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Ctrz

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Posts posted by Ctrz

  1. 8 hours ago, uips said:

    Probably will do vote 2.0 with new suggestions and ditch the ones that will not be popular in this one. So pick closest one to your preference from current votes. ^4 on whole line unreadable for some reason :D looks like it is not just me

     

     

    If in new vote we could choose multiple ones .. that would be lovely :).

  2. 16 minutes ago, Nanaa said:

    But consider that allies have 70% win rate on beach. The problem is just with almost mandatory spawn bypassing and sk rules. We shouldn't make winning for axis harder but instead move their spawns somehow so that they are not part of the playing area.

    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. 

  3. 1 hour ago, Nanaa said:

    Don't think this is true. I have delivered docs in 12 seconds and spawn time should be much greater than that.

    https://streamable.com/oyn659

     

    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.

  4. 3 hours ago, Sebast1an said:

    Disabling the axis spawn nearest to the radio would create a huge bottleneck on the ladder. I imagine it would only take 2-3 allied players to completely block any axis coming up the ladder and after that, axis have no chance to defend the objective or radio from either spawn available.

    As for the flag, I agree it should be made a permanent spawn after a certain time. But I'm not sure if most of the sk would still be allowed as there technically is another exit available (towards the beach)? Of course permanent spawn means axis could no longer shoot right into the spawn so that's still something.

     

    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.

  5. 23 hours ago, uips said:

    i can try make 2 spawns for axis with marker to choose:

    1. Under the room next to radio room (12 slots)
    2. Bunker closer to CP (12slots)

    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" :D ?

     

    • Haha 1
  6. 2 hours ago, uips said:

    Axis have 3 locations under one spawn flag:

    • Upstairs near radio
    • downstairs near ladder
    • bunker outside.

    I would add a flag to outside spawn so u can choose which location u want to spawn. 

    It would be possible to to make separate flags for downstairs and upstairs spawn too if this is wanted. (Or remove upstairs or downstairs  spawn and only keep one)

    Also possible to let axis spawn outside when CP is built and and give allies ammo cabinet spawn when CP is bult.

    Would be good to make allies flag spawn permanent after being captured for 1min. So no more SK there.

     

    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?

  7. @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. 

  8. 51 minutes ago, Ralaoups said:

    For me the real problem is to capture the first flag.

    It may be cool to use a satchel with a cover instead of a dyna to blow the gate (like CAEN). So then flag is automaticaly captured.

    I like the sudden death script for a public server. Like in rugby, you finish the action and then the game is over.

     

     

    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.

  9. 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 .. 
     

  10. 3 minutes ago, Cyber said:

    I don't know, jess... I'd even go as far as to give medics only luger/colt... You're supposed to heal, not fight. Smg is definitely fighting weapon. If you get attacked, just peel off enemy's health with pistol while running away and eating medapcks

    When people, who play medic religiously in our server, will see Hacksaw Ridge - they'll faint :D . Medics should be supportive element, not the main firepower component in a team. 

  11. 20 minutes ago, lost said:

    Can we Just finish this crying about medic class ? Medics are not causing any chaos comparing for example to engineers with 8 nades and rifles. For me medic can have limited his class only to 1 point (no green syringe, lower speed of recharging medpacks etc) but it will not change anything comparing to spam of nades, mortar etc

    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.

  12. 1 minute ago, Jessica said:

    Bustaa, Panza doesnt charge that fast.

    Panza needs about 60% in charge.
    The bar starts with 100% . After 1 shot it goes to 40%, and need to charge to 60% to fire 2nd shot.

    After that it is a very long wait till charges to 60% .

    ( Of course it depends on CP build or not, just like filling bar for F.ops )

    When I spec medics, I am jalours of how fast that bar filles and how fast they can give med packt to themself.

    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. 

  13. 3 hours ago, uips said:

    Suggested by  on discord

    https://discord.com/channels/444086039846322192/523532868761419800/1099743019600707645

    This would make Allied West Beach way easier as axis can not destroy ramp that fast. Would be worth a try. It is just one number change in script.

    Also it would be possible to make construction part hard by increasing charge bar usage and construction time. This could be used as counter measure if dynamite only ramp would make it too easy for allies.

    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?

  14. 5 hours ago, uips said:

    ...afk not tolerated in first place. There should not be an afk in spawn in perfect world :D.

    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..

     

  15. 2 hours ago, Popper said:

    Hi all, I find the reloading of the weapon very slow, isn't there a way to reload it automatically without key input? Or is there a way to make it ready before 3 seconds? Tnks

    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?

  16. 9 hours ago, FrenchPie said:

    Well... Even if I someone triggers me like that, I can be rude, but not in that way. 

    If we consider the chronology:

    At first the discussion was between Lost and rimseycat23.

    Syndykator joins the discussion after rimseycat23 said "I'm Jewish". He said "It's not hate, just no respect" and "I only respect humans"

    Then he says "You are Khazar". As far as I know, the Khazars would be descended for at least part from the lost tribes of Israel. 

    Later, he writes "Hahahaha" and  "this jewee". 

    I fully agree rimseycat permanent ban, but whatever this stupid guy said, syndicator talk is not acceptable either. In France, he could be brought to justice for that

    That's the reason why I would ban him also. 

     

    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.

  17. 33 minutes ago, Kuzmitz said:

    ...is a huge problem, especially if Soto is playing...

     

    Every time I have to read twice to understand its not me :D 

    2 hours ago, Cyber said:

    I agree with the fact that axis get a lot of protection and allies very little. 

    However making exceptions to rules based on every single map just opens a can of worms that will never stop pouring out. 

    Counter-suggestion: make flag become fixed after being captured for x amount of time. This has been discussed few times already, I'm not sure if it was publicly or just among muppets. 

    Regarding allies being "forced to spawnkill" (if I understand correctly)... You can pass the spawn without dropping nades, did you know? :P and you're allowed to shoot back if you get shot at, which is guaranteed, I'd say. And I believe that if you don't wait around with the intention of spawnkilling, noone is gonna look for who shot 2 frames sooner, you or spawned enemy. 

    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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