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lost

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Posts posted by lost

  1. 18 minutes ago, Sebast1an said:

    I haven't played in a while so the rules may have changed but on both instances on Missile you mentioned, you should be allowed to use heavy weapons.

    2nd stage: it is not a permanent spawn for axis so everything except mortar is fair game.

    3rd stage: there are multiple spawnexits so you are allowed to use heavy weapons on the exit. Mortar is ofc not allowed.

    This is how I remember it. Please correct if I'm mistaken.

    Thats true and it should be working like that.

     

    53 minutes ago, lazy said:

    Hola together,

    as you might know, personally i dont mind spawnkilling. But i totally understand that you set up some rules to prevent that in a 24vs24 match. My issue with the spawnkill rules like it is today is, that you can actually abuse that.

    At some maps, the Objective is very close to the axis spawn. That leads to people camping inside the spawn to protect the Obj. Nothing wrong with that. But what is wrong is, that you can't break that defense with heavy weapons. Lets take a look at Missile second stage for example. The Axis MG can simply camp in spawn without the risk of getting panzered or rifled. You have to facecheck that mg with an smg to kill it.
    Missile 3rd stage is not better, you cant nade the top. Caen 2nd stage is another example. If allies has at 2nd stage somewhat mapcontroll, ppl camp up with mg and snipers. you cant arty them out.

    Correct me if Iam wrong. but the whole point of not allowing spawnkill is to protect people to not get insta killed after spawning. But there is no reason to protect them like 8 seconds after theire spawn, is it?

    I dont really know if that is possible, but the solution that came to my mind is, that the auto-spawn-protection-system (auto-warn/kick for sk) only works like for the first 8 seconds each spawn. After that you will not get a warn/kick for using heavy weapons in a restricted area.

    That would have another positive effect: Players will be forced to finally pay somewhat attention to the spawntime :D

    Personally I'm against such solution. In our servers SK is not allowed and script is the solution to force people to play with this specific rule and changing sk script will cause back to the situation before it was implemented. So no, I our case sk script is not only to prevent people getting killed after spawn, we are not allowing any sk on the servers, of course there are different rules for fixed spawns and capturable spawns etc

  2. 12 minutes ago, Stumpel said:

    Which building you were with your mortar.. I mean I have seen some maps people using mortar inside of building and no-one havent complained about it.. Its more like about where or which area you are with your mortar.. On radar map there isnt many areas where its allowed.. I dont think that you were some 'side building which wasnt having any restricted areas...'  We have script which automatically take player BANNED if too much make heavy firing on those areas which are set on script.. 

    One example on map where seen many times firing inside is Decay.. that someone has sit on  gold room with mortar  to aim to corridor where anemy comes and people seem to been fine with that.. with so low angle that it shoots into corridor far away.. Wont tell how they do it, that it doesnt come more used have seen some people doing that..

    Stumpel the situation is different than he described it. On et_beach map he was using mortar inside the buildings, he was banned after that on radar map. So this case has nothing to do with radar, he was just playing on the server and got ban.

  3. I claim this for about 2 years :D he is using wh, i sent few demos with his weird actions. He acts like he alawys knows where the enemy is and react even when he is not able to see or hear enemy. He is checking some stupid places where normal player wont be looking for enemies (he is finding enemies there, even he didnt see or hear them)

  4. 3 hours ago, froggy said:

    There is absolutely no notion of hate on rambo medics, and i know some few players who are medic for their teams before being medics for themselves... But i saw that without this setting, the rambo medics are much more present than these "TeamMedics"
    A rambo medic doens't pay attention to the fun, he doesn't teammplay, he just frags and doesn't give a shit to the incidence on the server.

    @GoLdFiNgEr could you explain please?  cause when we changed this setting, the main part of our usual players was satisfied... and I am convinced that it is one of the major reason why this server has so many players now.
    -> just my opinion: it is already hard to make some basic written rules respected in order to keep the server pleasant, and full, imagine if we have to fix the rambo medics ourselves. What rule will you oppose to the rambo medics?
    How many and how long boring argues, contestations, complains, and lost time...

    The main part of our players tries to make the objective and appreciate there is no more, or so few rambo medics playing now.
    Medics should receive health each time they give a medic pack to a teammate...
    I don't know if it is possible on N!tmod. But it would be necessary...

    It is hard to compare lvl on nitmod server to the main server. Playing 25 vs 25 cause making objective nearly impossible. From my perspective: im playing medic all the time. I enjoy fragging etc BUT I know how to use needle etc. So when i see players in my team with low health or someone who is not gibbed I'm always trying to heal them before taking any action against enemy players, but in some situations I choose to fight first than heal (for example when obj is endangered). And back to the words about servers lvls. On the main server there are many players with outstanding skills, usually it is not possible to lockone team in the spawn, ofc there are many situations when one team is much stronger than second one BUT I have never seen that any team was locked in the spawn with full server.

