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Ctrz

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Posts posted by Ctrz

  1. 2 hours ago, Dragonkiss said:

    No doubt it’s possible but doing it manually by an admin wil give more control of who to kick. If I’m spec and afk I always let them know to kick me first to open up an slot. Doing it automatically will no doubt give even more ‘micromanagement’ then doing it manually imho. 

    In my humble opinion, the main 2 downsides of automated afk kick from spec are:

    a) if the person going afk will say "I will be back in 4 minutes, I need to go toilet" (for example) and then he still can be kicked
    b) if the person who joins will also just stay in spec

    I remember back in old community we used to kick all specs when server got full. All got warning and all were booted to keep it fair (with the exception of members in member slot and admin/sc slots).

  2. First - post it in player abuse? Really?

    Secondly - as I radically agree with "special economics operations" (not sanctions in Putins terms) that are forced on people in Russia and I understand why they are unfairly put under pressure, I believe that activities that people do in free time (and which has no economical benefit) should not be banned.

    Even more - playing games in servers outside Russia (FPS games like ET, CS, valorant, R6S etc, all mmorpg games ..) maybe gives those Russian people the only way to communicate people outside Russia as facebook, twitter, youtube etc are all closed off. They have no real ways to connect to their friends and get at least some accurate information on what is going on. Coming from former USSR state and from behind Iron Curtain - I know fairly well how tough is to be cut off from rest of the world.

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  3. 1 hour ago, Dragonkiss said:

    Once, to pull an prank on an friend of the family, I’ve wrote together with ms DK an love letter to our single neighbor. We wrote it lefthanded so he would not recognize my handwriting. And till this day (more then 30 years now) he still does not know it was from us that card he got on Valentines Day 😈🤣

    how often do you write him normal letters so that he would know both of your normal handwriting?

    • Haha 2
  4. 4 hours ago, uips said:

    Maybe the flag part should be one time objective, like allies take the spawn over permanently somehow. That would fix that particular issue. Something to consider in further releases of the map, if there are going to be any?

    no. if flag is captured permanently after 1 time then the map would be even harder for allies. currently its actually benefitting them if axis spawn either cp or flag and not with everyone in their main spawn. 

  5. 20 hours ago, Sebast1an said:

    Exploitable yes but apart from a select few, people don't usually realize how easy it is to hold command posts in general. Also, I have never seen anyone hold the command post like this for very long because eventually your teammates will build it if you don't.

    As for Battery: the map is over if allies capture the command post while axis still hold the flag. Should not make the map any easier in my opinion. It is by no means impossible as it is.

    most impressive allied victories happen when axis have cp, allies get flag and gets indoors and then before dyna plant some axis gets the flag back and engineers who want to defuse dyna spawn either in cp or in flag :D 

  6. 9 minutes ago, DiNg said:

    He's calmed down since i've explained he was on the edge of being banned, let's see how it goes.

    I have trust in how DiNg handled that. If he goes back to his old ways then firm punishment should be in agenda. Some people just needs more explaining on how their behaviour is not accepted. If we can "fix them" before/instead of banning then less angry and maybe more thankful for the last chance they are.

    • Like 1
  7. 25 minutes ago, Nanaa said:

    I realized that there is also "Limbo menu" button behind Esc-menu. So it is quite accessible after all. 👍 People should just use this more if they go afk at match end.

    yup.

    But I've been using that "bug" or "exploit" as long as I can remember.Somehow found it and kept using it throughout all years in jaymod, NQ, etpub, etpro, ETL ... :) .

    You can also always bind some key like /bind {key} "team s" but it also requires other execute than chatbox or console and you can use it instead of going through limbo menu. Have not tried if some command into console would also allow to change to spec or not.

  8. Just now, Nanaa said:

    Huh, wtf? Could elaborate what do you press exactly? V+L? Is widely known? I've never heard of it.


    You press "quick chat" on the bottom, then little pop up is shown (same as pressing V) and then you can press "L" (or whatever you have binded for limbo menu) and limbo menu will open. Choose whatever you want from there. :) 

    • Like 1
  9. 2 minutes ago, Nanaa said:

    Add button to join specs at map end screen. (Currently only admins can do this with a command)

    No, you can still open limbo menu if you press voice chat and go spec from there.

    2 minutes ago, Nanaa said:

    Move everyone to spec when new map loads.

    Idea is valid but it would cause a lot of bad drama as there will be more people in spec because they want to play on certain side or with certain people. I remember that similar discussion rised when we discussed to have shuffle at the beginning or end at every map like we had in one of our servers which was more targeted to competitive people. 

