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Ctrz

Clan Member
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Everything posted by Ctrz

  1. If we could adjust mortar blast radius .. it would be game changer.
  2. If in new vote we could choose multiple ones .. that would be lovely .
  3. 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.
  4. 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.
  5. 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.
  6. 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" ?
  7. 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?
  8. @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.
  9. Blowing up gate with satchel would be fair if the gate building area would also be bit more hidden around the corner for axis. I would remove the ladder from inside the flag spawn and move it to outside of the building to make going higher ground more challenging for axis and that will even out the playfield in flagspawn-main gate area. But that needs modifiying the map itself.
  10. Just and interesting ideas to think about: a) dont play on the edge of rules. That makes chance of hitting spawnzone with mortar higher = makes chance of getting punished for it higher b) doing same "crime" over and over again will just cumulate the punishment c) if you make mistake - own it there and here d) being unhappy because you got caught is different from beeing unhappy because of unfair treatment e) script is there to help but its not the guideline or main decider f) doing same "crimes" in front of same TM member will make them remember you well but because of wrong reasons and that will not help you Calling namely out co-leader of the community and blame him for not beeing unfair but for beeing proactive and thorough ... I dont see what he even did wrong - so whats the point of this topic? You just dig yourself deeper ..
  11. I remember we had some kind of issue there .. but not remembering what it was. Why not to re-live that again.
  12. When people, who play medic religiously in our server, will see Hacksaw Ridge - they'll faint . Medics should be supportive element, not the main firepower component in a team.
  13. Well its a difference when you hit engineer half of his health and you know that he will stay on that. But if you hit medic.. he either runs and hides to heal or overall full health all the time anyways. Keep medics their green syringe and speed to recharge medpacks but just make them unable to eat their own medpacks. That will make them fair. Grenades are mostly in certain areas of the map, but geerilla medics run everywhere.
  14. I remember there beeing even Radar version with sort of tunnel going from flag bunker to below fake radar and having doorway there. Not bad idea to experiment with different radar versions.
  15. Not just medpacks, but also countless needles and full healing. That also needs balancing because medic should be support role and not the main character.
  16. Cap medics health to 100hp. Would make it fair. Also we should/could limit max medic lvl to 2 even. Too OP today comparing to engineers for example. Feel free to take away few nades from engi in return.
  17. is there a possibility to make the ramp double buildable? if built once - satchel can destroy it. If built twice/reinforced then only dyna can destroy it?
  18. And why is that? Someone is new to the game or accidentally choose wrong class (or lets say - wanna play panzer but only see that panzer is taken after spawning in with only Thompson/mp40) and is now fixing it in safety of the backspawn and some rushy person will knife and cause pointless stress? We have script for people who afk for too long but in general - afk in spawn for lets say 5 sec should not be punished or looked as 'not tolerated" because thats one safe area where you can open your beer or scratch your beard or make quick changes to your class/weapon loadout or deal with settings (lag, crosshaird, brightness of game etc). Just pass through the spawn and if the player is truly afk then there is no need for knifing and if player is not afk then firefight will follow. Opening that avenue of allowing some sort of right to engage battle first as spawn attacking player will open the pandora box of question "how to ensure that it was actually a kill against afk player and not just someone stabbing active people in spawn". In some maps the spawn area exit is so small that you actually have to wait in queue to exit it and someone from behind can just run through by knifing everyone. Especially in covert op uniform. Battery axis inside spawn is a good example. Or allied first spawn in frostbite. It would be also nightmare to explain the script to somehow make sure it was actually a knifekill vs afk player. Voted "no" as there is much more mess and troubles and problema and issues that would follow than gaining anything. Also dont see really the problem of someone needing to really worry about enemy team afk..
  19. What do you actually mean by "make it ready before 3 seconds" ? What mod are we looking? Nitmod? Legacy? What weapons? Thompson/mp40? What skill levels do you have in that weapon group?
  20. When I connected he was 100% acc fully spinning around. Can say 100% sure hes cheating and hes never gonna be needed back in the server.
  21. Ctrz

    rimseycat23

    Just kick and ban everyone who acts like asshole in server and thinks they are above someone else. Doesnt matter if they joke felt small or it was a rude insulte - it all starts babysteps and will grow when no TM tagged person is online.
  22. Ctrz

    Robert Plant

    As a rock fan .. I just feel sad that Robert Plant name is dragged into this bickering.
  23. Every time I have to read twice to understand its not me But this doesnt fix the issue that you are cut short from one way to deliver docs actually. I would try different variations if Im honest because for some reason I see lots of potential by limiting one of the spawns for axis in the main building (doesnt matter if upper or lower). Its just adds more flexibility for allies attacks. Making flagspawn permanent .. well theres already like 3-5s road to the building and if you try to reach upstairs (which you need to get back downstairs) its even more. Or add some spawn near broken wall - whatever it needs that will fix the current timings that there are. Purely this map has 30s axis spawntime I guess which is lenient enough to have 2 spawns per minute. Dont know how much its in the server right now but also the playercount makes the timing very unfair to allied. And why to fix maps individually? Because its such different map from others. The only resemblance is Frostbite and there also axis dont spawn close to delivery zone.
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