covert ops, 

and the fag took too much time to reload and it have only 20 bullets , that’s makes it very weak specially against the 30 round super nurses weapon .

satchel are very weak in relevant to granades

pls try to modify this at least for while and I am sure it will be more fun and balance between categories 

thanks

 

First of all, FG-42 is incredibly overpowered in legacy, probably there was something done to it in comparison to vanilla ET. It's ridiculous how a covert ops with FG-42 can outpower a medic with 156 HP. 

Secondly, grenades, rifle grenades, and all explosives' damage is not something a server admin can modify. It's a mod issue. That being said, it's true that explosives' damage  is significantly overpowered and it will be reduced in the next version of legacy (2.77): https://dev.etlegacy.com/issues/1172 - you can check it out here. 

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Soldier limit to 1-2

Also remove panza completely. :)

Spawntimes and map length

At least Gold Rush, Fuel Dump and Bremen (to a lesser extent) are ruined by this. Near impossible with equal teams.

15 minutes is not enough for the TE Siwa Oasis.

That's all I came to say to the forum!

Edited by mew
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1 hour ago, The Great Pharaoh said:

fg-42 is not overpowerd, and it’s need skill to kill medic , you must try it some times and you will know how hard to kill a medic 

of course it's the FG-only spammer defending it :taunt:

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6 hours ago, Voidhead said:

Fg seems fine to me , it does tons of damage closerange but its not good for extended fights with multiple players and is fairly weak long ranged. So that balances things out nicely imo.

Yea. Agreed. Its a versatile weapon. Kind of "flamethrower" of guns with bullets - deadly at close range but not so much with distance. Sten is opposite. Both have pros and cons (overheating vs 20 bullets) but they are class specific weapons.

what we can (maybe) try to do with panzer, is to add some gravity to it (if its possible in legacy?) - that way it becomes more specialist weapon and less "just shoot and see what happens". Also it may increase teamkills.. 

What I would love, is to have less landmines for a team, but make them invisible and only detectable with covie. 

C#

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14 hours ago, mew said:

Spawntimes and map length

At least Gold Rush, Fuel Dump and Bremen (to a lesser extent) are ruined by this. Near impossible with equal teams.

15 minutes is not enough for the TE Siwa Oasis.

That's all I came to say to the forum!

Totally agree with those lenght times.

Hopefully we could add some extra time to supply aswel, 15v15 on 15min is pretty impossible.

18-20min would be fair for allies side

Quote

 

Soldier limit to 1-2

Also remove panza completely. :)

 

In this case i'm not 100% sure.

Panza is a piece of this beautiful game, ask  @Jessica but the limit has to decrease to lvl 2 max 3 cause atm people can shoot 2 panzers in less then 15 seconds and this is way to easy to make many kills.
The lenght between 2 bullets should be atleast a bit longer.

Edited by Dmxj
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Each soldier weapon is limited to one (1 panza / 1 mg / 1 mortar etc). We won't limit heavy weapons further than that. It's a part of ET and some people come just to play these.

Have a little update about spawn times when I post the new map rotation that I hope people will like, eek. Stay tuned!

What would you change about Fueldump though? Axis spawn time? The time feels fine for Oasis_sw? I don't think I've played a game where allies haven't been pressing the guns at least.

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3 hours ago, Dmxj said:

Panza is a piece of this beautiful game...
The lenght between 2 bullets should be atleast a bit longer.

Agreed. I usually play panzer as allied in beginning of supply and I get my 4 shots done with my 2 spawns (or close) and I can selfkill to fill ammo again.

1 hour ago, Charlie said:

Each soldier weapon is limited to one (1 panza / 1 mg / 1 mortar etc). We won't limit heavy weapons further than that. It's a part of ET and some people come just to play these.

Have a little update about spawn times when I post the new map rotation that I hope people will like, eek. Stay tuned!

What would you change about Fueldump though? Axis spawn time? The time feels fine for Oasis_sw? I don't think I've played a game where allies haven't been pressing the guns at least.

Can we make axis garage spawn active and make then their spawntimes longer? Difference between oasis and fueldump is that in oasis, axis can go out from spawn and spread around map without beeing spawn-bullied. In FDump axis come out of 2 doorways..  There is a version of FDump also with upperspawnway exit beeing made bit wider + added tiny balcony.

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I think you are wrong bystry , yes you can kill a medic but that isn’t easy specially if you against a good medic , even if you killed him but your health become very low and you will waiting for a bullet or two to be kill , at least you have the fun of fighting and it is a fair fight but with grenades, grenade luncher, bazooka , you can’t escape  or at least fight

Edited by The Great Pharaoh
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More is less if it comes doen to tweaking classes if you ask me. The game is about completing the objective and to achive that different classes can be used.

Most of the reasons brought up to tweak classes is about killing, not really about completing the objectieve. I know one is related to the other. But there should be difference in strength because otherwise we could aswell skip the obj part en just go fragging with different classes.

 

My 2 cents, Duro out!

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5 hours ago, Charlie said:

Each soldier weapon is limited to one (1 panza / 1 mg / 1 mortar etc). We won't limit heavy weapons further than that. It's a part of ET and some people come just to play these.

What would you change about Fueldump though? Axis spawn time? The time feels fine for Oasis_sw? I don't think I've played a game where allies haven't been pressing the guns at least.

No way 4 heavy weapons are healthy for optimal, even remotely competitive gameplay in my opinion. I'm not here to tell you how to run your server but rather give my personal input what I would like to see. :)

TE Oasis should be just a little bit longer, like 16-20 min. The classic Oasis is 20 and Oasis_TE is 15. Given a smaller map Supply is 20, Oasis should in theory at least match that. Or make both of them like 18 minutes.

Make Fuel Dump Axis spawntime just a little longer in the final phase. I take issue with Bremen also, which I too rarely see Allies win with even teams. Usually when Allies win it's followed by SR Shuffle, but I don't have a clear solution. Maybe add a couple of seconds to the Axis spawntime.

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I hate heavies as much as the next person, especially the mg on Legacy. It's rare people will choose to use all 4 though. Thanks for coming to forums and giving your opinion Mew :heart: 

I'll poke the Pigeon and see if he'll tweak some map/spawn times a little. Like Oasis_te to 20 minutes.

I don't think we can vary spawn times depending on how far along the map is? I dunno. I'm not the tech guy. I can look in to adding a second axis spawn like Citrus says, and extend their spawn time too on Fuel Dump.

Bremen can be a slug when your on allies yeah, but so much is dependant on who has the CP. As with Fueldump, wor Charlie will look in to it. By look in to it I mean poke Eagle and Mini.

If anyone is opposed to the above speak now or forever hold your peace.

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18 minutes ago, Charlie said:

I don't think we can vary spawn times depending on how far along the map is? I dunno. I'm not the tech guy. I can look in to adding a second axis spawn like Citrus says, and extend their spawn time too on Fuel Dump.

:clapping:

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