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Everything posted by Sebast1an

  1. Sebast1an


    Thank you. So abusing this script basically means standing still but moving just enough so that you don't get put to spec?
  2. Sebast1an


    Sorry for going offtopic but what is an auto spec script? What does it do?
  3. Imo gib would be better than freeze. Freeze will cause people to kill him and his complaints will get them kicked eventually. Plus gibbing is manageable even while playing - just spam it at spawntimes.
  4. If you want to solve this problem, then instead of debating it for weeks you should make decisions so he can't continue to be a menace. Any decision you do regarding giving more access to people, is in the right direction so don't be afraid to do it. And it is reversible so there really is no risk at all. Just remove peoples levels if they can't behave. It is still better than letting him roam free on the server. I suggest you give the kick, gib, freeze etc. to every TM member. To level 5 you could give the freeze and gib. And when this problem stops being a problem, reverse it back.
  5. Give level 5 (friend) the kick command, simpler solution. Allow them to only kick cheaters so anything else is considered abuse. Abusing -> back to 0.
  6. Much like you have the right to play the game in the way you want, so do everyone else. I understand the frustration though - but there's nothing you can really do about it except help the defence yourself.
  7. Personally I love it. Additional mg that both sides can effectively use. Also as Ding said, provides cover also for both sides.
  8. I don't know exactly how many hits it currently takes but 5 hits seems plenty to kill someone who is already dead. If 156 is normal health for a medic, 5 normal hits with thompson/mp40 would be 5x18dmg = 90dmg which is already more than half. Seems reasonable to me.
  9. Well, I'm glad this topic yielded some fruit regarding the sk area, even if it wasn't what I originally intended. The reasoning behind the current setup seems well thought out so no big changes are necessary. Thank you all for your responses and effort.
  10. Seems reasonable. Is it not possible to bring the red area further at all, even to protect only the other spawn? Because currently I'd argue exit mortaring is possible and quite effective if done right.
  11. Hello, currently the Erdenberg spawnkill restrictions on axis second spawn look as pictured below. As there are multiple exits, you can't within the current rules disallow any sort of heavy weaponry, artillery or airstrikes outside the spawn (red areas or beyond). This topic is about mortar as mortar could effectively block both exits. In my opinion at least the right spawn in the image is not covered from exit mortaring as there is literally nowhere else to go. My suggestion is to widen the red area to the rest of the grey area towards the gun. This way mortaring near the exits would be disallowed but you could still throw everything else in that area to slow axis down.
  12. I think the time bonuses are a good addition but they are somewhat missing the original point of why they were added (in my opinion). Originally I think they were added so that a map won't be dragged out because of unfair teams. To give the offending team a certain time to finish the first part of the map and if they succeed, then give them a bonus to finish the second part of the map as well. If they fail to pass first stage, then the map ends earlier - seems simple and fair to me. This as a whole is a great addition. However, I feel like giving time bonuses for every small bit of advancement is ruining the point. Certainly seems like a "screw you" to anyone defending when the offence keeps getting more and more time. I would split maps in however many parts they clearly have and give bonuses only for getting past those certain stages. Delivering first objective is not a clear stage in my mind so in Decay I would only split the map to 2 parts and give a bonus only for passing the first stage (outside). If it's not enough, then defence wins fair and square.
  13. This sort of highlight pleases my eyes at least. Maybe keep the stars red/blue and change the white to something so the whole message stands out from the otherwise white mass?
  14. Option 5 colours but with the entire message coloured. If chosen from these displayed, then option 2 or option 3.
  15. Lost's idea was to try out the 32bit version of Legacy so I did. I also noticed the sky was bugging on the problematic maps so I added /seta r_fastSky "1" to my cfg. One of the two apparently seems to have worked, at least I managed to play Decay without issues today. Thanks for the help lost.
  16. Windows 10 Pro (10.0.19045) 64bit ET Legacy v2.81.1 win-x64 Mar 12
  17. Hey, my screen keeps freezing. Meaning I can hear the game and play (judging by sounds) but the screen freezes - only restarting the game helps. Happens most on Decay and Venice for some reason. Could not play 5sec on Venice yesterday without the screen freezing. Playing on the latest Legacy client and reinstall did not help. Any ideas?
  18. Disabling the axis spawn nearest to the radio would create a huge bottleneck on the ladder. I imagine it would only take 2-3 allied players to completely block any axis coming up the ladder and after that, axis have no chance to defend the objective or radio from either spawn available. As for the flag, I agree it should be made a permanent spawn after a certain time. But I'm not sure if most of the sk would still be allowed as there technically is another exit available (towards the beach)? Of course permanent spawn means axis could no longer shoot right into the spawn so that's still something.
  19. When thinking about the situation when allies have possession of only 1 gold crate while the other is still on the ship, the axis defence tends to be split up between the ship and the truck. If allies deliver the first crate, from there on axis will be on a backfoot and won't have an effective defence on either spot anymore and it's easier for allies to control and win. I think the whole map is so challenging for allies until that point though that they deserve that little extra time bonus to help them finish strong.
  20. I find the suggestions in the opening post quite reasonable, however the discussion has drifted towards more drastic changes and we all know nothing of the kind will be implemented on such a successful server. Taking a few nades off or changing spawntimes maybe but bigger changes in classes seem unlikely to me. People prefer different things, as annoying as they may be, and that's their prerogative. Medics want to limit nades and heavy, engis want to limit medics... Quite logical, however the suggested changes depend on who you ask so there's really no way to please everyone.
  21. 1203 words about putting people to spec. Would love to see a topic about you getting banned for example - not that you should be.
  22. Stealing it will be impossible if axis can just damage it over and over.
  23. If axis get stuck on the first part, 3 minutes less of that is always welcome in my opinion. 6+6 addition instead of 5+5 isn't unreasonable either.
  24. One easy way to figure out the approximate percentage amongst players is to use /players ingame. It will display their client version amongst other information. But anyway, I use ETL.
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