    Extending warmup time is viable idea but some people are really against it and has pushed the narrative to make it even shorter.

    I would say that autobalancer could/should work much faster than it is working right now and move people around 10s from the moment equasion of both teams beeing even in playernumbers or maximum +1 is no longer valid & repeat again with similar speed when it is still not valid. Currently balancer waits pretty long time to give chance to others to swap.

  10. 3 minutes ago, DiNg said:

    Alright then we should get rid of the 2fops/team limit as you almost never receive ammos on the battlefield and get stuck with 4 clips of luger against 12 players.

    Seriously let players be...

    you just read through what I wrote, but I say again - can we please keep this topic about selfkills and if you want to discuss "2fops/team" question then lets open new topic to discuss it. Shouldnt be too hard :) 

  11. 8 minutes ago, lost said:

    But this is normal behaviour of engine of this game. Why we should change it  ? To make someone feels better ? Im very angry for example with changes in sniper class. For me this is ridiculous that sniper can jump, move while scoping. And rate of fg32.... insane ! But i can deal with it and play like always.

    Not really normal behaviour. More of a exploit that has gone so far that its very hard to get control over it again. I remember watching pro games between teams when "selfkill" was not a thing, but was a part of game. Selfkill was coded in to give stuck player or lost player chance to respawn again.

    If there are issues with sniper class or firerate of fg42 then it should be discussed in that topic - it serves no purpose to bring complaints over other features to this topic here. 

    There were times when enemy got rewarded for your selfkill, there were times where selfkills were limited 5 per map. There were times when selfkill in battle was not allowed. Times changes, people changes, opinion changes - we can only reach to somewhat objective result when we try to analyse both sides of the story and not just the side that we are on.

  12. Just now, lost said:

    I dont understand discussion about selfkills. For me it does not matter if some1 sk in battle or not. What is a problem with this ? Frustration or something ? The same with collection SR. I dont care about any stats etc. Game should be fun ;)

    Well, it seems that for some people it matters. :) Its like in sports when you are having good game, doing personal best result and suddenly game is finished due a "mercy rule". 

  13. 28 minutes ago, Dmxj said:

    About the rg's u might be right about reducing the amount but i don't want to touch the nades tbh

    Seems like people are fine with nerfing every class or weapon that they dont play :D . 

    Maybe limit nade damage then by 30%? And make medic health lower, but engineer health higher. Currently its opposite. That would even out the gameplay much more then nerfing rnades that are available to few players per team only + they cannot be spammed but just shot and they have cooldown time also.

  14. 32 minutes ago, Nanaa said:

    Getting killed by smg feels most fair to me. It sometimes feels dumb to dive through grenade and flamethrower spam near bridge on Adlernest over and over... just relying on luck to get through. Medics can't even revive when you get gibbed instantly. Can't think of a worse meat grinder (except maybe beginning of Caen). I'd argue it's tactical gameplay since it has become low effort, high reward meta for Axis.

    Sure, holding chokepoints is the point of the game. But consider that the effectiveness of explosives at chokes is multiplied the bigger the teams are. Even a few grenadiers/mortar can hold off many times larger group of attackers. Rest of the defenders can set up a crossfire and shoot the lucky ones that get through the spam.

    The issue is not nades. The issue is the number of people defending. You bring adlernest as example - when it is defended by 6 people then you have avg 2 people guarding each way in (bridge; lower; axis spawn). The corridors do not get narrower and grenades stronger but if you add 15 more people in server then its impossible to play.

    If you are fan of football - have you seen how hard the game gets when defending team has all the players in defence. Same applies here. Lets just get rid of tiny maps and you will see how different the game is. Surely noone is complaining about the amount of nades in baserace for example. And for sure there are many more open area maps that are more suitable to 20vs20 gameplay than caen or adlernest.

  15. 7 hours ago, Nanaa said:

    Yeah, this could help. Engies even have 9 riflenades nowadays. Just watch detdet playing defence sometimes :D https://www.twitch.tv/detdet_ But if spawn is near, self kill restock downtime is still quite short.

    Big factor is that we play maps that have only a few routes and they all have tight chokepoints. Not at all ideal for 24 vs 24 players matches. It's good that we got new versions with more routes like for Oasis and Goldrush... but more is needed. Caen, Adlernest, Supply Depot, Special Delivery, Braundorf are all quite spammy.

