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Sebast1an

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Posts posted by Sebast1an

  1. Had this bug once before. It was caused by allies trying to secure both gold crates at exactly the same time (I think). For some reason both crates disappeared like they were secured but the truck only took one and the second vanished. Wasn't near/on the truck or in the bank.

    Don't know if it's the same case here or something that happens every time the map is played..

     

  2. On 6/18/2020 at 9:50 PM, Charlie said:

    Lighthouse: Allied spawn time increased from 18 to 22 seconds.

    Someone mentioned there's a version with an additional entrance. Can someone link it to me? Lighthouse 2 just swaps who attacks from what I can see.

    Don't know if it's this one (can't test it myself) but atleast the readme in the download mentions a bunch of changes, including "1 more set of cliff climbing ropes". It also doesn't say anything about allies attacking so maybe this one is different from the one you have checked.

    https://et.splatterladder.com/?mod=mapinfo&idx=7249

    Should give it a shot. The current one uploaded on the server is balanced horribly.

    • Like 2
  3. 17 hours ago, Charlie said:

    :umnik:

    Anyone else experience this? Are you sure it's when someone connects? Is it only when the server is full or all the time? It it only on ETL1 or does it happen on ETL2 too? Has it been since the last Legacy update we did?

    Does anything unusual appear when you go in command prompt and type "tracert legacy.teammuppet.com"? (Without the " ")

    I'm hopeless with this stuff but I guess the more details the better. I can't say I have experienced this, or noticed it anyway.

    - Yes I'm sure it is only when someone connects. The demo will show you this.

    - Amount of people doesn't matter. Happened yesterday with full server, today the server was about half full.

    - Apparently also happens on ETL2, don't play there myself.

    - I believe it has been since the last update yes. Several weeks anyway, maybe even a month.

    - I don't know what is unusual...

    kuva.png.ae6c6722a6c655220361bbcfe95b1098.png

    Here are the demo timestamps when someone connects (pay attention to the lagometer, some spikes are smaller than others):

    11:38

    11:16

    10:15

    8:50

    8:34

     

    lagspikes_supply.dm_84

  4. 17 hours ago, Eagle_cz said:

    This 'can be' connected with our redirector (iptables prerouting for players connecting via 27960/27964). Will check perf. tables for that...

    Maybe try to connect to the origin port 27999 and let me know if u have a same problem. Thx

    The port makes no difference. Usually I connect using the ingame server menu but connecting by /connect makes no difference with the issue.

  5. Are the constant lagspikes that have lasted for weeks now under investigation? Didn't see a post about them here so figured I'd make sure they are being dealt with.

    If you're not familiar with the issue, it seems like every time someone connects to the server there's a lagspike. On my lagometer it usually last 2-5 seconds but it gets annoying as the server is quite popular and people connect all the time. Took me a long while to figure out it wasn't my internet but the server causing it. I think kyuss pointed it out that it's everytime someone joins the server and never on any other time.

  6. 16 hours ago, n4x said:

    Hi All,

    I have a couple of suggestions to improve the overall play. Bearing in mind that the server ET LEgacy server is very high populated and most of the time it is massacre.

    1. Lets make Covert Ops great again!

    - Lets increase the damage done by satchel so it could be useful again;

    - As this server is XP-Save, lets remove the possibility to detect disguised covert ops.

    2. Medics

    - It feels that the health regeneration is way too high. I would like to see it reduced it significantly.

    - Is it possible to limit the revived players health points to the yellow syringe levels? It feels awkward that one medic could revive 3 or more players at full HP within 3 seconds.

    3. Spawnkilling

    - I have seen other servers where the forbidden SK areas are marked in yellow or red on the map. Is it possible to do that in order to avoid confusion?

    4. Engineers

    - There should be a limit of 2 or 3 Garands per team. Otherwise you see a marching engineer throwing out grenades, which is OP :)

    5. Campaigns - it feels that Goldrush is have 3 different versions and it is played too frequently. 

     

    Thats it for now. Thanks!

    .n4x

    My take on the points brought up:

    - I don't think satchel was ever thought out to be something to do damage with. No opinion whether it should do more damage than now as I rarely see it used for that. And never use it myself.

    - I think most people won't rely on signal 4 to spot disguised enemies. Like ryzyk pointed out there's plenty of other ways. But removing the signal 4-way could do them some good.

    - Health regeneration is quite high but I don't see the issue. Most medics rely on the medpacks anyway and at level 3 they are plenty.

    - Not sure how half hp revives would play out on large scale. Would affect both sides and often attacking team will rely on full hp revives to get an engi through. As will the defending team to get a defuse. You are right, it is now a bit overpowered but on the other hand reviving is a skill as is gibbing. So I think the current system works fine.

