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Sebast1an

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Posts posted by Sebast1an

  1. I haven't played in a while so the rules may have changed but on both instances on Missile you mentioned, you should be allowed to use heavy weapons.

    2nd stage: it is not a permanent spawn for axis so everything except mortar is fair game.

    3rd stage: there are multiple spawnexits so you are allowed to use heavy weapons on the exit. Mortar is ofc not allowed.

    This is how I remember it. Please correct if I'm mistaken.

  2. I agree. The warmup stage should be to even up the teams as well as you could so the defence doesn't get overpowered from the beginning. With afks in play you can't really tell the actual numbers on either side.

    One idea came to mind: if you can implement this and say, with 10 seconds of warmup left you put to spec any afk's - how about you extend the warmup if this results in unfair teams? So you have time to even it up before the game starts.

    I can imagine this might irritate some people so it's by no means a perfect idea. Just something that came to mind. :)

    • TeamMuppet coin 1
  3. 14 hours ago, Alistar said:

    It aint a bad idea. At least everyone has an equal chance to have a map which one likes. I personally support voting system if less played maps have also chance to be selected.

    Less played maps already have a chance to be selected. It is just that they are not selected. Democracy!

    So to me it seems rather than giving them a chance, you'd like to force the newer or less played maps over the popular ones and to me that's the wrong way to look at it.

    But if TM feels it is smart to force players hand on such a successful server, just increase the interval in which maps don't show up on the vote after being played. A 30 map cooldown quarantees that at least 30 different maps will be played before it repeats. Seems plenty.

    That doesn't solve the small maps issue on higher numbers but that is also a players preference. Shouldn't force their hand too much.

  4. Personally I like the small maps. I am one of those people who will always vote for maps like Braundorf, Adlernest, Special Delivery or Erdenberg regardless of numbers. I enjoy the constant action, not necessarily the spam fest so much but it is a price I'm willing to pay for a fun game.

    I dislike maps where most of your time is wasted running to the objective. On bigger maps you will find yourself running to the objective for a minute, then find the first enemy and die. I find this boring.

    • Like 1
  5. 24 minutes ago, Dundee said:

    Knux, I will try not to be afk at all anymore, not even for a few seconds. Maybe only when sending a PM, even then I will make sure to be elsewhere, not in the spawn.👍

    This is actually a good discussion, I got an idea...


    This anti-collision thing, I know that this exists in ETJump, can just run through everybody and not collide.

    I wonder has this ever been implemented into a non trickjump mod? Probably not? In theory it sounds interesting, I wonder how could it affect the gameplay. Fights could be funny, bunch of guys running through each other. The mega axis medic, 8 guys standing in the same place and shooting, 🤣 1 panzer shot and all gone.

    I suppose it could be added to ET in a way that the spawn areas define as special areas, where people can run through each other. This sounds like an awful amount of work since the maps are all different.

    Now there is a better idea! The solution could be to do something based on the spawn shield - you can't collide for 10 seconds. I know the shield does not last that long but you could make anti-collision for 10s. Also make it so that those who have not moved after spawning, have anti-collision on and once they start moving they get some X more seconds. This sounds like a perfect solution.

     

    I feel like you are focusing on the problem of blocking exits only. Granted, if people can't collide then this would solve that quite easily.

    But it solves a problem that normally shouldn't even be an issue. In return it creates a bunch of problems that affect gameplay - specifically any enemy activity near spawns. It would become a mess as a whole.

    Certainly nothing of the kind should be implemented any further than spawn area in any case.

    • Thanks 1
  6. I think you need to see this from the admins perspective. You are very focused on SS meaning SuperSoldier - fair enough, it might also mean that.

    But how many people on the server will think it means SuperSoldier? I think the other SS might be a small bit more famous. You are playing a game involving nazis and your name is literally from Himmlers writings. Not to mention the Gametracker website for the SS-clan you posted (https://www.gametracker.com/clan/ssclan.tk/), has the clans icon being the actual Schutzstaffel logo.

    I'm sure you are not this oblivious.

  7. I understand that the way admins handled this leaves some room for improvement. I agree with you on that.

    However, it is not like you did any better. Instead of choosing something else as your name after getting kicked, you went with "shitheads". What did you think was gonna happen?

    On top of that, you have registered to the forum as "nigero". Not sure what it means but you can understand what it sounds like.

    Also, while unique usually means different that everything else, in this instance I think admins are looking for names that they can identify you under i.e. choosing a name that you stick with. qqqqqqqq sounds like a spam name.

    I'm sure admins will figure this out. Just be patient.

    Merry Christmas to all! :)

    • Like 2
    • TeamMuppet coin 1
  8. 9 minutes ago, Flo said:

    There is a LUA script running on our servers that automatically put to spec players that don’t move for 30secs

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

  9. 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.

     

    • Like 4
  10. Watched it a few times. In my opinion there's no wallhack, but I'm not sure about the aimbot though. His aim doesn't do much of weird out of nowhere movements and his kills are mostly on that one allied route which is very predictable. And narrow.

    10:05 his aim jumps randomly to the dead body not even in his sights. Not sure why, the timing seems to be lined up with the enemy going behind the wall and there's no one coming from that door.

    6:40 that's something else. Not sure how I feel about this one. But I think it is possible without cheats.

     

    In my opinion the demo is not conclusive proof that he's cheating. There are some weird moments but I'm sure if I recorded my own gameplay something similar could occur. Sometimes it is just dingdingdingdingding. :D

  11. 58 minutes ago, Cyber said:

    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. 

    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.

  12. 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.

    image.jpeg

     

    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.

    image.png.866b5e5cb484b8ed9b0bd52ebcbf0506.png

  13. 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.

     

  14. On 6/15/2023 at 2:25 AM, uips said:

    Erdenberg will have this theme for testing. (Went with - mark due it being in center line of message) Maybe someone has great symbols to suggest to use as color team R / B indicators

    erdsa.png

    Some more options:

    Light Blue + Red

    lightxcz.png

    Light Blue + Dark Red

    l+r.png

    Light Yellow message color

    ALLIESWQE.png

     

    Could try = for more color mass.

  15. 21 hours ago, uips said:

    Not sure if u can underline but something like this would be possible a prefix or symbols (example of Marrakech 2 announcements)
    alliessas.png

    It will not take much time to add color prefix for each message. But imo having 1 consistent theme in all maps is not a bad thing. Just need to figure out which setting would be preferred :D

    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?

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