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Sebast1an

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Everything posted by Sebast1an

  1. Sup dude Word. Certain maps I very much dislike for this very reason.
  2. 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?
  3. 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.
  4. 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.
  5. 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.
  6. 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...
  7. 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.
  8. Is there a reason you want to play using the ETL client and not 2.6? If 2.6 works fine, why not use it?
  9. I'm sorry but I watched the demo twice and I still don't see anything out of the ordinary. You have some random spikes in your lagometer but nothing major and definitely not all the time - frankly I wish my lagometer looked that clean. I think I've ran out of ideas on how to help you since I don't exactly even see what the issue is. Best of luck in getting it solved though.
  10. Thank you. Your task manager looks fine to me. Also I couldn't spot a single thing wrong in your demos - did you still have the issues while recording because it all looks awfully normal to me? After reading Starscreams post I kinda expected there to be a lot more lags but your demos show no signs of anything at all. If you indeed had issues, could you pinpoint the times you did so it's easier to spot? Or if it happens with actual people more, try recording a demo with a full server for reference.
  11. Are you using the same pc/laptop on both locations? If so, the only common denominators here are your setup and the server - assuming the houses are not using the same connection. And so far you seem to be the only one having this problem which leads me to believe there's something wrong in your setup. Is it possible for you to try another machine to see whether it has the same issues? Also if you are not the only one connected to the network, try disconnecting the other devices (also disable WLAN) and giving it a go. One thing you could try is to see which applications are using your connection besides ETLegacy. Task Manager -> Processes -> Organize by "Network" (see pic below, sorry about the Finnish). Would it be possible for you to play for like 5mins and record a demo for us to see? Try including as much of different actions as you can - running, standing still, explosions, shooting, getting shot etc. And make sure your lagometer is visible.
  12. Let's be real Trin, how often does this really happen
  13. Honestly I thought I'm just retarded and can't get up properly. Never used to prone that much so it's all very new to me. But I voted against having a delay, it seems unnecessary.
  14. I remember this from waaaaaaaaaay back. No idea if it's any good though..
  15. Fair point. I would consider this and set the thresholds high enough so that 1-2 false warnings would not make a difference without substantial player input. For example if there's 5 warnings needed for a ban and you'll get mistakenly warned twice, you'd still have to get 3 warnings of your own for a ban to happen. So I don't really see it as an issue. But as Stumpel pointed out, what's to stop you from adding a !dewarn command? As you stated mistakes happen and that would be a good addition to the current system as well in my opinion. Also agree with Ande, 4 warnings per map is quite generous. However, sometimes two admins warn the same person at the same time which is why I'd lower it down to 3 instead of 2.
  16. Ok, fair enough. So you think there's no need for anything like this to be added?
  17. Warnings are already stored in history so it's just a matter of code. No one has to do anything more or less than right now once it's added...
  18. Hi, I have a suggestion to revamp the current warning system. Right now when people get warned for anything, mainly spawnkilling, it takes 4 warnings in a single map to face any kind of consequenses. In this case getting kicked. This makes it very easy to abuse the system by spawnkilling, getting warned once or twice and then stopping before getting kicked. Repeat on the next map or whenever it suits their team again. Today I learned the warnings are stored in some sort of history so I thought of this idea: Start counting the warnings by map, by day and by week and place punishments accordingly. For example: 3 warnings in a map -> kick 5 warnings in 24h period -> 1d ban 7 warnings in a week -> 3d ban 10 warnings in a week -> 1w ban Didn't spend much time thinking of proper amounts but you get the idea. What do you think? In my opinion it's not very difficult to play without warnings so this shouldn't affect active players that much. I just see the same people get warned over the same things over and over, abusing the system because it's so easy. At least this way the regular spawnkillers would have to watch it if they don't want to get banned.
  19. In theory, this would work if the shuffle made the teams fair every time and people would actually play the team they're shuffled into. But even shuffling by SR is a gamble because not everyones SR is proportional to their skill so you might as well end up with more unbalance. Also, people tend to prefer playing offence so if they're suddenly on Axis, they'll go to spec and wait for a spot on Allies which in return gives Allies the advantage in numbers from the getgo. On top of all this hassle you'd also get a lot of complaints from whiny little kids. So in my opinion it is not worth it. Instead, I suggest the following (if possible): If during warmup the teams are uneven (one team is up by at least 2), the game would even the teams before the warmup ends. That way you'd atleast prevent the match from starting with uneven teams. Sometimes the unbalance from previous map causes people to leave, and so the next map starts with uneven teams. In certain maps that can easily be finished within 3 minutes (Braundorf, Adlernest, Frostbite to mention a few) an uneven start will result in another quick victory as the defence can't hold the first push due to lacking numbers. That said, I think all admins should be told to always use !shufflesr instead of the regular shuffle. And if possible, make the shuffle-vote do it by SR as well, as that way it's not 100% random. Also, after you have shuffled note the chances of winning of each team and if they're still 90/10 or worse, shuffle again until it seems more even. You can't control people from swapping/leaving after but if you do this during warmup, then at least you've done all you could.
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