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Ctrz

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Posts posted by Ctrz

  1. 3 hours ago, froggy said:

    There is absolutely no notion of hate on rambo medics, and i know some few players who are medic for their teams before being medics for themselves... But i saw that without this setting, the rambo medics are much more present than these "TeamMedics"
    A rambo medic doens't pay attention to the fun, he doesn't teammplay, he just frags and doesn't give a shit to the incidence on the server.

    @GoLdFiNgEr could you explain please?  cause when we changed this setting, the main part of our usual players was satisfied... and I am convinced that it is one of the major reason why this server has so many players now.
    -> just my opinion: it is already hard to make some basic written rules respected in order to keep the server pleasant, and full, imagine if we have to fix the rambo medics ourselves. What rule will you oppose to the rambo medics?
    How many and how long boring argues, contestations, complains, and lost time...

    The main part of our players tries to make the objective and appreciate there is no more, or so few rambo medics playing now.
    Medics should receive health each time they give a medic pack to a teammate...
    I don't know if it is possible on N!tmod. But it would be necessary...

    im with you on this. this change with medic class has made such positive impact in nitmod server. much healthier enviroment to play in.

  2. 6 hours ago, Sebast1an said:

    Thank you. So abusing this script basically means standing still but moving just enough so that you don't get put to spec?

    Or positioning yourself in a place where other players (teammates mostly) will run against you and move you forward. Narrow spawnexits etc.

  3. On 11/2/2023 at 5:51 PM, Svepa said:

    It's not a hard rule, more a guideline to warn first. 

    Mostly when person doing bad things is a new player. If I see someone who is long-time regular and very VERY familiar with rules, I would maybe also instakick. 

     

    On 11/2/2023 at 3:43 PM, Svepa said:

    Yesterday (or day before) he was being overly aggressive telling me how to play the game, can't remember the map name, but I got into position and waited until the doors opened and I could get the gold, but I guess when Ding kept dying it auto specced me and his red mist was coming over and decieded to take it on me for some reason.  There's no rules to say you have to be ultra competitive as far as i'm aware.
     

    I have 0 clue what are you talking about here. What red mist? What .. ?

    • Haha 1
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  4. 55 minutes ago, _Ler said:

    They all should, if they can't handle it they shouldn't be that level.

     

    Kickvote is harder to have it passed because only people on same team can vote, the dude is constantly changing teams and names, people won't know how to do /callvote <playerID> and the wrong player will be kicked, you have to write a brand new log system to control who calls a vote when....

    I have suggested !gib command to be handed out. But will see what will be decided.

  5. Hey.

    It seems that someone is bullying people in ETL1 and ETL2 servers while TM tagged community members are not online and makes playing a living hell. Also for great pun - that someone is using also other players names.

    That someone can be one or multiple person - dont know at this point.

    My suggestion is pretty simple and basic (but needs a script to be written) - give people in server right to use kickvote option.

    To keep it civil and organised, it also needs some terms. My best suggestion is:

    1. allow to start the kicvote from level 2 and up. vote can be initiated only against serverlevel 0 and 1 players.
    2. needs at least 51% of active people in server to vote. if specs could be included and allowed initiate and to vote - even better.
    3. needs at least  51% of voted people to vote "yes" for the kick to be happen
    4. person who will be kicked, will get X amount of cooldown from server (similar to current cooldown for too many sk)
    5. one person can only initiate one vote per map
    6. vote starters are logged and they should be informed that starting those kickvotes for any other reason than to kick the cheater might cause some consequences (we dont want people to start voting out random panzer or mortar or objective player)
    7. before kickvote or during kickvote - post about it should be made in discord (can make separate channel for it if needed

    This suggestion is made to allow kickvote to take place ONLY to kick out blatant namestealer/aimbot (or whatever cheat) user.

    Points 1,2 and 3 are very open to discussion.

    TM Members (serverlevel 6 and above) should have the kick or at least 3x !warn -> kick option.
    This change would be trial based and limited time.


    C#

    • Like 6
  6. For me - tag is fine.

    Not fone is starting discussions with other people in server over various admin descisions (mutes, kicks, warns etc). Queries can always be done respectfully and mostlikely answer would be given. Demanding an answer repeatedly becomes spam or troll to me. I have received multiple tips that you have initiated said conversations ingame and they have bexome arguing or confrontational. Doesnt matter if its you or some tm member beeing more blamed. My quoted response was directly to you and to all others who read topics in discord to consider the manner and tone how explanations are beeing asked. If TM member steps over the line then you should report them in like they are reporting in non-TM players crossing the line. We have enough experienced staff to go over all issues and scenarios and fix whatever needs to be fixed.

     

    I dont take away your right to ask questions or your voice to express your dissaproval - those are both healthy options in good society. All I am asking is to not cross the line from beeing resppectful towards beeing demanding or trolly or nuisance.

     

    Wheatear you cross the line or not is others to fully judge, I just give somewhat friendly headsup.

