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Sebast1an

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Posts posted by Sebast1an

  1. 54 minutes ago, Ctrz said:

    Same goes for fops who stay next to spawn the whole map and just throw ammopacks without doing anything else to help the team.

    Once there was a guy who would only camp in the spawn giving ammo several maps in a row without admins interfering. Killed him on every respawn but eventually he got me kicked by complaining. :D Be nice if it was against the rules so admins could rid of such players. So please add the rules mentioned above in Mister J's post.

  2. Like you both pointed out, you don't move people without asking first and I play regularly so I know this. Truth be told I've never seen it happen. But the way Seto put it in his first post (to which I quoted) makes it sound like it's totally fine to do it even without their consent and with that I disagreed. To my experience people are more willing to play ball if you don't force their hand. All I'm saying. :)

    To my experience the teams get shuffled quite fast if allies can't even leave their spawn. Sometimes it takes a map too long but usually that's fixed when someone points it out. One thing I've always wondered though is that why is it unlikely to see a shuffle midround? Instead it's normal to see unfair teams go on for another 15-20 minutes and then a shuffle before the next map begins.

  3. 4 hours ago, Ctrz said:

    If you see for example one team having 2 less players but 3 of that team players are the strongest we have in server, then you can just set them apart and move someone from other team in their place. When people join server, they should understand that we respect them and their freedom to play in whatever team they like but we have also responsibility to keep teams fair not just in numbers but also in gameplay sense. If they dont care about healthy enviroment and balanced teams, then I personally dont care about their arguments either.

    Since I disagree I guess you don't care about my opinion but moving people manually without their consent is not respecting their freedom. Either ask people to switch or use a shuffle but don't target people on your own just because they are good.

  4. ^ lol

    Just something I noticed today (you most likely know all these already):

    - Gibbing is bugged

    - When someone is revivable, the needle on top of them disappears regularly. Smoke hides it but also happens without any obstructions.

    - The objective mark on top of the carrier disappears even with the lightest smoke. Also used to disappear behind other players but I'm not sure if this is still the case.

  5. 36 minutes ago, BladeWarrioR said:

    Not True.

    The only time when it becomes a mess is when admins/members allow it to become that. That's why you have spam restrictions on the servers and also admin/members to control the spam by muting the abuses.

     

    When this soundpack was on the NB servers back in the day there was no spam whatso ever as it was controlled by the NB admins/members. Probs the best server that had a custom soundpack as they controlled the spammers by muting, then if they continue they would be kicked. The only time custom soundspacks have ever been a problem is when members/admins let the players spam/abuse them.

    Even though the popular vote seems to be against, I must ask if it's worth to add something that further increases the work admins/members need to do in order to keep the server in check? I'm not an admin but to me it seems like there's plenty of work already.

  6. 8 hours ago, ShoOty:* said:

    Me, I suggest that we put a sound when a member or an administrator enters the game as an example <=TM=>Sho0ty:* Trial member enters the game then the sound behind. And also just put one sound for each member but just put the commands for the members. ;)

    So normal players will not have access to spam. From the lv.6 trial member we can use the command for the sound.

    I'm sorry but to me none of this really makes sense. Welcome sounds would just be an unnecessary addition to the current welcome texts. I can't see the benefit in adding a random noise just to let everyone know a member has joined the server.

    Having level dependent vsays makes even less sense. After all if they are added, they are 100% for fun purposes and to me it doesn't seem very fair that only members would have access to that. And it certainly doesn't mean that they would not be spammed still.

    • Like 1
  7. Wouldn't mind the original killing spree sounds, maybe with the exception that it would start at 10 kills because killing sprees of 5 are too easy to get and it would keep on playing throughout the map.

    But when it comes to spammable sounds, it's a no with a pretty please. That shit is flat out annoying.

  8. On 11/1/2020 at 3:11 PM, Ctrz said:

    There's the difference. Some players use it for selfkill before spawn and others use it in battle. Having known delay like 1.5s before selfkill kills you would make it hard to deploy it in battle but still possible to use it for spawn. Just dont tap out last second but lets say 2 sec before spawn.  :)

    Pretty sure the ones in battle also use it for respawn reasons. 2sec delay would not change anything as it would still happen - it's just that much more annoying if it's not instant.