    Well in all honesty, whats the difference between getting killed by smg, panzer or grenade? When someone is standing still and throwing grenades then that players is also not very protected or useful in other senses. You can use mines or arty or airstrikes or mortar or whatever to hold chokepoints. Thats the point of this game. Without nades ET would be even more a meatgrinder where everyone just keeps running in over and over and over again. Maybe thats the reason why I today somewhat dislike this game - because it has lost any tactical meaning and its just run and shoot.

  16. 6 hours ago, uips said:

    3. Selfkilling in battle is allowed, but it will count as a kill for the enemy player.

    It was this way in old server where that kill was awarded. Not in legacy. 

    I would add 2 sec delay to selfkill command to make selfkills in battle not a thing anymore. If someone wanna tap out for ammo, then it can still be timed.

  17. 43 minutes ago, Sebast1an said:

    Your maths is a little elementary in this case. You assume it is as likely to capture the flag on any given second when I would argue that it is less likely if allies have just respawned and more likely the more allies are dead. But of course this is difficult to calculate accurately without sufficient data, seeing there are so many variables to consider.

    I think you are both right. But as Ande said, to me the best solution would be to just experiment with it. I think you can't really go wrong here with a 2sec adjustment on either side. :)

    I just stayed away from all variables that can differ from 0%-100% as for example there can be full team respawning vs noone which makes the full math needlessly difficult. Add the fact that time is not counted in full seconds and that teams spawntimers can also be not in sync tact wise makes broad calculations best for easy estimation.

  18. 1 hour ago, uips said:

    Why i ment that flag capture last second, playing as allies i often times feel like you just spawn exact time to prevent axis from doing their thing and that can happen many times during one game. Just personal opinion what i see happening over multiple games. Thats why i feel like those few seconds could give better chance for axis, thats just an option. As i mentioned just testing with spawntimes might help and is probably easiest thing to try if there is interest in trying to make it little easier for axis.

    Well if you think that you can beat maths and probability equasions and rules then go ahead. :) 

  19. 3 hours ago, uips said:

    Depends how u read statistics: u cant calculate it straight from numbers, need to have more data for that..

    That's your mistake on this case. I did mathematical calculation only - which does not need further data because for calculating frequency of some events occurrence has no bias in normal case. I calculated it very much in general as I didnt take into account 1/10 of a second accuracy, probability of flag capturing not beeing registere by game due ping/lag etc 

     

    But dont make mistake of guessing the numbers just becaue you feel like flag capture takes place always in last seconds. It rarely does as it usually needs timing and knowledge of enemies spawntime. 

     

    You can test how much you like but maths cant be bent with such bias. Making spawntime 2 sec longer for defending team vs generating more spawncycles per minute to attacking team - first is just one fixed number, second is very exponential as it gives more medics to revive, more attackers to kill defenders and increasing the flag capture probability + tank building probability which also gives flag.

    If you wanna talk more about maths or statistics or analysis - we can do that in some other tooic or place. Its just making this topic harder to handle.

     

    1 hour ago, Sebast1an said:

    Spawntimes and probabilities aside, many maps would be better if they skipped the first part entirely. I hope you can agree on some solution to make Caen a bit more balanced in the beginning. :)

    Jusy remove the map then. Some maps are not meant for 20vs20 or add those new popular glassroofs over some very difficult bottleneck areas to make arty/strike less usable (for balance, it can be also added near allied last spawn). 

  20. 1 hour ago, uips said:

    On the other hand increasing axis spawn time might increase the average amount of players per one spawn increasing the firepower of one attacking group. Bigger group spawns might have better chance on forcing objective then lots of little groups. Again just a theory in game situations might be different.

    Makes literally no sense. You can increase it to 1 minute but it will not be 5x as effective.

     

    1 hour ago, uips said:

    About increasing Allies spawn. I often see full group of allies spawning like last few secs before axis player is about to capture the flag. completely shattering the hero moments of that one poor axis guy :D. Those extra 2 secs of allies spawn should increase the success of axis in cases like this.

    The probability to capture flag 1 sec after allied respawn is 5.5% (with 18sec spawntime) and 6.25% (with 16sec spawntime) so its a pretty minor improvement. 

  21. 1 hour ago, Ande said:

    I should test with few secs more span time in allies.. first part is really hard for axis

    But longer spawntime for allies doesn't help axis to reach objectives quicker. Axis spawntime should be shorter so they can attack more times over the mapsession. If allies doesnt die while holding positions and defending (especially with flag and how close they spawn) then making their spawntime longer will have very little effect if any. But if you decrease axis spawntime and through that increase number of attacks per mapsession then it has effect on the outcome. 

    If we have 10s spawntime for axis instead of 12s (as right now) then they can have 6 attacks per minute instead of 5. Thats 20% more. 

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