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Nanaa

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Posts posted by Nanaa

  1. 1 hour ago, uips said:

    Here is a recommendation to remove allies first spawn after wall is destroyed to give better access for axis, so lower part of map can be used to take better defensive positions. Imo this spawn is way too good for allies at the last stage of map

    Or give that spawn to Axis after truck is stolen or when it has passed 1st barricade!

  2. @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!

    • Like 1
  3. 2 hours ago, StarScream said:

    Clearly you haven't played engie with rifle because that simply isn't true.

    Here's how it works:

    When your bar is FULL, the first rifle nade takes around 30%.

    When your bar is NOT FULL / SECOND NADE takes around 70%.

    Therefore engies with empty bars need to wait until it is 70% full before they can fire another rifle nade.

    Your problem has already been fixed.

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

  4. 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.

  5. 35 minutes ago, uips said:

    is it very hard to make it use info of last maps only?

    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.

  6. 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.

    Quote
    • How is the map bias computed?

    It is modeled as an extra parameter evaluating home field advantage using past outcome on that specific map.

     

  7. 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%.

    • Like 2
  8. 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.

  9. 32 minutes ago, Ctrz said:


    You press "quick chat" on the bottom, then little pop up is shown (same as pressing V) and then you can press "L" (or whatever you have binded for limbo menu) and limbo menu will open. Choose whatever you want from there. :) 

    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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