    E: And if there's a 2sec timer, it's very possible that people will run into you during those 2 seconds and technically you'd be selfkilling in battle, accidentally but still.

  9. 22 hours ago, Mister J said:

    Target was using a refined humanized bot, the name of which is known by the admins. When used in a smart way very hard to get caught, espically when used by a decent shooter who knows how to move and shoot himself. Catching a cheater is harder when movement and strats of the player match the skills of his shooting.

    We have demos in which it is super evident Target is using the bot, so finally proof was there which resulted into his ban.   

    This makes sense. Thank you for the clarification. :)

  10. It's not very easy to keep the teams balanced for very long. Simply because maps are balanced differently and you can't use the same balance for many maps in a row and have it fair. At some point the balance is going to swift towards either side.

    Keeping a good balance is obviously harder in smaller numbers since one player can have a bigger impact. But I think that in order to have a fair 20vs20, the teams are in fact not balanced but the offending team has to be slightly better in order to make it fair. If a match is a fair game, then if the teams were swapped and the map played again, I think the defence would be too good and teams would be considered unfair. This is due to the fact that defence is always easier when playing with randoms and 0 communication so the attacking team has to have some advantage to start with.

    I don't think the solution to this is in the Axis attack maps. They however bring a nice change of pace so please keep as many as you can. :)

    When it comes to preferring allies/axis, I think the objective playing type of player prefers allies (offence) while the fragging type prefers axis (defence). Defending is not much of "objective playing" while offending often means you run into the defence of 2-3 players and keep dying. At least the enemy will come to you when you defend. :D I don't mind either but to me some maps are funnier to attack and some are funnier to defend so it's not as simple as "I prefer x".

  11. The rules say that a selfkill counts as a death and will reward a kill to the opposing player. It does neither of these things which I think annoy some people. Could look into fixing both of those as well. Right now there's no downside to selfkilling so people do it often. Myself included.

    The sudden death idea sounds nice and I think the cvops bug is being looked at by the devs. And you're right, usually spotting undercover cvops is easy when they are doing something so random your teammates would not do. :D

  12. Without seeing the demos, I didn't think Robocom or Target were cheating when they were active. Was rather surprised to see both of them banned once I gained access to the Clan Friend forum. Targets aim was unreal but to me not very suspicious.

    But I'm sure the demos must have some proof because both of them are banned now. :D

  13. On 10/23/2020 at 10:14 AM, MrMuppet said:

    Updated today.

    Positive:

    - The new voting system is brilliant.

    - Syringe requires more skill to use now which I think could be a good change. It is in no way impossible to use now, just need to be more careful with it.

     

    Negative:

    - Fireteam icon over disguised enemies is still bugged. Unless I'm supposed to see disguised enemies as medic/engi.

    - I don't like the hidden player markers update. Right now the player markers will also be hidden behind other players and also, seeing the objective marker at all times makes defence easier. I fear this will make it impossible for axis in objective delivery maps where one smoke can block out the whole view. I mean after all delivering the objective is supposed to put a target on your back and right now it can be hidden very easily.

     

  14. 1 hour ago, Dmxj said:

    Hey Cookie, first of all thank you for your post!

    I'm not 100% sure what you mean to be honest.

    As far as i know there is no tank in adlernest that breaks a wall?

    The objective in adlernest is to secure the gold to the transmitter, the transmitter is behind a wall that can be exploided by arming the controls in the "depot section"

    I'm not sure you mean that 'wall from the depot section"? or is it the wall that can be opened from inside with the bar handle?

    In the beginning of Adlernest the tank next to allied spawn makes a hole in the wall. The tank is not used for anything, it's a 100% cosmetic feature on the map start.

    From what I understood from the messages above, that wall can be destroyed before the tank hits it and that causes the server to crash somehow or something? Please clarify whether I'm on the right track.

    Edit: This exact thing:

    https://www.youtube.com/watch?v=ebLB5bSIVq0

  15. Thanks for clarifying it for me Jessica. However, like Ande already pointed out, why would you count the specs when specs can't vote and won't be affected by a shuffle for example?

    I feel like 50%+ of axis+allies would be a better fit for the server. So 15v15, you'd need 16 votes for a vote to pass.

    • Thanks 1
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