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Nanaa

Clan Friend
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Everything posted by Nanaa

  1. Or give that spawn to Axis after truck is stolen or when it has passed 1st barricade!
  2. It's the same with goldrush and supply depot. Past certain point it's almost impossible to prevent escape. On Bremen Axis would need a better spawn / better spawn exits to have a chance in the late game.
  3. @RandyMarsh Yes, filtering others is one solution. They could also have an objective icon and certain color to distinguish better. Right now they are plain white text but highly important. EDIT: Ahh, the filters don't affect console. Console is the place where I go search if I missed pop-up. EDIT2: But now that pop-ups aren't flooded by death messages, I can spot mission messages better!
  4. Slightly off-topic but something could be done to help find "Dynamite planted at X location" messages. Right now they get lost in the flood. I only hear "Dynamite planted" but don't know where 😅
  5. Well yeah, you can close this topic imo. I just didn't know how good config you can have in this game. You can spot enemies that you normally wouldn't that easily by making them shine bright as **** Here's his config: https://pastebin.com/kpzejMWu . Since it has r_ignorehwgamma "1" you have to make your OS brightness really high. Otherwise it's too dark.
  6. He streams too: https://www.twitch.tv/bobiika He has high visibility config which might explain the moment at 00:07 in the video (1st post). Panza moment at 02:11 looks weird too. Hard to tell if anything fishy is going on for sure ¯\_(ツ)_/¯
  7. one more demo: https://drive.google.com/file/d/1JnZpB5-7nShMAA9cF78AbsyAy-zwlJ3Z/view?usp=sharing contains some sus spin targeting
  8. Looks sus to me. Aimlocking, possibly combined with wh UID at the end of video video: https://drive.google.com/file/d/15vXJftpSzE23htVdEB3LPEnV12skCUgi/view?usp=sharing demo: https://drive.google.com/file/d/1inCNkjGkByiPEQxy8PPmdZH1GW5P8NiS/view?usp=sharing EDIT: download video if drive doesn't process it past 360p
  9. This topic with SK rules and pictures could be linked 👍
  10. Is this TM server only setting? Isn't it 50% normally?
  11. This is now an issue. Allies have -46% map bias so it's favorable to play allies. If you lose, you lose little sr. If you win, you win lots of sr.
  12. You could create a trigger that checks if map is played over 200 times and if yes, then divide the win counts by 2. That way it stays in 100-200 range. That would be the optimal solution I think.
  13. Yeah, this is definitely problematic if maps are being balanced with for example spawn time changes but the effect won't be seen in map bias. One fix would be if server admin reset win_axis and win_allies values to 0 in the rating_maps table after balance changes. And occasionally reset or divide the values for all of the maps. Or simply delete all rows in the table occasionally.
  14. Currently the system only tracks the total amount of axis wins and allies win on each map. Like this: 5000, 4000, goldrush So you'd have to change the code and database schema quite a bit. But shouldn't be hard to do.
  15. It looks like to be always the total amount of matches: https://github.com/etlegacy/etlegacy/blob/00b35a7e14db6f0b73dd6fbf5fdfe7436a8ed776/src/game/g_skillrating.c #define SRMAPS_SQLWRAP_SELECT "SELECT * FROM rating_maps WHERE mapname = '%s';"
  16. Here's documentation about the whole Skill Rating system. https://etlegacy.readthedocs.io/en/latest/skillrating.html It doesn't answer your question but my conclusion is that map bias is simply tells how much win chance differs from 50% based on past matches. So +10% map bias for axis would mean they win 60% of the time and allies 40%. For example, the bugged baserace_desert where Axis wins every match, has +50% map bias for axis. And 50%+50% = 100% win chance.
  17. Why is the server full? - It's shit sometimes but it's still the best shit. And people are usually lazy to try populating a second server. Rifles are not necessarily the problem but high population in maps with few routes and tight bottlenecks is. Playing attacker feels often like banging head to a wall if defenders get a good hold on chokes. Still on other hand, this makes maps quite balanced for objective server where players gain SR. Maps are meant to be won by attacker in low pop. But with high pop win rates are 50% +- 0-20%.
  18. Thanks Ler! TM map admin, make sure win bias gets reset. Right now Axis has the maximum +50% win bias which affects how much SR you get afaik. Or if can't reset then have to rename the map.
  19. Personally I'd vote more if the UI was like in the sketch attached. Vote 1-3 maps. Results could be shown either live or after the voting time limit. Not sure what's the best.
  20. 95% of the time I vote nothing. 5% Cluedo or some rarely played map. Usually the whole time goes to looking at stats or stretching out. Voting UI could be made much better. Too many clicks currently. 2 clicks per map and 1 click for sending vote(s). And have to move mouse a lot between map list and voting buttons.
  21. This is something you should ask on ETL discord from devs. However, I think higher rate is needed because I believe the server fps is higher than in the old days (=more position & action updates per second for each player). And because there is a massive amount of players usually on TM server.
  22. Oh noes, missed it. What's the idea in this game mode?
  23. I realized that there is also "Limbo menu" button behind Esc-menu. So it is quite accessible after all. 👍 People should just use this more if they go afk at match end.
  24. Cool, I guess you learn something new every day. Sounds like a bug exploitation though and not something most ppl would come up with on their own. But I wonder why Limbo menu was made inaccessible with simply L in the first place. This could be something to be fixed in ETL. Make limbo menu at map end accessible with simply L. EDIT: Oh yeah, now I get it. L doesn't work because chat box is waiting for input and cannot be unfocused unless you press voice chat.
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