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Ctrz

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Posts posted by Ctrz

  1. I could make nice self-dialogue out of this :D

    1 hour ago, Mani said:

    Plus, if we are testing things like this, can we have something for Supply? If allies touch the truck at 1st stage before gate is blown, they get insta gibbed? :D

    1 hour ago, Mani said:

    I know exactly what you mean, but unfortunately I think thats what you get when you play on a pub and some ppl dont necessarily think and/or different skill lvls


    But wouldnt be bad idea to stop the truck tbh because that helps allies a lot.

  2. 3 hours ago, uips said:

    I ment the very first spawn to give axis more access on the lower part of map. Right now allies can flank at every direction if allies cant spawn in first spawn axis might have better chance on putting up defenses and holding that truck back. So 2 possible spawns for allies once gate is destroyed FLAG and capturable CP Spawn.

    bremenmap.thumb.png.c46d37539d1dece5363f4b367c29c5f1.png

    Flag spawn also option, but im not sure if CP is good trigger because it can be destroyed. Perhaps Starting the truck is better trigger? It pushes allies back even further for example destroying CP would push allies back into very first spawn (if flag is disabled) and that is a long way to truck when it is near first barricade. But everything is testable right? impossible to predict how it will all play out in game.

    I think removing first allies spawn after gate would be slight nerf (less impact on game), Doing that to Flag spawn at certain event (CP or truck) could be bigger nerf (more impact)

    Maybe not truck but stealing documents is a good trigger for losing flag spawn and keeping the first spawn and cp spawn (and get flag back when cp is destroyed). Axis have very little ways to get cp back or stop truck as they can mostly attack only from one side and with allied short spawntimes, its impossible to go through 2nd truck barrier behind the enemy.

  3. 1 hour ago, uips said:

    Would even disable allies starting spawn once gate is blown to give more chance for axis in stopping  the truck in the end stage. To me this spawn is too good for allies to ruin every plan of axis :P I think it would be more even and fun without this advantage

    You mean the flag spawn or the very first spawn? I would disable flag spawn once the CP spawn is active.

  4. 1. No, because its basically "capturable spawn" so SK there as much as you like.
    2. Agreed. Would be okay if allowed just 2 people spawn there. Should be possible to limit number of players spawning places.
    3. Agreed, its not helping allies at all and overpowering axis too much.

    Disable 3 and keep either 1+2 or disable both.

  5. 4 hours ago, Matu said:

    Its been on server some time ago.Maybe there was a reason why we replaced it,maybe not.

    Replaced it just now.Give feedback anyone,who plays it.

    yea, I recall this beeing better version but also had some kind of issue. Lets see what the feedback brings. :) 

  6. 1 hour ago, uips said:

    For example making the shot 60pts makes the delay to next shot 6secs. (Some more examples in attached picture).

    Oh, we should implement this with medics and their medpacks. If they consume their own medpacks, they will be delayed to shoot again X amount of time or consume another of their own medpack X amount of time.

    Nice idea tbh. Fixes the rambomedic issue.

  7. 3 hours ago, Charlie said:

    Does the charge used also apply to planting mines and dynamite, and using pliers? Or effect anything else I'm not aware of? If it doesn't it seems like that would be the best way to go about any possible limitations to rifle nade spam in my opinion.

    It does for planting mines and dyna but doesn't effect defusing. 

     

    I think the riflenade spam is one side of the coin where one could get some advantage vs tommy/mp40 (and why not even panzer players) players but head to head pretty sure rifle user mostly loses. I have yet to see in public server a huge multikill from engineer garand/rifle bullets. That balances the gun out well as it's only beneficial in longer distance usage.

     

    51 minutes ago, HunT3r said:

     dont know what ur fucking problem is. I come here as a Player playing on ur Server on a daily bases

    I'm just making sure we are all on same page as it is not so black and white case of regular player suggesting a change rather a (you want to say now former?) competitor giving his opinion. I think it's fair to point that out and is nothing to be raged about.

     

    58 minutes ago, HunT3r said:

    I will try to but some demos together to show you guys what i mean.

    Can't wait. Video gives more info and emotion further than description with words.

  8. 5 hours ago, Stumpel said:

    Funny to see this topic

    You are correct in there. It's funny and strange to see topic like this - asking for a change (possibly unpopular one) - coming from someone who is or at least has tried multiple time to get his own clan server active.. but still comes back to TM servers.

  9. 5 hours ago, Charlie said:

    We have like 30 maps on rotation. If there's too few maps to vote from in the endgame then you may never see your favourite maps all night. It's at 10 so people can see some unusual/newer maps but also see maybe the more played maps at the same time too.

    But if their fav map is only one of 3 (or 4) that are being voted then it might stand a chance to be selected. Today these odd map get one pro-vote and that's it.

     

    Just take 4 maps and let people choose from them. Next time new 4 that are next 4 in queue and that's it. And the map that gets selected will be on some cooldown time, so those groups of 4 are refreshed after every selection.

  10. 3 hours ago, HunT3r said:

    Well i did not say turn off the rifles or something, but on some map it would be better to lower the amout, to not risk that the balance is out of control (Erdenberg) for example, you cant rly push the Cave when there are 4 rifles in the that tunnel just preshooting around the corner. And spam leads to spam so Allies will more rilfes to counter the rifels so its just a battle off who has the must luck and the better spawtimer ...

    And without rifles its full of grenades and flamer and rambomedics anyway. Just some parts of map are more sensitive to rifles and some are not. 

  11. On 7/8/2022 at 12:04 AM, SuperDomeDome said:

    lot of this "trouble" can be adjusted with increasing/decreasing axis/allies spawn timer

    Its not the spawntimes that is the issue, its the lack of room to play. Small maps are just fragfests and people who are good in completing objectives and enjoy that side of map dont really like tiny cubbies with 40 people fragging out.

  12. 25 minutes ago, HunT3r said:

    The amount off rilfes today (generl) i have had a round where i got killed 5 times in a row from 5 diffrent players with the riflenade in a 10v10.

    I feel the same about thompson/mp40. Could we limit those via LUA aswell and leave only pistols as options?

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