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Showing content with the highest reputation on 05/18/2020 in Posts

  1. Greatings Team Muppet crew and all fellow players. I have been intrigued with ET legacy since my son Xen strarted playing here some months ago. I used to play RTCW and ET back in the day and this mod i think is very nice to play, coupled with your server and community i have again been enjoying ploughing time into this old masterpiece. Thanks and bless TM cheers
    8 points
  2. Hello sgtBW, welcome to our forums. I already seen you playing on our server. Let me be the first one to call you just sgtBW, and rename Xen to sgtBW jr.
    2 points
  3. This month we have a little something to celebrate. A certain Mr Wolfenstein: Enemy Territory is turning 17 years old! So what better way is there to celebrate it than with a good old panzerwar on the Legacy mod. Grab your birthday hat, a crate of beer and come on over to the server party on 30th of May! Can't make it on the 30th and don't wanna miss out? There's gonna be a little after party on the 31st! Share a memory you have had with ET over the last 17 years down below - something that's made you laugh, something that's made you cry, something that you'll never forget and cherish because of this game Server IP: 37.187.79.49:27970 Date: Saturday 30th and Sunday 31st of May Time: 7PM CET Discord: TeamMuppet
    1 point
  4. He got banned. He thought it was admin abuse for banning him because he kept teams uneven even after warnings and warnings. Anyway, this has been resolved. Andy took care of it.
    1 point
  5. Timo (wolfadmin dev) already fixed this yesterday, I will ask him about the changes and I'll try to apply them on our campaign server.
    1 point
  6. Its what I describe here as: " spawns that are capturable by one team by capturing flag or building CP " . I made them separate point because as long as the room is not a spawnpoint there are no rules that denies shooting any weapon in there. Bremen CP spawn & goldrush near bridge spawn & braundorf CP & frostbite CP spawn & snatch CP spawn & fueldump CP spawn (& ... ) are all just empty rooms as long as CP is not built or it is built but destroyed. So both of you exampled spawns, as long as they can be captured only by 1 team by building CP are free to shoot indoors as long as CP is not built and enemy does not have spawnpoint there. As soon as CP is built and allies can spawn there you cannot shoot mortar inside AND cannot spawnexit with mortar but you are free to use any weapon inside or camping exit. Well. There are ways to the objective without passing enemy spawn. Thats why that rule can be enforced and makes more sense. Attacker usually has a chance to choose their route to objective and to evaluate if spawning enemy can cause harm or not. Defender has mostly no other option than to spawn there. It is balanced in its unusual way. Yes. Spawn is the room where you spawn and spawnexits are the doorways outside from that building. 2 in front, 1 upstairs and 1 in the back. With mortar there is usually (at least for me) common sense in play - if player can see where mortar is landing and can choose to go same direction but avoid mortar then its not on spawnexit. As soon as player is exiting the spawn and has no other option after seeing mortar than go back in spawn then we call it "mortar on spawnexit" and do not allow it. If you know basics, then you should live long an prosper. As soon as you go exploring gray areas, there fingers can be burned. And as in life in general - it is not black and white. No 2 situations are the same. For example. Oasis. Panzerplayer passes spawn accidentally in the middle of passing will fire it (and maybe kills himself/herself) and no harm is done to enemy - we are not gonna kick or mostly no even gonna warn as we can see - it was accident. But if someone shoot it in or into spawn on purpose, it can cause warn or even direct kick - depens who it was, what was the damage etc. Best thing to do when rules are broken by accident is to apologize. Kick or warn or ban is not automated but given out by one or multiple people who can see the situation very differently from the player in question and without added info will make some judgement. 99.9% those judgements are valid and correct. Hopefully cleared all your questions, but if you want anything else explained or discussed - let me know. I can say and @Eagle_cz can confirm how rebellious I was and sometimes still am about some rules or habits that we have in server. But I have understood and accept them and will stand for them because they have been put together based on long observation, experience, common sense and discussion. C#
