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Poyer

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Posts posted by Poyer

  1. Hi Sebast1an,

    That are some serious specific questions! Let me respond with my thoughts (for what they're worth :P).

    You are right to say that, as for our 'main Legacy server' spawnkill isn't allowed as such (like right after losing spawn protection you start shooting them while they are still in spawn isn't allowed). On the other hand: if the enemy (in your example Axis) starts shooting at you while that specific enemy is still in his/her spawn (or even start shooting with his/her spawn protection active, which will be deactivated as soon as they start shooting at you) you are allowed to shoot back! So if an enemy starts shooting at you while you are running through their spawn, you may shoot back even though the enemy is in her/his spawn :).

    As for players "seeking safe haven in spawn to heal themselves": in my opinion that's not spawnkilling, since the player has already moved out of spawn to fight and then goes back. Even if the player went out of spawn and didn't fight (but got hit by mortar or artillery or something) and then goes back into spawn to heal himself/herself, my opinion still stands that by killing this player within the spawnarea isn't spawnkilling (because he went out of spawn already).

    The other question you asked is more difficult to answer, because if you just see someone healing in spawn, not knowing where (s)he came from... you don't actually know if (s)he's been in a fight and is "looking for safe haven in spawn to heal himself/herself" or if (s)he just spawned and gives himself/herself the one package needed to have 156HP...

    Thus, to summarize my opinion: if an enemy went out of spawn to fight (or got hit by mortar/artillery or whatsoever) and goes back into spawn to "seek safe haven to heal himself/herself" and you go right after him/her and kill him/her within spawnarea, that's no spawnkilling in my opinion. The other possibility you suggest: you can't possible tell that someone is healing from battle/mortar/artillery or just giving himself/herself the last package to get 156HP... so that COULD be spawnkilling (if the particular player hasn't been out of spawn yet). To conclude: if an enemy starts shooting at you from within his/her spawn, then you are allowed to shoot back at this particular player.

    Oh and yes, this seem to be a small book as well :). Really curious about what other muppets think by the way, since I'm not the one with all the knowledge here. Just gave my two cents for what's it worth :).

     

    Edit: after reading Matu his post I would like to add/clarify that it would qualify as spawnkilling if you kill an enemy that indeed DIDN'T move out of his/her spawn and DIDN'T shoot at you.

  2. Hi there oldman, nice to see you joined the forum, welcome! You're a regular player on our servers and I've got to say that you're a pretty good shot as well (and that for someone who has been AFK for like 10 years). Once again welcome back and enjoy the game!

  3. Hi there, welcome! Good to see you enjoy our server(s). Of course your skill will only improve by time :P, which means we'll see you around in the server a lot I guess :P. Besides, skill isn't the most important part of the game. Teamplay is at least as important and the most important part: fun and joy!

    Have a great time and I hope real life will work out for you soon (with you being forced to stay at home for at least a month).

  4. Hi there FrenchPie, welcome! Good to have another objective based player. It really doesn't matter if you're a good fragger of not. The game we play in both our Legacy servers are based on winning the objective after all, so welcome, enjoy and we'll see you around in the server(s)!

  5. 16 hours ago, Spyhawk said:

    Yes, I see two possibilities that might be related:

    * As I mentioned above, the collision code has been adjusted in -1002, but we have found a bug since then and fixed it (long story short: rounding error, where boxes shouldn't collide but might collide very slightly on some occasion, depending on the colliding objects orientation on the map). Some of you reported it as "sticky chairs", but the issue might apply in other cases too. This has been fixed and the build ready since a week ago, but the new build isn't on TM yet.

    * TM main server is often full. Due to limitation of the engine, when a server has many/too players, too many events start to happen at the same time and stuff start to fall apart left and right, in a somewhat unpredictable way. Server with 32 players is most probably fine, but any server with 40+ players is playing with fire.

    Thank you so much for the elaboration.

    Next thing to do is uploading the new build in our TM-server right? Then see what happens and possibly the 'issues' with the syringe (and hitboxes) are resolved. If not I also see another possibility... your second raised point about things falling apart right and left due to 'overpopulation' of the server.. I know we have a busy server with a lot of slots. I really like that, but if that means it's less reliable, we might need to consider reducing to 36 (or even 'safe' 32) slots eh? That's not a decision for me to make of course, but if more people start to notice behavior that they don't like, we might really want to consider downgrading the slots.

    Dunno how the others think about this?

  6. Hi there,

    Yesterday it was quite busy in the main Legacy server (for example xen, Mister J, Ande, Indej, Star and forgive me if I forgot the others) and we had a minor discussion about "the needle". It struck both Mister J and me that it seems that the accuracy of the medics' syringe has been altered. Don't know who also participated further in this discussion (I thought Ande, Indej and xen also mentioned something about it), but it seems more people noticed the inaccuracy of "the needle".

    Could there've been any changes recently that had impact on the accuracy of the syringe? And more importantly: could it be changed back in order to make the syringe as accurate as in the past :)? Since I mostly play as medic I'm opting this now. It would really help the teamplay if the accuracy came back, because as a medic I really want to help engineers for example by healing them (when planting dyna or whatsoever).

    Just asking :D

    Poyer

  7. Good question xen, I really asked myself the same: why can Axis still spawn at CP if Allies destroyed it (with Satchel of Dynamite). Guess the explanation of Seto is eye-opening as well... if we won't allow Axis to spawn after the CP is being destroyed, it'll be very hard to defense the back entrance to the bunker controls. Especially when Allies didn't capture the forward bunker yet (it would harden the defense for Axis, since both places are far apart when the CP-spawn can't be used anymore).

    Guess it's pretty fair... you should bring an covie including engineer (with medic as back-up) to conquer the CP in a fast way. But if majority votes for the other option in which Axis can't spawn at CP after it being destroyed, I'm happy to try that as well :)

  8. And once again a long gone, lost soul returns to ET. Welcome back :). When I came back after a 9-year break or so, I was surprised to see such activity in ET as well. Nice that you returned and it's even better to see you in our server. Enjoy and most importantly (especially in these times with a job like yours) stay safe and healthy in real life!

     

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