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Sebast1an

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Everything posted by Sebast1an

  1. I remember this from waaaaaaaaaay back. No idea if it's any good though..
  2. 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.
  3. Ok, fair enough. So you think there's no need for anything like this to be added?
  4. 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...
  5. 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.
  6. 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.
  7. 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).
  8. 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.
  9. How is this supposed to work? All I saw was just random revive-icons through walls and it honestly was very confusing.
  10. Sad to see beach removed. You're absolutely right about the reasons why though - the sk is nonstop on that map.
  11. 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.
  12. 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.
  13. 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.
  14. rubberducks huh who knew
  15. 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.
  16. 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.
  17. Sebast1an

    Contract

    So basically you'll be an independent contractor? Google returns quite a few templates for "independent contractor agreement" if that's what you need.
  18. What kind of map pool does it have?
  19. Not sure if I understood your problem but you can bind selfkill on any key by typing: /bind key kill So for example: /bind mouse2 kill
  20. Nice, helpful topic. People should take the time to go through it, especially admins. Some pointers: - Goldrush: Axis first spawn, isn't it classified as capturable spawn so only mortar isn't allowed? - Italy: axis first spawn has 2 exits so in my opinion blue should be allowed. - Supply: mortar happens all the time at the front yard exits where you've marked it forbidden since it's not "actually" the exit. I agree with your view though. - Oasis: Axis 2nd spawn, allies get warned all the time for nading inside the arc. So I guess it's allowed now?
  21. Zowie EC2-A. Essentials and nothing more. Used to play with Deathadders and MX518's a long time ago but this one beats all of them. I suggest you stop by a local shop to test what kinda mouse would fit your hand best. After this Google is your friend.
  22. Experienced the same thing as J before, hence why I have 1 prestige on the server. I also find it super frustrating to level up afterwards so these days I just try not to level up every class to avoid prestige points all together. 0k/0d bug can be fixed by restarting the ETL client. Atleast for me that fixes it every time.
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