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Sebast1an

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Posts posted by Sebast1an

  1. 50 minutes ago, Dmxj said:

    Tested it and works great,

    Only change i would make is to use subwindows for servers
    If u now press on a server you directly join another server it's better to make a subwindow with do you want to join etl2 YES/NO and then connect.

    I like clicking the menu 3x to quickly join ETL1. But I understand your point.

  2. 13 hours ago, poxycat said:

    I get this'

    Up to higher level directory

    Name Size Last Modified
    etl.db
    64 KB 5/16/2021 10:24:58 PM
    etl.db0.old
    64 KB 10/1/2021 8:47:06 PM
    etmain
      12/31/2021 7:38:35 PM
    jaymod
      4/9/2021 9:33:04 PM
    legacy
      12/22/2021 9:13:19 PM
    nitmod
      7/8/2021 9:40:48 PM
    silent
      7/4/2021 11:51:49 PM

    > Go to etmain and copy your etkey to your desktop for example.

    > Go to legacy and copy your etconfig.cfg.

    > If you also regularly play the other mods, copy the etconfig.cfg from those folders as well (jaymod, nitmod, silent). Keep them separate.

    > Follow the instructions above.

  3. Save your etkey and etconfig before trying anything else. You can find these from C:\Users\xxx (your username)\Documents\ETLegacy. Etkey is under etmain, etconfig is under legacy. You'll need these later.

     

    Now, if you are using a Legacy client:

    -> Navigate to C:/Program files (x86)/ETLegacy

    -> Open "uninstall.exe" and uninstall the whole game. It will ask whether all user files should be removed -> remove all.

    -> Download the latest release from https://www.etlegacy.com/

    -> Install the game and launch it.

    -> Move the saved etkey and etconfig to the previous locations. Replace the ones already there.

     

    Try the game now. It will have to download every .pk3 again but this time there should not be any issues. If there are, let us know.

     

    • Like 1
  4. On 12/10/2021 at 2:57 PM, Dmxj said:

    Venice mapscript:
    Maptime 25 to 20minutes

    • + 5 minutes capturing the outpost
    • +5 minutes destroying the Library doors
      = Total maximum time : 30minutes

    Erdenberg mapscript:
    Maptime 15 to 12minutes

    • + 3 minutes destroying main gate 
    • + 3 minutes destroying the west flak88
      = Total maximum time : 21minutes

    You should change Erdenberg back to 15 or whatever it was before. Current 21 is waay too long for a map that can be finished in 2.

  5. On 12/10/2021 at 8:48 PM, Sebast1an said:

    Also I wouldn't change Venice to 30 minutes from the current 25. More often than not Allies get stuck after destroying the doors and 5mins extra won't make a difference in my opinion.

    Same for Caen and possibly others as well. Should keep the old time limits and just adjust the time boosts accordingly.

  6. 19 hours ago, Dmxj said:

    Caen mapscript:

    Maptime: 15minutes

    • +5 minutes when stealing tank
    • +5 minutes when breaching the wall
      = Total map time 20min

    Your math might be a little off there mate. :)

    Also I wouldn't change Venice to 30 minutes from the current 25. More often than not Allies get stuck after destroying the doors and 5mins extra won't make a difference in my opinion.

  7. 22 minutes ago, uips said:

    Fighting 20mins over a flag feels too long and gets very boring for axis. Would it be possible to change time limit to 15min and create time bonuses for objectives (+3) - (+5) min starting tank, (+3) - (+5) reaching wall (If it is necessary). So if it is a nightmare for axis  the map will end sooner: if its more balanced it will continue longer

    Implementing this idea would be smart for some other maps as well. Venice comes to mind but also others where you can easily get stuck on the first part of the map.

    • Like 1
  8. On 11/17/2021 at 12:33 PM, etpiayer said:

    3. 9:35 Aim is direct headshots at close distance, immediately after aiten is killed the aim is instantly moved between No.Name and LO$T.

    I watched all the demos and this instance is the most suspicious in my opinion. His aim switches to both Nonames and Losts head mid shooting, before he starts gibbing the body. Watch that whole sequence in 0.1x speed and you'll see how his crosshair finds all their heads in like 5 shots, Losts head even through the box.

    I made it easier and uploaded it separately (with and without shownormals) so it's easier to watch: https://easyupload.io/m/1w4qz2 (expires in 30 days)

    I'm not too familiar with aimbots that jerk your aim so I can't really comment on that.

    • Like 1
  9. So since the snaps were increased to 40, I have trouble maintaining the 40 and on some maps (Erdenberg) it even drops down to 20. Basically means my lagometer has a yellow line on it instead of green which makes gaming quite difficult.

    Any ways to try and fix it?

    E: Someone yesterday asked whether I have a bad connection so here's the result:

    12292189973.png

    This one is through 4G, if I change to the 24/1 connection through copper the situation ingame isn't any different. Just figured this one might work better if it's network related but apparently not...

  10. 4 hours ago, Ctrz said:

    Would love to hear about them and discuss them through. Rules are not here to stay the same forever - if we find better solution to ensure equal and good gameplay for all then surely TM is willing to overlook set rules.

    I think the rules are fine and as comprehensive as they can be. There's no point in making the rules extra complicated over small issues.

    But what I mean is that in some maps a spawn "technically" has 2 exits but only one leading to the objective. The other may lead to a completely different area or just be a detour - think Venice allied 2nd spawn exits towards the first square tank is escorted through. If there was only one other exit, the only "useful" exit, according to the rules it would be allowed to arty/whatnot that only exit even if the other exits were totally useless. So my issue with this is that while there technically are multiple exits, you are allowed to block the only "useful" exit with everything but mortar.

    4 hours ago, Ctrz said:

    For some reason, a lot of people forget the tactical approach to the game and try to  execute same plan over and over again in a hope to achieve different result.

    "Insanity is doing the same thing over and over again and expecting different results" -whoever

    But hey, sometimes insanity gets the results!

  11. Interesting discussion. Would love to see the mortar charge time increased but it's not a weapon I'm too familiar with so wouldn't know how good/bad it is currently. All I know is some guys who like to use it catch me like 10 times in a map which is rather annoying at times. But hey, 8 of those times is usually at the exact same spot so maybe it's a tiny bit my own fault as well.

    As for the topic of this conversation, I understand your point Nanaa and I agree with you. Mortar effectively takes out the whole exit, rather easily in fact by hitting the bridge. However, according to the current rules in place neither spot A or B is considered the spawn exit. Therefore I would argue that mortaring the bridge and beyond is within the current rules. If we discuss the topic of adding a separate rule only for Venice, as there is on Oasis about heavy beyond the broken wall, I would disallow mortaring the bridge but keep spot B as fair game. Spot A could be argued as a spawnexit area, where as spot B is definitely not an exit area of any kind.

    There are some other instances as well where some spawnkill rules don't really make sense but it is difficult to come up with universal rules for every single instance, seeing as there are dozens of maps in the rotation. I think the current ruleset works wonders for most maps which is all you could really ask for.

    • Thanks 1
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