Jump to content

Cyber

Clan Member
  • Posts

    193
  • Joined

  • Last visited

  • Days Won

    10

Posts posted by Cyber

  1. C2 Missile b4

    Not allowed. Marked as:

    Red-mortar

    Blue-artillery

    Yellow-heavy weapons

     

    Allies first spawn (fixed)

    Spoiler

    Allies_spawn_1.png

    Red zone is fully restricted (no arty, no heavy, no mortar allowed).

     

    Allies second / Axis first spawn (CAPTURABLE)

    Spoiler

    Axis_spawn_1.png

    Allies and axis can use every weapon except mortar in this area when flag is disputed. Axis can't use any heavy weapon when flag is no more present (gate blown objective cleared).

     

    Allies third spawn  (FIXED)

    Spoiler

    Allies_spawn_2.png

    Axis can't use mortar in the red zone

    Axis can't use heavy weapons in the yellow zone

     

    Axis second spawn (FIXED)

    Spoiler

    Axis_spawn_2.png

    Allies can't use mortar in the red zone.

    Allies can't use heavy weapons in the yellow zone.

     

    Axis third spawn (FIXED)

    Spoiler

    Missile_spawnarea_axis_last.png

    Allies can't use mortar in the red zones.

    Allies can't use heavy weapons in the yellow zone.

     

    • Thanks 1
  2. I was there yesterday when Adlernest was finished with time of 3 at the end screen. I didn't like that, but didn't mind too much as its not my favourite map. If same happens on beach invasion, it really annoys me because ei like the map a lot and would like to enjoy it.

    So I agree with you, very short maps like that are annoying and don't really add to enjoyment of the game, especially if you're on loosing side. 

    That said, I don't really like timing the objective "lock" idea. It just doesn't sit right with me. Maybe because I've seen some discussions about limiting this and that and changing things to make people play certain way (begginers medic) and maybe this suggestion is just little over the line of me liking the change. 

    Of course that's my opinion. In general, it seems like reasonable suggestion 🤷

  3. I'll do even on better :) here is some of the most played maps with the spawnkill limits marked out and described. If in doubt, check this page

     

    And as for your exact case that happened, let's see: if your mortar shot landed indeed on the roof or inside, which would seem to be OK. However, the script takes position of damaged player, not landing spot of mortar round. So you might have aimed on roof but probably dealt dmg to someone in the protected area which is outside of the building (mortar has really big splash area). That's why you got warmed. It's better to err on side of caution, respect if you already have 2 warnings. Maybe next time consider very different spot away from spawn or different class altogether to avoid the 15 min kick :) I'm sure it was the script being triggered, it gives 15 min. Admins tend to show a  bit of mercy if you're not serious offender ❤️

  4. There shouldn't be any option to enable any more commands, it's all available in the voice chat menu, V key by default. So you'd press, for example, V56 for "great shot" or V51 for "yes". 

    It might take a minute to find what you need if you're not familiar with the sections and which command is where. I only remember very few 

  5. 4 minutes ago, uips said:

    something to keep in mind Mortar aoe range is quite big so using mortar on gun has chance to trigger the extended SK area (picture 2)

     

    This was the reason for setting the protected area as it is, regarding mortar. If it was extended further, mortar won't be able to shoot on gun platform.

    As for the 'how it works' : the script take position of player who got damaged by mortar (or heavy or whatever), not where the projectile lands. So you can basically extend the area that we give on forums a few meters any direction for limit of actual mortar round landing. 

  6. I'm sure someone can find out who it is and deliver reward accordingly. 

    As for screenshot, I've got 3 ways for you:

    1) print screen key on keyboard, then open mspaint (or any other pic editor I guess) and save 

    2) command /screenshot

    3) command /screenshot nameOfFileCreated

    I personally use third option for quick screenshot without leaving game and easy to find later 

  7. Voted no. 

    Little exceptions like this open can of worms that come crawling out pretty quick. Also makes the rules harder to understand. 

    I do see your point tho, not just dismissing the idea. Seems simple but if you start poking into it, I think there's a bunch of hole that can be easily exploited (like the covie stabbing full spawn). 

    • Like 1
  8. I think you need level 2 of light weapons to get the "fast reload" perk, it is very noticeable difference. 

    As for automatic reload, I can't remember the cvar name but I'm sure it's also in settings - automatically reload weapon when magazine is empty.

    I have seen people weapon switching (like in Cs) to make the reload faster, but i know for sure that it doesn't help. 

    All of this would be for legacy. As Seto said, it might depend on mod that you play on. Nitmod seems a bit crazy to me so I wouldn't be surprise did it had even faster reload than the 'faster reload' perk in legacy. 

  9. Hi popper, thanks for coming to forums, the right place for this :) 
    seems like a ban for a week. I don't know who served the ban and the exact reason for it in the moment, but please, be aware that all your warns do get recorded and eventually all the stuff piles up eventually. Seems to me that if it was just a single spawnkill, it was the straw that broke camel's back. I am sure you will get better answer soon form whoever decided your punishment. Until then, please be patient.

    • Like 1
×
×
  • Create New...