    - Thing about SK areas is that spawnkilling is allowed with some weapons and some not. And wouldn't these red/yellow areas generally be the spawn anyway? I feel like everyone knows where the spawns are and that their location isn't the real issue. Would do no harm to mark them on the map but I'm not sure it would do any good either.

    - Agree, limit the rifles. 3 sounds reasonable for a 20man team - 2 might be a little low.

    - Agree, remove every version of goldrush. Or at least remove one from the main server. :)

  7. 2 hours ago, Dmxj said:

    Hey man, a spawntimer will work in a server with basic spawntimers, like we use in campaign.

    On our main server we use different spawn, because we have to fit the spawntimers into the amount of players we got.

    If u need an spawntimer poke me on discord or tag me in the main chat on discord.
    I'll send you one but like i said it's only usefull in a server with basic spawntimers 20/25 or 30.

    Is it possible to change the enemy spawntime with a single command, at the beginning of every map? Or is it more complicated than that?

  8. Fascinating read.

    It is a shame some people can't recognize the effort the ETL dev team puts in, without any compensation, on top of their real life obligations. But I guess everytime you are dealing in any form of customer service, some bad apples are always bound to show up to throw some insults.

    I feel like players need to get better at dealing with small issues, like a reset. I mean prestiges take some time to gather, as does SR, but in the end neither will really help your gameplay. Inconvenience for sure but really nothing more. Just be happy the server runs smooth and you're getting the frags. :) From my experience I think bugs that truly affect every day gameplay are rare and in the event of one it is usually promptly reported/fixed.

    Thank you for all your work Spyhawk and the rest of the dev team.

    • Like 1
  9. 9 hours ago, Charlie said:

    ET Beach has been removed due to the the constant spawn killing and the baby sitting a TM member has to do to prevent this. Until we can work something out this map won't be added back to the server.

    This is a shame. Hope you guys can figure something out.

  10. Thanks for the responses, I guess it's a bit more clear now.

     

    2 hours ago, Matu said:

    Pretty stupid scenario but still SK.:D(You may only shoot enemy in his spawn when he shoots you first).

    I have experienced similar scenarios,i just ignore them if it happens once a year.No point of arguing that "technically" i have right.

    Actually I find this happens all the time on ET_Beach while spawnpassing as an allied player. You are bound to run into someone and quite regularly they will move to the spawn to avoid being killed. And as I've been warned for this before, I wanted to clarify it for myself now that there's a topic about sk rules.

    Your responses show a mixed opinion so I guess it's up to whoever is online at the time. Cheers.

  11. Sorry if you answered this but I really won't read your book to find the answer. Figured it's easier to just ask. Is it allowed to kill a player in their spawn, knowing they have not spawned recently but are also not technically shooting back?

    For example: You see a player heal themselves in their spawn. Or you shoot at someone who runs to their spawn to heal and then dies there.

    Map scenario (Oasis): Axis player heals at the final spawn area and an allied player goes by towards the north gun. Sees the axis player through the gateway healing and kills him from a distance.

    Another map scenario would be ET_Beach: Axis player spawns near the transmitter, down the ladder. He leaves the spawn (but not the bunker) to look at the stairs and an allied player shoots him. Axis player doesn't shoot back but rather goes to the spawnpoint to heal but allied player follows and kills him inside the spawn.

    Are these scenarios within the rules or is it classified as spawnkill?

  12. Honestly I don't see much of a improvement in average player skill happening even if everyone suddenly had this disabled. Sure their gameplay would become easier but no one gets good without running into using configs. And I dare say vast majority of players who are "good" have all this disabled in their configs. Makes no sense whatsoever to play with these effects if there's an alternative.

    But if you want to level the playing field, why not keep the cvar as it used to be but default it to 0 instead of 1? This way the explosion effects would have to be turned on if someone wants to play with them.

    • Like 2
  13. Well, to me the issue is that the way it used to be (while disabled), things like artillery and grenades had only the tracers of the explosion showing and it didn't disturb your gameplay at all if somewhere on your screen a support fire went off. No unnecessary explosion effects that you can't see through.

    Basically people have been playing with all the explosion effects disabled for years and now they can't be disabled anymore. I think most people like them disabled as it makes the game easier to play, not because their hardware sucks.

     

    • Like 1
  14. 55 minutes ago, ryzyk said:

     

    This is terrible news! I've been playing with them off for years. In my preference they are super ugly and add too much clutter on the screen especially on a server with huge spam of arty, airstrike, mortar and grenades which is a common place on main server. :(

    I don't think anyone would prefer to have them on given the choice. Game looks weird with all that added on the screen and as mentioned above, all explosives are plenty on the main server. Also it's ugly.

    • Like 4
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