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Sebast1an

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Posts posted by Sebast1an

  1. 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
  2. 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?

  3. 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
  4. 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

  5. 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.

  6. 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

  7. 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.

     

  8. 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.

  9. 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?

  10. 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.

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  11. 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?

  12. 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.

     

    • Like 1
  13. 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. :)

  14. 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.

     

    • Like 2
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