Danimal Posted Monday at 01:07 PM Report Posted Monday at 01:07 PM I wanted to start a new topic and float an idea. Should there be some sort of limit on who can use heavy weapons? For example, a minimum skill rating could be required before a player can take a panzer or mobile MG. This would reflect both the scarcity and destructive potential of these weapons, as well as the risk of team damage when they are used poorly. In practice, newer players often pick soldier and simply do not yet know how to use heavy weapons effectively. On the other end of the spectrum, very low skilled players can end up hogging the panzer for multiple rounds, which can seriously hurt team progress and objectives. This is not meant as a criticism of newer players, but rather as a way to protect team balance and encourage learning of core roles before using high impact weapons. I am not sure what the right approach should be, but it feels like a problem worth discussing. Are there better ways to handle heavy weapon access without hurting new player experience? Interested to hear what others think. Just an idea for discussion. Quote
meanmachine Posted Monday at 02:11 PM Report Posted Monday at 02:11 PM Hey, what Danimal mentioned here is sth I was thinking about fev times, for example flamer is HW that should be used really really carefully so you don't TK half of your team In my opinion this idea is good to discuss and maybe try. 1 Quote
Jessica Posted Monday at 07:48 PM Report Posted Monday at 07:48 PM Danimal, The idea is not bad. But I wouldn't have any idea how to impement that. Lets say : Only level 4 Soldiers can take heavy weapon. . . . . But the only way to get levels on heavy, is to play heavy weapon. . . . So not possible Other decision could be : Look at total XP. When someone has played enough time in our server, heavy is available. Would that do what you want to achive ? 1 Quote
Danimal Posted Monday at 08:12 PM Author Report Posted Monday at 08:12 PM Can it not be set by SR? i.e. you would need an SR of 10 or more? Or something like that? I really don't know what would be the practical way of doing it could be. I have no tech skills, so no idea how to implement it. Maybe someone else might know a way? Quote
nUllSkillZ Posted yesterday at 03:26 PM Report Posted yesterday at 03:26 PM But how can a player get experience if he is not playing? On another server there is a rule that someone can only play with panzer for 3 maps. (The player has to tell in front of map how often he has used panzer.) 1 Quote
Ande Posted yesterday at 06:52 PM Report Posted yesterday at 06:52 PM im not sure about basing it to SR only. someone who always joins weaker team never gains sr. But your point is good 1 Quote
Flo Posted yesterday at 07:34 PM Report Posted yesterday at 07:34 PM Total XP is reset if someone collects a Prestige point. SR is vicious because not very accurate ELO computation, it is mainly in favor of stackers. This approach is bit "elitist" and we would block non-stackers or non-pro players from using weapons which are a full part of the game. Maybe something around wolfadmin data could fit, e.g you need to be seen at least 20 times on server before being allowed to use heavy weapon, so that you get time to know maps, rules, how people play on this big server and so on. 1 Quote
RosenCruz Posted 23 hours ago Report Posted 23 hours ago 2 hours ago, Flo said: Total XP is reset if someone collects a Prestige point. SR is vicious because not very accurate ELO computation, it is mainly in favor of stackers. This approach is bit "elitist" and we would block non-stackers or non-pro players from using weapons which are a full part of the game. Maybe something around wolfadmin data could fit, e.g you need to be seen at least 20 times on server before being allowed to use heavy weapon, so that you get time to know maps, rules, how people play on this big server and so on. This might work. May be a user has to connect to TM like 10-20 times before he/she can use heavy weapons. Very interesting topic from Danimal. Worth discussing. I believe heavy weapons are what makes this game unique and fun if they are deployed properly. New players also want to take a bite of it. I understand. Without hurting their enthusiasm and hurting server game play, may be our good admin Flo can sort something out. I am not a fan of SR system and I know it has flaws but may be something like 7-8 SR before a user can deploy heavy? Should not be that hard to get I believe. 1 Quote
lost Posted 13 hours ago Report Posted 13 hours ago SR should not be considered as threshold value in any case, because players are not getting it doing individual things etc, but it is based on team win or lose(and you can stack winning team all the time, and with fresh guid you can get 7 SR in few hours). Using this value in any condition can cause that some players will never reach threshold value and will never be able to play any HW. In my opinion Flo idea is much better, about checking how many times player was playing on our server, it will separate new joiners from regular players. Unfortunately there is no any reliable value which can be considered that player should be worthy to use HW. I have another idea but I don’t know if this is achievable, we have this stats site with data like tdg etc, @Flo can we use the data from this statistics or it will to be slow? 1 Quote
Stumpel Posted 4 hours ago Report Posted 4 hours ago More incoming limitations for weapons? If yes.. then limit the classes too that way that players have to play diffrent player class example after 3-4 maps that people are not all the time same class.. Why so.. So the game gets more changes in game rounds and those who get kill sprees example in medic class can try do the same in aother class.. I mean if people want to limit example all heavier weapons and limit classes, then class chnger should add too and counter to it, which force player to switch class after few maps played Just sayin.. Maybe all say bad idea, I personally dont see reason why to put limits on things.. If they are part of game, when many things limited then classes should have the map startup changer and database for player what class they play and how long so game remembers when have to change class.. And database should have reset like every month that it doesnt go overloaded of data.. Quote
Ande Posted 1 hour ago Report Posted 1 hour ago (edited) Maybe you understanded it wrong. Its not limiting any class, but not let new players ruin others game with team damage. After few experience they can use heavy weapons too. So it doesnt effect on regular players. Edited 1 hour ago by Ande 1 Quote
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