-
Posts
1,987 -
Joined
-
Last visited
-
Days Won
90
Content Type
Profiles
Forums
Events
Blogs
Downloads
Everything posted by Ctrz
-
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 .
-
Got informed that Che* made racist remark in beginner server. I joined 3min later but he was gone. Screenshot below.
-
I agree.
-
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.
-
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.
-
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 ..
-
Spawntimes on maps in Beginners (Nitmod server)
Ctrz replied to Ctrz's topic in General and Server Suggestions
If anything, going to original spawntime is too much. But going from 12-16 to 15-20 spawntimes could ease up the situation a little. But no rush. -
Dont know. I specced/played 4 maps tonight with mostly Evil clan people and I saw more teamplay than before. Less camping, more action on field. Spawntimes make it hard for allied because axis keep respawning too quickly but otherwise it was fun.
-
There is more actually available. I guess he means fire team voice commands. You can bind them with console commands. List is found here.
-
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.
-
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?
-
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.
-
Spawntimes on maps in Beginners (Nitmod server)
Ctrz replied to Ctrz's topic in General and Server Suggestions
In ETL servers, the trend is to keep spawntimes shorter so you could play more. But have we tried these maps with more close to original spawntimes? To make the game bit slower? We slowed the pace down a lot with medic changes. Dont know how anyone else feels for example if in warbell the spawntime for allied would be 25s and for axis 22? -
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).
-
I think spawntime changes etc needs separate topic in forum. But very good that you also pointed it out.
-
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. I think those are also things to look more closely into ty for good suggestions
-
So you think we went from original wolf to this new version within that one week you were away?
-
If we could adjust mortar blast radius .. it would be game changer.
-
If in new vote we could choose multiple ones .. that would be lovely .
-
I think one of the main reasons behind that 70% is incredibly short spawntime which is 12s only. Thats way to short imo. Thats with full server 5x per 1 minute 20 allies spawning. If spawntime would be even 15s then that would mean 1 less spawn in a minute. That will even things out. And when axis are not spawning that close to objective anymore and flag could/would be permanent at one point .. then I would see more happening in the middle part of the map and making axis chances of winning better.
-
Sorry, I misspoke. What I meant was kill someone in that radio room area and then "get docs and back" time is longer than respawn. Today you cant really use that route to bypass axis very easily. If they spawn downstairs, then its much more close call.
-
The blocking would be happening if all axis are dead. But I see it as good evener as currently axis can respawn faster next to radio room than it takes to deliver docs from table to the room. I think its worth a try and to see how it works out.
-
nice. feel free to bump me in discord, i have always time to discuss about how maps could be bit different and theorize how they could play out kuna mina, sina ja @Matu siin ainsatena arvamust avaldame.. siis äkki võiks mapi nimeks panna hoopis nt "Pärnu rand" või "Stroomi rand" ?
-
I would keep only the 2 spawns, that are on same Y-level, active. That means the one that is basically under the room next to radio room and the one that near cp. The spawn next to radio room unbalances the map. Permanent flag would be good thing (like @Matu also noted). Or just remove flag and make it a spawnpoint as soon as both wall breaches are broken?
-
Some changes to balance things a little?
Ctrz replied to iNTER.'s topic in General and Server Suggestions
@uips good data. I think this tabel could also use some distance measurement from spawn to main objective or some key area of map that needs control. Like when you measure how long the distance from allied 2nd main spawn to objective is .. then we can see how damn long that is. Maybe it would be better to think about adding some spawnpoints bit closer but make them for limited amount of players only? Like 6-8 people spawnpoint.