     

    Thank you for moving this discussion here instead of discord where it will get either blown out of proportion or buried under next wall of text .

  7. 1 hour ago, Mxt0r said:

    Okok I listen and understand your answers guys ^^ 

    And you re right but i have an example on Beach where I first save the obj and the 2nd Time with all explosions and co, i didnt hear that obj was taken and ended a few seconds later and the Map ended in total After .. yeah 2 or 3 mins :D so we clearly had a problem of defense but I couldnt be everywhere and sometimes i try to défend but its hard 😛

     

    I understand your points and will try to even the thing ^^ 

    The point of making stolen objective notification more noticeable is a thing we could look into. I know that Oasis map had add-on that spammed more text when tunneldoor was open.

    • Like 1
  8. 1 hour ago, knuX said:

    I think this is too preferential to ever happen, like making people play the way you want to play until they're "allowed" to play how the game is meant to be played. It's also not practical and will stack the defending teams, because for 5-6 minutes it's just target practice for them

    The only time I see it end this quick is when attack is very stacked or the defending team has players who are fixed to a spot looking for easier kills. Example for Braundorf once Allies have flag and gate. Axis camp the gate but Allies all switch to CP. Axis don't move back to OBJ because rather get easier kills at gate. There's no rule to say you have to go back and defend OBJ but if you choose not to then you'll have to accept the map might end quicker

    I agree, it's a shame when good map ends fast but that happens infrequently and if you're defending but don't care about OBJ you can always change your position/play slightly and make the map last longer yourself. Or if you're in a very good attacking team, move over to defending to even the teams and make the game last longer

     

     

     

    Most time I see complaints (even from defending team) that Allies just camp and dont attack enough. Good example is GoldRush. So I think artificially making maps longer serves no good purpose. People like to play objective and how can we deny them to do it? There is more freedom to stop them at defending team for example. We have servers for 1vs1 or surely we can find some 3vs3 or 6vs3 map that is just shooting map and without objective (similar to valhalla 1vs1). 

    There is no better feeling than keeping enemy away from the objective the entirety of the maptime (not happening so much today because we have base time + added minutes for completing objectives system) and also no better feeling than sneak in braundorf through with covert in disguise and engineer to plant the main objective and see axis in chaos moments later.

    Currently we have blocked doors for coverts in Bremen (not getting through to steal objective) and Caen and Im not personally fan of this. Sneak through and do some backline objective in 20vs20 server is not so easy task .. and happens so rarely that it should be applauded. But ending maps quick shows weakness in defence because we dont have any map that can somehow ended quickly with very good defence (I think Praetoria 2 is possible to win by Axis prematurely when they destroy tank enough times before it even reach main compound doors.

  9. 2 hours ago, froggy said:

    False... much more teamplay, less fraggers, overall since some don't come anymore, no more rambo medic. Hunter, i often play (afternoons, evenings, night sometimes), and when i don't play i am spec and i have a look from time to time. Maybe you are not so objective... 😉

    Same. Ive been server many times lately  and people (tag and without tag) have 0 issues with the change. Many ask for other things to update or change that we can look into later. Ive yet to see any negative comment while in server ..

  10. 20 minutes ago, Cyber said:

    There shouldn't be any option to enable any more commands, it's all available in the voice chat menu, V key by default. So you'd press, for example, V56 for "great shot" or V51 for "yes". 

    It might take a minute to find what you need if you're not familiar with the sections and which command is where. I only remember very few 

    There is more actually available. I guess he means fire team voice commands.

    You can bind them with console commands. List is found here.

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  11. 5 hours ago, Holzi_Goldzunge said:

    These are two topics.

    Lets say we meet 20sec after my spawn, I kill you with 15HP left and my next spawn is in 4 seconds. It would be useless to wait another 5 seconds until someone else kills me, so the only choice is to kill myself to support my team again with full HP. I do the same if I'm out of ammo. (Guess all of these ETL players would agree on this ^^)

    Thats the thing - its not ETL, so going to a different direction is the point. People who join nitmod server should expect different experience within the game. Otherwise its just same exact thing, only bit different mod.

  12. 46 minutes ago, Holzi_Goldzunge said:

    Would disagree with that amount of HP.

    Currently the Medic has 154HP with Helmet, so it needs 3 Headshot and 1 Bodyshot to kill him. (Guess HS is 50HP, maybe lower with Helmet). Imagine you're new to the game and have to kill a Soldier in that case. Agree with Soldier lvl to reduce shooting speed and sidearm is pistol.

    Engis should be a supportive class and focus on Building. To do so, they need support by a Fops Arty or by a medic. If the medic is the lowest in field he neither can defend the engi while he's building at slow speed (lvl 1) nor he can heal him as he will be killed first in that setting.

    Long blablabla short: If you want to change HP of the classes, simply reduce Medic to max. 140 with helmet and don't change the other classes HP.

