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StarScream

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Posts posted by StarScream

  1. cl_wwwDownload is 1 on my config and it still only downloads at 1.3 megabits/s.

    I think it only works if the server is set to send an external (http) server location for the map files. And, even if it is, most servers now shunt all http traffic to https and I don't think the client supports that.

  2. 3 hours ago, Ctrz said:

    yes, in my opinion mortar shouldnt be allowed to hide somewhere where enemy team mortar cant shoot back because of the rules.

    I suggest that if you can't fire heavy weapons into spawn, then you shouldn't be allowed to fire heavy weapons out of spawn.

    That used to be the rule on non-sk servers I played on back in the day.

    • Like 3
  3. 1 hour ago, Nanaa said:

    Is this TM server only setting? Isn't it 50% normally?

    I'm wrong.

    I think it's command post dependent how much a shot costs as well, I will have to check now, as well as recharge speed timings.

    I -know- the wait is longer if your bar is empty, but I'm now going to have to time it now to make sure I'm not imagining it.

    DISREGARD MY PREVIOUS COMMENT. 

    Also yes this is a spam game.

     

    EDIT: I TIMED IT AND I AM WRONG AND AN IDIOT. I sort of see why I thought it was like that, given the recharge time, but no. Effectively, you've recharged 15% or so extra during the time you're fitting the next rifle nade. That 'vulnerable' time should probably be factored in, though because engies are easily surprised when fitting the nade.

    Rather than thinking of it in terms of the charge bar, I was thinking in terms of time-til next nade... I think. 

  4. On 7/15/2022 at 6:37 PM, uips said:

    If engineer power bar is equal to 100,. Then right now one rnade shot takes 50 from that bar.

    NEVERMIND IM WRONG, SORT OF.

    I TIMED IT AND I AM WRONG, but you do recharge a nice amount while readying next nade. However you are vulnerable.

     

     

  5. 5 hours ago, uips said:

    This spawn is too good for axis. Had a game with 90% win rate for allies. Tank was basically moving nonstop, fuel gate blown in about 20min. Rest of the game stuck on final objective. If possible removing this spawn would be first thing to do to improve balance.

    Also someone mentioned that allies CP spawn does not have enough spawn points in 20vs20 game, some spawn in back spawn. IF someone can confirm it. Should be possible to add more spawn points?

    Yeah, I concur, spawn 3 for axis is crazy.

    I can confirm that CP Spawn does not have enough spawn points, but this is the case for most maps when playing 20v20. I've had times when I've spawned at 1st "back" spawn as allies on almost every map when too many ppl have died. 

  6. 23 hours ago, Ctrz said:

    I think the issue with axis spawnpoint at CP is the fact that they spawn basically in that CP. If they would spawn near backdoor when CP is built then it would be fine. And if allied would spawn also bit further from cp - top of the hill where railing ends - then that gives axis also some chance to fight for cp again :) 

    I swear I've played a version of SW Battery like that, but I may be misremembering.

  7. 2 hours ago, uips said:

    As battery being highly in favor for allies "fixing" the command post will make it even more in favor for allies. 

    I think some spawn time changes are also needed 

    Viable options 2+ or +4 to allies spawn or -2 or -4  to axis spawn or any mixed combination. 

    For example lowering axis spawn time make captureing cp harder as time window for succesful capture lowers. And also axis might get to objectives faster

    Increasing allies spawn might give more time to axis and lower general allies swarming pace. 

    Maybe test with some spawn time adjsutments as well whatever might make it more balanced and playable. 

    Maybe reset map bias to determine faster if any adjustments have effect. If bias work as it should perfect way for adminS to determine state of map after period of time without need of real time experience

    To be fair my suggestion was kind of a reference to that previous uips discussion and more a reflection of frustration and the main complaint about the map from allies 

    I was expecting someone to say 'well you play allied engie a lot so you would say that.' :D

    Ultimately, uips makes some good suggestions  regarding spawn time if it were to be changed.  I'd be curious to see how it plays out, it can still be very difficult for allies even with CP and forward flag because the two entrances to the gun control building (front doorway and rear tunnel, with optional covert door and mechanical door) are quite severe chokepoints. 

  8. I'd make it 10min + 5min. Generally if you can't take the first part in 10 minutes then you'll not take it in the next 5. But, if you do manage to get it close to the 10 minute limit, you'll then get 5 minutes which is *just enough* time to possibly do the next part if you forget about the command post. Makes it more exciting.

  9. 4 hours ago, Charlie said:

     If there's too few maps to vote from in the endgame then you may never see your favourite maps all night. 

    But that's the problem. For most people favourite maps == maps they are familiar with. 

    If I don't see a 'favourite map' then that's a chance to try a new map which may become a new 'favourite' map.

    We don't need to pander to people's favourites, we need to create a situation where the 'favourites' are expanded.

  10. 6 hours ago, Ctrz said:

    It's not hard to actually produce that list of preferred maps by time/ amount of people playing at that time/ etc if provided with enough data to run these calculations on. But whatever solution will be suggested, even if backed by data fully, there will be always people who are against it because they are just protesting or mocking or complaining for no good reason.

    Would you play that calculated and suggested rotation blindly without questioning it or complaining about it @HeRcErMeR ? Or you just tried to google some words and make jokes at @LordMarco6699 expence without actually adding anything useful to this suggestion topic?

    Hey now, Herc is a TM friend and his response was just some lighthearted joshing. Your response was completely unnecessary. 

  11. 10 hours ago, Dragonkiss said:

    Out of the box thought: the lesser someone votes the heavier his/her vote counts when she/he votes? So if I don’t vote for 5 rounds my vote counts for 3 or 4?

    That just creates perverse incentives.

    What will happen is that people will deliberately not vote so they can force through the map they want later. Ultimately it will result in every map choice coming down to one or a few players with 'heavy votes,' creating nothing more than a rotating dictatorship.

    • Thanks 1
  12. Good job!

    However, Supply Depot stands out as being slightly wrong - the red dot in the grey building should be in the middle, where the downstairs stairs are, rather than to the right. The map shows mostly the upstairs layout. The stairs are between the two outside entrances, exactly in the middle of the room on the horizontal axis, with exactly three floor tiles to the wall on each side (I checked). The downstairs room with the stairs takes up the full width of the building, therefore the dot should be right in the middle.

    Should there not also be a red dot at the bottom of the map where the second axis spawn exit tunnel & stairs are?

     

  13. 30 minutes ago, Dragonkiss said:

    Thus use the same for both forum and server. Again, in the old dayz we had that on our server aswel. The map was redrawn with the colored areas (square) as guidance and the same image was used on the forum to point it out. 

    Fair point.

  14. 11 hours ago, Dragonkiss said:

    This kind of drawing is very unclear, just use squares to point out where what is forbidden.

    The problem comes when the diagrams in the forums and the block-outs on the in-game map are different, which will cause massive headaches for TM members as you know players will try to argue the toss or take advantage.

    The diagrams on the forums and the changes to the in-game maps MUST be consistent otherwise we now have two potentially conflicting rules.

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