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Sebast1an

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Everything posted by Sebast1an

  1. 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?
  2. Definitely also using a wallhack.
  3. 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.
  4. 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.
  5. 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.
  6. Let's be real Trin, how often does this really happen
  7. 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.
  8. I remember this from waaaaaaaaaay back. No idea if it's any good though..
  9. 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.
  10. Ok, fair enough. So you think there's no need for anything like this to be added?
  11. 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...
  12. 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.
  13. 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.
  14. It is often the case that the initial shuffle makes the teams fairer (by the odds calculated by the game) but then people go spec/swap teams and it goes to shit again. But I think I've seen some discussion about this earlier and then the conclusion was that however annoying, people have the right to choose their teams and it wasn't encouraged to force their hand. I think admins shouldn't be afraid to shuffle if maps are being ended in 3 minutes - even if it has just been done a map before. Certainly shouldn't rely on the shuffle vote to pass first as that is rarely the case. But shuffle with a little consideration - note how the map ended. Was it that the other outskilled the other (-> shuffle) or for example good cvops play (-> don't shuffle, give it another map as the teams could still be fair on another map).
  15. Well, I used it for 5 minutes until someone told me the command to disable it all together. But when I tried it, all I saw was random revive icons through walls and couldn't figure it out. E: It still shows random icons through walls and whatever. And not just revive icons, for example objective and 'asking for health'-cross as well. Probably others too, I just tried it for 5 mins with the bots.
  16. How is this supposed to work? All I saw was just random revive-icons through walls and it honestly was very confusing.
  17. Sad to see beach removed. You're absolutely right about the reasons why though - the sk is nonstop on that map.
  18. I hope you also bought a cpu with good single core performance because I recently learned that's what ET is all about. Anyway, hello and welcome to the forums.
  19. I think this is the only reason to use 2.60b instead of the ETL client. At least I didn't see any differences in ETL performance when I tried them side-by-side a while ago.
  20. I don't have any new maps to suggest but recently I love seeing new maps added regularly. Some are better fit than others but I've found a couple new favourites.
  21. rubberducks huh who knew
  22. So is your issue the topics of conversation or that they were having a conversation in general? The topics are whatever but I agree it does get annoying if some people in your team are in fact not playing and put your team at a disadvantage.
  23. Scrims generally improve your gameplay as a whole because you're facing people around your own skill level so it's natural your aim also gets better. On ETL1 the usual 20v20s are big clusterfucks, you get killed by random nades and 3v1s half the time so it's not really an ideal place to practice. That said, the 45% accuracy comes with a ton of practice. And to answer your question: they crouch so it's harder for you to kill them.
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