    Changing medic class like on nitmod server will decrease number of players on the server, im sure about that.

  5. Hi Svepa

    Thanks for your message.

    First of all - there is no rule that admins/member need to warn before kick :) we can awlays check someone sk/warn/kick/ban history and based on this make decision, so if someone is constanlty spawnkilling, he can get kick right away (im not telling that you are massive spawnkiller, just wanted to clarify some things)

    About sk areas and script - scripts are not perfect, so there can be some mistakes with areas and admin/member can make action based on his own feeling. Im not telling that you were spawnkilling or not but to resolve your case, demo would be appreciate

    About putting spec - do not know your case, but many players are afking in spawn and we are putting them specs to not block other players etc, im pretty sure putting u spec was not to make your game worse but probably u were inactive for sometime in spawn and Ding noticed it

    • Like 1
  6. 1 hour ago, Mxt0r said:

    Hello mate

    This is available, you can enable them or change everything, place  it wherever you wish in the HudEditor (Escape - Option - View - HudEditor - popupmessage) or just with a command like /cg_popupstaytime and /cg_popupfadetime
    With the HudEditor you are able to modify everything, the size of them, etc...

    there might be some commands i forgot but you can already try those with different value

    Maxtor froggy is playing on beginner server with Nitmod, so there is not Hud Editor there ;)

  7. 49 minutes ago, Sebast1an said:

    Watched it a few times. In my opinion there's no wallhack, but I'm not sure about the aimbot though. His aim doesn't do much of weird out of nowhere movements and his kills are mostly on that one allied route which is very predictable. And narrow.

    10:05 his aim jumps randomly to the dead body not even in his sights. Not sure why, the timing seems to be lined up with the enemy going behind the wall and there's no one coming from that door.

    6:40 that's something else. Not sure how I feel about this one. But I think it is possible without cheats.

     

    In my opinion the demo is not conclusive proof that he's cheating. There are some weird moments but I'm sure if I recorded my own gameplay something similar could occur. Sometimes it is just dingdingdingdingding. :D

    I watched this demo few times too.

    Why I assume that he is using WH ? He cant even move properly in the game, but most of the time he is aiming exactly when enemy is coming (even without hear enemy or see)

    About some kind of aimbot: There are micro fast aim switches and aim warps on this demo. To be honest Im not familiar with nitmod, so maybe this mod is working different, but from my perspective it looks like bot

  8. Sk scripts is a tool to help members/admins to make their lives easier. Every sk you made is noted in history, so I assume your history is very interesting and this is not the single case of accidential mortar shot. Every member/admin can make own decision, script is not above the members act. You wrote that you are shooting at the edge of sk area and this is the problem. Just do not shot in such places and you will not get warns etc. If you doing it almost everyday we can make action like Jessica did: ban you for specific time. If this punishment will not make any change in your gameplay I assure you, your ban will be longer every time.

    And I will write it again , SK IS FORBIDDEN ON OUR SERVER, script is allowing to make 2 sk - first is a warn, second - gib and 3 is a kick but this not mean that you can sk 2 times everytime because script allows it. Just follow the rules and such situation will not take place again.

     

    If you are experienced mortar player you exactly know how to use this weapon and calculate place where shot will hit, so there is no any excuses for you.

    For the last: JUST FOLLOW THE RULES

     

    • Like 2
  9. 15 minutes ago, Mani said:
     
     

    Actually I meant this room/picture:

    Are we saying this whole room is yellow?

    This is what I was making my comments to about the nades, rnades, panz, I think almost everyone playing the map at moment doesnt realise this room is offlimits to heavies, and thats where my comments about bit bias towards axis etc comes in with these changes. (I mean changes because currently no-one gets warned for anything in this room atm)

    so if its not allowed, I think it should be super clear with a pic of this room thats all :), especially as this is how allies playing would see the room, not from the axis standpoint.
     

    LIBRARYROOM (2).png

    Anyway think its all clear for me now, but I do think theyll be a fair few warnings in the coming days with this room haha.

    Yup Mani i suggested this room should be protected from heavies etc because when allies are on last stage to take docs this is the only way for axis to go to obj (im not talking about route from cp because when allies hold it, it is nearly impossible for axis to go this way). And right now this room is full of nades, pf, rifles etc, sometimes axis cant even pass this room because of spam of heavy weapons.

    And when im online and I find that some1 is using heavy here im giving such player warn, so this is not true that there were not any warn because of action in this room  ;)

     

  10. 3 minutes ago, Cyber said:

    Yeah basically, I just didn't want to write it out. Basically limit all classes in number of players except soldier. Once current heavy limits are reached, rest uses smg only as sold... No 20 medics in one team,thats unplayable 

    For me it is ok, i can play soldier with smg, without any problem and I think we dont need 10 medics BUT in this case engs should be limited too especially with rifles and number of nades on engs AND im pretty sure limit solider to max 3 stars will balance game more 

    • Like 1
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