     

    Regarding Self-Kill in fight: To be honest, if I get shot to low HP after the spawn I move back and use selfkill, because the round is lost for me without the ability to heal myself. I cant get back to 140hp, hence I cant support any other class in that scenario. ==> selfkill and start after next spawn with full hp.

    Also one way to go is to keep medic buffed and give back selfheal but take away thompson/mp40 and leave single pistol. That way medic can heal and will not be killed first. Right?

  13. 1 hour ago, Danimal said:

    Is this actually in place? I don't think so?  I havent noticed not being able to pick up my med packs? As someone who plays medic a lot and actually tries to revive players rather than just frag, I'm against this change. Quite often I will literally run into fire to revive someone or pull out my syringe to revive before firing back at the enemy. This often results in my death or being very depleted in terms of health - I need those health packs in my bag! If I can't self-heal... I will not revive first, shoot later... I will shoot first and revive later (if still alive) and i would imagine a lot of meds will not bother running into the line of fire to try and revive a teammate.  If you want to alter the balance, my  recommendation would be to reduce the effectiveness of the needle to two thirds of someone's health rather than a full revive. But I too would like to reduce amount of arty and mortar that can be fired by a player... my two cents...

    Yea, like @knuX already said - the change was done in nitmod beginners server.

    In my eyes - soldiers should be the one fighting in the front with some increased health (as they dont have other extra abilities like build, give ammo/health etc) but very heavy weapons like panzer or mortar should be kept very slow shooting pace. So that every shot would matter but it would not be spamming weapon. Engis, covies and fops should be with bit lower health as they are more agressive/forward support players and medic should be behind reviving and healing. Would be okay to raise medic overall health but in my opinion - the overall logic in ET that medic is the most fragging class makes no sense. In every other game - medic is supportive and soldier is buffed and in front.

    So I would do:

    Soldier - health increase to 180. Panzer/mortar etc speed low (keep it in lvl 1 maybe?) and only sidearm is pistol. Regular soldier maybe could have increased ammo (even more than today).
    Engineer - health increase to 160. Riflenade/dyna/mine speed low (keep it lvl 1 like soldier maybe?). Sidearm could be thompson/mp40 when other weapon is rnade rifle. Engineers should be tanky enough to survive a little fire when building something.
    Fops/Medic/Covert - health 150. Keep arty/airstrike amount low so it would matter. Giving away ammo speed - dont really matter. Ammopacks stacked on floor is fine. Medic could give medpacks but cant selfheal. Can heal from other medic packs. Can use needle to revive.

    Also - no selfkill and maybe bit longer spawntimes. It would keep the overall game speed bit lower and make objective play more important with soldiers hopefully becoming the fighting class that helps engineers to fulfill objectives.

    But thats just how I feel a more beginner server could function - especially for people who come from other games, including other fps, and have trouble adjusting the fast speeds in ET.

  14. Hey all.

    As im reading through the feedback on topic of medic related changes in beginner/nitmod server, I came across few that pointed out possible spawntime issues also. Im not currently aware what spawntimes on all map currently are, if any are different than default but lets bring that part of discussion here and go map by map basis.

    @Holzi_Goldzunge you had some specific examples in mind - could you elaborate them here again (if thats not too much to ask).

  15. 1 hour ago, Holzi_Goldzunge said:

    Might depend on the map.

    Warbell is nearly unplayable as Axis, feels like Allies have shorter spawn times. Really bad chances to reach the flag without entering the room right to their spawn time. The missing respawn timer (compared to ETL) doesn't make it easier to time the capturing.

     

    Overall it's still okay to play. I guess it's a good way to make it more even, but you should reflect the ideas from Hunter (guess it was in discord) as well.

    What I observed the last days is, that most medics won't go to another medic to heal him...

    I think spawntime changes etc needs separate topic in forum. But very good that you also pointed it out.

  16. 3 hours ago, HunT3r said:

    IMO removing the abilty to heal is chaning the game mechanis complety i would have started with, increasing engi/fop to 130hp and disabling the selfheal from  medic and the charge.

    So you like or dislike it? First part seems negative over it but in second part of sentence you suggest it yourself (+also disable charge).

     

    The suggestion to nerf medics a lot has come from ppl who play in server and that include manuly evil clan people and i try to exclude me as im there very rarely (but more than in etl1). 

     

    I think  the change is one of many to see how it affects everything in server. All suggestions are very welcome from all those especially who play mostly on beginners server.

     

    4 hours ago, Holzi_Goldzunge said:

    Maybe something you should consider as well is

    - to reduce the Artillery frequence. (currently it's Arty spam most times)

    - to increase PF and (Rifle)Nade damage (funny to fly around after an indirectly hit, but not what should happen :) )

    - Check Spawn times. Altough it's a Beginner Server, Allies have a handicap on most maps due to short respawn time which is on some maps only 2-3 seconds apart [vice versa on Axis attack maps]

     

    I think those are also things to look more closely into :) ty for good suggestions 

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