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Ctrz

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Posts posted by Ctrz

  1. 11 hours ago, PREMEDITATED said:

    I’m kind of torn on this one. Like on a full server yes I’m all for it as allies beginning defence is solid when a lot of people playing. 

    Whereas when server is just like 6v6 is I’ll be too easy for covi to blow gate get through steal uniform and get obj so I dunno haha

    Maybe disable the door like its disabled in Bremen then?

  2. But the flag capture is not guaranteed by it. It just reduces the tight spots a little. 80% of map is still ahead for axis. Dont forget that in current conf defending allies will spawn faster than it takes for axis to reach even near objective in first part (spawn to flag) and second part (flag to obj). I think we should give it a go because we can always go back to regular settings.

  3. Hey.

    Do we have someone who is smart enough to maybe make the gate destroyable via satchel after 1st breach like battery backdoor? Caen has 2 heavy chokepoints for axis and maybe that would help out :)

     

  4. 50 minutes ago, Bystry said:

    Please, no. Just no. These are exactly the lame maps that we fought to remove from the server a couple of months ago because they kept killing it.

    I'd like to just quickly add my 2 cents here. Please, leave weird, custom, big-ass maps (like baserace) for nitmod, jaymod and other weird mods. Just like the legacy mod itself, this server should remain pure and simple. That's what I like about it and I'm sure that's what many players like and it's the reason they keep playing there. The simplicity and pureness. Don't get me wrong, I'm not saying don't add new maps at all and play supply and grush all the time, but there should be more thought put before adding maps that were just removed. 

    In some ways I agree. Classic and more known maps seems to be favoured by people. Yes, fueldump is loves and hated, but everyone knows it. For me its suprise that people are asking in Cathedral - what should I even do in this map. So maybe there's the clue.

    Xposed is a nice map and I like it, but its a pain in the butt map for new people because of so many hidey-spots and angles you can get killed and you never work out where you were shot. 

     

  5. 2 hours ago, Sappy said:

    Will be very sad if Seawall gets removed just had a full server play it and it was a blast, all the original 6 maps should be in the rotation. I think the lower axis door that replaced the turret should be removed, it benefits allies on an already heavily favoured allied map. I agree with Marrakesh removal.

    I would not say Battery is allied favoured map. With some normal defence from axis, it is hard to win as allied. It is actually same concept as frostbite (2 front entrances, one open/one closed, one backdoor entrance). Axis also have backdoor benefit because they spawn at command post even if its not built there. So they have that spawn easily. And in front, the ramp is destroyable and can be maintained with 2 covert ops easily and the door entrance has ladder that is easy to camp. Would say that this entrance is uneven when its a ramp but you can climb ladders one-by-one and you cannot shoot when youre doing it.

    But I think people are playing the map mostly wrong on both sides because they are used to with regular battery and that makes map derpy.

     

  6. 1 hour ago, MiniMuppet said:

    This is a what i did years ago but no one bothered to keep it up to date, its also a lot of work and we can never please everyone.

    As a data-freak and as doing this as a daily job, I can do it and keep it up if needed. Just need to dig up old topics. :)

    Just let me know.

  7. 10 hours ago, Jessica said:

    I know 1 map, Goldrush. Axis win > 75%. And still we all vote and like that map :) 

    I think its so popular map because its large enough to give people room to have all those little fights. Under bridge, on cp, backroute.. Also its one of the original 6 maps, so everyone knows it very well (new players and old players). 

    I also really like some other versions of that map where axis spawn on balcony or there are ledges up (that actually help allies a lot). So there is a way to change dynamics of the map by changing the versions.. but do average joe wants it?

    C#

  8. 3 hours ago, Dmxj said:

    Panza is a piece of this beautiful game...
    The lenght between 2 bullets should be atleast a bit longer.

    Agreed. I usually play panzer as allied in beginning of supply and I get my 4 shots done with my 2 spawns (or close) and I can selfkill to fill ammo again.

    1 hour ago, Charlie said:

    Each soldier weapon is limited to one (1 panza / 1 mg / 1 mortar etc). We won't limit heavy weapons further than that. It's a part of ET and some people come just to play these.

    Have a little update about spawn times when I post the new map rotation that I hope people will like, eek. Stay tuned!

    What would you change about Fueldump though? Axis spawn time? The time feels fine for Oasis_sw? I don't think I've played a game where allies haven't been pressing the guns at least.

    Can we make axis garage spawn active and make then their spawntimes longer? Difference between oasis and fueldump is that in oasis, axis can go out from spawn and spread around map without beeing spawn-bullied. In FDump axis come out of 2 doorways..  There is a version of FDump also with upperspawnway exit beeing made bit wider + added tiny balcony.

  9. 6 hours ago, Voidhead said:

    Fg seems fine to me , it does tons of damage closerange but its not good for extended fights with multiple players and is fairly weak long ranged. So that balances things out nicely imo.

    Yea. Agreed. Its a versatile weapon. Kind of "flamethrower" of guns with bullets - deadly at close range but not so much with distance. Sten is opposite. Both have pros and cons (overheating vs 20 bullets) but they are class specific weapons.

    what we can (maybe) try to do with panzer, is to add some gravity to it (if its possible in legacy?) - that way it becomes more specialist weapon and less "just shoot and see what happens". Also it may increase teamkills.. 

    What I would love, is to have less landmines for a team, but make them invisible and only detectable with covie. 

    C#

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