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Sebast1an

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Everything posted by Sebast1an

  1. Sebast1an

    Lags

    I'd like that.
  2. Sebast1an

    Lags

    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: 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...
  3. 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. "Insanity is doing the same thing over and over again and expecting different results" -whoever But hey, sometimes insanity gets the results!
  4. 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.
  5. I got the same problem now, will try an older installation to see if it makes a difference... E: Version 2.77.1 seems to work.
  6. Any chance you could record a short demo to show us the problem?
  7. Sebast1an

    Lags

    It would seem my lag issues have fixed themselves as well. I have been too lazy to even contact my ISP so please don't give them any credit.
  8. Sebast1an

    Lags

    Which values do you use for hunkmegs, soundmegs and zonemegs?
  9. Sebast1an

    Lags

    Thank you all for your help. I'll contact my ISP (Telia) about the issue and we'll see if it ever gets better.
  10. Sebast1an

    Lags

    A routing problem sounds very logical to me, thank you. I did tracert on both ETL1 and ETL2 and these were the results: ETL1: tracert 37.187.79.49 Tracing route to ns3367630.ip-37-187-79.eu [37.187.79.49] over a maximum of 30 hops: 1 6 ms 5 ms 5 ms *myipremoved* 2 * 8 ms 7 ms 141.208.186.161 3 8 ms 9 ms 8 ms 141.208.186.162 4 8 ms 8 ms 9 ms 141.208.186.163 5 11 ms 10 ms 10 ms 141.208.195.149 6 12 ms 11 ms 11 ms 62.115.143.50 7 * * * Request timed out. 8 37 ms 37 ms 38 ms ffm-bb1-link.ip.twelve99.net [62.115.143.29] 9 38 ms 38 ms 37 ms ffm-b11-link.ip.twelve99.net [62.115.124.117] 10 40 ms 40 ms 41 ms be100-163.fra-5-a9.de.eu [178.33.100.250] 11 * * * Request timed out. 12 * * * Request timed out. 13 * * * Request timed out. 14 52 ms 52 ms 51 ms be105.gra-g2-nc5.fr.eu [91.121.131.18] 15 * * * Request timed out. 16 * * * Request timed out. 17 * * * Request timed out. 18 53 ms 53 ms 52 ms ns3367630.ip-37-187-79.eu [37.187.79.49] Trace complete. ETL2: tracert 46.4.80.110 Tracing route to static.110.80.4.46.clients.your-server.de [46.4.80.110] over a maximum of 30 hops: 1 6 ms 5 ms 5 ms *myipremoved* 2 8 ms 7 ms 7 ms 141.208.186.161 3 8 ms 7 ms 8 ms 141.208.186.162 4 8 ms 8 ms 8 ms 141.208.186.163 5 * 11 ms 11 ms 141.208.195.149 6 11 ms 11 ms 11 ms 62.115.143.50 7 37 ms 38 ms 38 ms s-bb2-link.ip.twelve99.net [62.115.123.202] 8 36 ms 35 ms 36 ms ffm-bb2-link.ip.twelve99.net [62.115.138.105] 9 38 ms 38 ms 37 ms ffm-b5-link.ip.twelve99.net [62.115.114.91] 10 47 ms 42 ms 42 ms hetzner-ic326013-ffm-b5.ip.twelve99-cust.net [213.248.70.3] 11 193 ms * 47 ms core23.fsn1.hetzner.com [213.239.224.249] 12 43 ms 43 ms 45 ms ex9k1.dc5.fsn1.hetzner.com [213.239.229.122] 13 43 ms 43 ms 44 ms static.110.80.4.46.clients.your-server.de [46.4.80.110] Trace complete. Could those "request timed out" messages on ETL1 be the cause of the problem?
  11. Sebast1an

    Lags

    Thank you Mini, I think it's a good idea to try regardless just so we know it's not about that. Just tested it on ETL1 with bots, thinking it might have something to do with the amount of people. But unfortunately that makes no difference.
  12. Sebast1an

    Lags

    Heyo, recently on ETL1 my ping has been 70-90 whereas normally it used to be 50-60. On top of this some maps just lag more than before - I've noticed it quite well on Erdenberg as that map lags a lot these days compared to before (lag as in spikes in lagometer, fps is usually fine). On my end nothing has changed in the last year so I guess this could be related to server setting changes somehow? I tried ETL2 and ETLC, with bots, and on both servers my ping was 48. Only server change I can recall that could have an effect is /rate was forced to 35000 instead of 25000 some time ago. Not sure if it could have this kind of effect though. I've tried all sort of tweaks to my cfg without much success but I hope some of you may have some new suggestions to try. Cheers. I'm rocking a whopping 24/1 Mbps connection which hasn't changed in a while. Let me know if you need to know some other specs. Also here's my config:
  13. Sup dude Word. Certain maps I very much dislike for this very reason.
  14. I'm not going to pretend I would lose any sleep over the situation in Afghanistan but you have to understand the situation is a bit touchy at the moment so maybe joking about it was in poor taste. You don't seem that sorry though, you're just worried about your prestige points. As Ctrz put it rather nicely: your only regret is you got caught. This topic made me curious about what you said that warranted the ban though. Any chance an admin could show it to us?
  15. I think the current system works just fine and there's no need for changes. After all it's the same for both sides and I don't see it giving an advantage to either side.
  16. The thing about the needle revive while alive is it makes the game flow a lot smoother. For example, I will go out of my way to heal someone who is at 20hp with the needle but I would not go out of my way to heal someone half hp with medpacks. I would just kill and revive at that point, if anything. It's just easier to give 2 headshots (with love) and revive.
  17. Looking forward to seeing what kind of effect that has on the balance. It is a beautiful map so would be nice to have it in the rotation for a longer time as well. Thanks.
  18. I think this is one of those solutions that sound perfect in theory but are not very practical. At least I find it hard to keep track off compared to everyone losing their protection at the same time as it currently is. And when you think about it: how does this additional spawn protection help you against spawnkillers if you lose it upon firing your weapon? Someone has to kill the spawnkillers...
  19. Generally the problem is people "know" right about 7 maps and keep voting them in disregarding the good but newer maps. Not everyone likes the same maps though so I think it's a good approach to go with the majority. To give my own take on the maps you listed, I'll add a list below. I like small maps with a lot of people so it doesn't get boring. But with objectives that are possible for both teams to win as well. As for adding Saberpeak, please don't. People don't understand the objective and it ends up getting stuck on the first part. Never seen allies get to the city on ETL1 and to be fair, that part isn't super balanced either.
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