    1 point
  7. Hey gents, First of all thank you all for taking the time to answer, and also to extend the thread; this is far more than I expected. :-) But the Muppet servers seem to have become a living room for many folks from all around the world, and not everyone wears a TM tag. To prevent unnessecary confusion and frustration, it’s probably good to discuss, refresh, clarify and document this topic from time to time, since there still seem to be a few gray areas, or, as @Sebast1an imho summarised it well: responses show a mixed opinion so I guess it's up to whoever is online at the time. @MrMuppet No worries and no need to excuse, I don’t need to have a last word on things. It was more a suggestion to keep in mind maybe for future posts & critics especially from new people in the forum, and how these are being handled. @divine_one & @Ctrz I get the argument. Yet it appears a bit artificial/auxiliary, given that light weapons might also do damage to multiple players simultaneously, even if you are capable of shooting with a m00f‘ish headshot accurary. But ok, a nade inflicts area damage, and the likelihood that it impacts more players is probably higher. Not 100% sound, but got it. @divine_one Absolutely understand, and in general I haven’t experienced nothing else, which is also why I loved to play. Didn’t know about freeze and gib. But explains why I have seen a player exactly asking that. :-D If things go out of control, which has been mentioned in another thread as something to occur often, maybe pause the game? That might be annoying to to larger part, if it happen often, but this certrainly catches attention from everyone and offers an opportunity to clarify things. @Ctrz Just to make sure: Capturable includes destroyable? Think of Braundorf: 2nd allies spawn in map phase 2, which can be satcheled, but afaik not build by Axis. Similarely, the near-bridge spawn on Goldrush. As an axis player, I could nade and block the spawn exit, and it would not be considered SK? (I’m not skilled enough to do so, and it feels unfair, anyway, but just for clarity :-D ) Yes, this is a good heuristic. However, it fails sometimes – e.g. if leaves unclear where the first Allied spawn on Goldrush ends. Understood. However, allowing to just return fire, is imho effectively a death penalty to the passing player, given the pace oft he game, and the criticalness to be the one shooting first in a 1on1 situation. Furthermore, I would not be able to pass the lower bunker entry on Beach, because up the stairs is an Axis spawn, which then has an unfair advantage. In practice this rule will be hard to prove and enforce anyway, I think. But maybe that’s the reason why it isn’t really enforced, is it? I wasn’t aware of map specific rules either. Very good to know. They all make sense to me, because I remember how annoying e.g. the mortar on Oasis can be. Artillery and mortar on the Caen exit are similarely annoying, and it’s difficult to get out on the other three exists (window + the two narrow corridors, where players stack up behind each other). (I mixed up Caen and Venice; are there rules for Venice, too?) I thought I knew the basic set of rules. ;-) My point was mainly the gray areas, of which now a few have been uncovered and clarified, as well as presumably arbitrary decision: Admin A handles things different compared to Admin B. In the end, any rules probably will never be perfect for everyone and be able to cover all situations. So with a wink, and in the veins of Monty Python, I add that if two opposing spawn mortars kill each other about simultanously on Goldrush, admins kicks themselves. ;-) Thanks again and have a great weekend, Oldman
    1 point
  8. SK. (You may only shoot enemy in his spawn when he shoots you first). Pretty stupid scenario but still SK.:D(You may only shoot enemy in his spawn when he shoots you first). I have experienced similar scenarios,i just ignore them if it happens once a year.No point of arguing that "technically" i have right.All this argueing and typing ruins gameplay for all players and i cant help my team while i do that.If this happens often,then clearly theres a need to explain stuff. We would rather see that players wont follow rules close to the line and look for weak spots.Normal guy wont chase around enemy to his spawn or shoot people in spawn to get easy kill and hoping not get caught.Instead he doing objective. If you have any scenarios,please provide;)
    1 point
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