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Ctrz

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Posts posted by Ctrz

  1. 1 hour ago, Boosted said:

    166 FPS?

    Why dont you limit the FPS (43/76/125/333)?

    Limiting the FPS does not only give you the avantage of jumping higher/further but also gives a smoother gameplay overall.

    Ronny is right. As far as I know, 76 and 125 are the most common. Even if you have really high level pc, it makes no sens to run it like fps 166. its not steady.

  2. 2 hours ago, Charlie said:

    I'm hesitant to add any of them so I threw them in the silly maps category, but I can treat them like proper maps if everyone wants it that way.

    Just try one more time. :) 

    2 hours ago, Charlie said:

    I mean what version of Railgun is the one you mean? There's a dozen versions. Is it this or this? Or another one?

    Sir, I have no idea. Whatever version works, have bot pathways and no snow. You can always ignore my personal requests if they outweight time spent on 'em :)

    C#

  3. 12 hours ago, Charlie said:

    No confirm on Railgun version so that's a no go.

    You wanted me to confirm? :) if so, yes. summer version would fit better. its odd to play snowy maps summertime.

    50 minutes ago, Boosted said:

    MLB count as silly Maps? :(

    They are regular Obj Maps.

    Same. Why are they silly :( ?  They are usually more objective oriented maps where you usually cannot bypass stages. I understand that cortex or goldendunk are sillymaps.

    On 8/5/2019 at 11:41 PM, Alistar said:

    Do not get it why people do not like warbell or et ice

    Ice because its so tiny and if allies have some sort of a defence going on, then axis have really hard time having fun there. Same with warbell. Both are maps that are hard to win if defence is even a little decent. 

     

    IMO we should aim bigger maps where there are separate routes and people will divide more around the map. Erdenberg is not huge, but both guns have their own path where to attack + the middlepath into the building. Same with radar (it is big, but pathways to complete objective are so distance from eachother that its not whole team defending same area).

     

  4. 4 hours ago, sensi_ said:

    So for example:  class m 1 2 is a medic with smg + akimbos, Seto said class m 1 0 is a medic with one pistol (Thanks for that Seto i also prefer 1 pistol <3). What's class m 1 1 then?

     

    Well, I only use m 1 0 for med+smg+single pistol. Im not sure if m 1 2 is anything or its equal m 1 1 that should be med+smg+akimbo.

  5. 1 hour ago, Bystry said:

    What are your issues exactly? I’ve never have issues with classes binds in legacy, at least for medic, fops and engi. I know that numbers can differ for soldier and cvops. And for SMG with akimbo I just do /class m 1, without the second number. It chooses akimbo automatically.

    yeap. I that 0 is there for me, because I prefer single pistol to akimbos. 

  6. 3 hours ago, kitizen said:

    I hope this is the right thread for a request/suggestion unrelated to the issues discussed here. I'm one of those (or more likely the only one in ET) who uses /team r x y where x is a number for the class (like 1 = medic) and y is a number for the weapon. The problem is that there are some discrepancies between numbers for weapons in etpro (which I assume uses those of etmain) and etlegacy. As such, I had to create separate config files for these mods and had to find out the numbers for etlegacy by just trial and error.

    So my question is: is there a reason behind this? And would it be too much work to change the numbers for weapons such that they are the same as other mods? It's not that big of an issue as I can just figure out the rest of the weapon IDs; I'm just more curious as to why the discrepancy is there in the first place.

    Yeap. Took some time to figure out single piston placement on class+weapon config. Did find out what is correct with @Timothy december last year. I think med with smg and single piston was like 'class m 1 0'

    • Like 1
  7. 43 minutes ago, The Great Pharaoh said:

    I know it’s your server , but as all know , only me who playing with Fg all the time , Kitzin said with Fg you can kill’em all I’ll reply on him , did you ever found the score of covert more than 50 kills , what about other classes like medics fragging with 70 kills and more 

    Spoiler

    I bet you could use your effect as beeing disguised more often if you would move around more. In majority of maps (lets take sp_delivery for example) you are 90% of times in delivery point or nearby the small corridors underneath the office. In supply you try to sneak in and go upstairs. Theres a pattern ..

    Covert op actually has more weapons on him than other classes:

    he has 1 - knife, 2 - pistol/pistols (which can be silenced), 3 - rifle(fg42), sten(smg) or scoped k43/garand (sniper), 4 - grenades, 5 - satchel

    so thats 5 weapons for a direct kill. Add also the ability to steal uniformes, see and spot mines, go thru enemy doors/areas whilst disguised, destroy entrances or commandposts within seconds and also smokescreen to help him dissapear. Thats actually a very powerful class.

    FG42 is a paratrooper rifle. Its burst fire and close combat weapon. His defined weakness is long range but if cover wanna be lethal longer range he can use sten/mp34 which are more accurate than other SMG's. They are made to overheat to balance things out. Same way as smaller clip (20 rounds per mag) and wider spread is made to balance its effectiveness in close range. If you wanna be even further away - there is sniper weapons. Its disadvantages are smaller clip (10 rounds?) and small rate of fire.

    Covert op is a class that is not made for entry combat but for sneakyness. To get behind enemy lines (destroy cps, open doors etc, kill mortar/mg42 that is located in on steady place). The "bug" that helped you be a stronger fragger and get more kills was just a temporary thing because it was something unbalanced. For sure you will say that this is one big conspiracy against you alone but in fact, after fg42 bug came, the popularity of fg42 did increase because it was easy gun to kill people with. In experienced hands it was almost unstoppable.

    You just define this class and weapon differently but sadly this is not a class or weapon for multikills or entry fragging. 

    --
    But thats all just educational advice above and my thinking and bla bla bla.

    What suprises me the most, is how can you disagree with a developer pointing out his own bug and then beeing mad at him when hes fixing it? Its not a meant feature. Its a bug that gave unfair advantage and now its fixed.

     

    Have fun, be fair and enjoy your journey. Noone is against you, so dont be against us.

     

    You're tech support,

    Seto.

  8. 1 hour ago, Spyhawk said:

    I'm not sure what you mean here. We didn't change the behaviour of the cvar. 0 has always been for 3D, complex models (default), while 1 is used for simple 2D items (and they're always been quite ugly and not easy to distinguish, so we're trying to improve them). See here for some screenies of the old version.

    This is a good page. Thanks, I'll try some things from there.

     

    For me, simpleitems 1 and 2 were the same colorful new items. Would love if "0" are 3D ones, "1" is the "ugly" that Im used to and maybe "2" is the new colorful ones? For me, them beeing blue and red just didnt fit in there.

    Now im curious if cg_gunX and cg_gunY can be also modified by player or they are default and fixed by server.

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