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Nanaa

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Everything posted by Nanaa

  1. Huh, wtf? Could you elaborate what do you press exactly? V+L? Is it widely known? Sounds quite gimmicky.
  2. Some ideas: Move everyone to spec when new map loads. Add button to join specs at map end screen. (Currently only admins can do this with a command)
  3. I totally agree. Except that grenades do get stronger or rather their strength starts to shine. If 1 nade killed 1 player previously, it can now kill lets say 3 players. There is no damage cap, only needs line of sight afaik. And with bigger defending team nades can be thrown even more frequently. But if people keep voting these choked maps in full server, then no can do. Perhaps server could pick voteable maps depending on player amount.
  4. Getting killed by smg feels most fair to me. It sometimes feels dumb to dive through grenade and flamethrower spam near bridge on Adlernest over and over... just relying on luck to get through. Medics can't even revive when you get gibbed instantly. Can't think of a worse meat grinder (except maybe beginning of Caen). I'd argue it's tactical gameplay since it has become low effort, high reward meta for Axis. Sure, holding chokepoints is the point of the game. But consider that the effectiveness of explosives at chokes is multiplied the bigger the teams are. Even a few grenadiers/mortar can hold off many times larger group of attackers. Rest of the defenders can set up a crossfire and shoot the lucky ones that get through the spam.
  5. +1, I want to track m00f's stats in this 😆
  6. Yeah, I agree with you. But for Objective game mode's balance Axis would need some advantage elsewhere in return. Maybe @kemonor @Acizcould consider this if ETL overhaul was ever made.
  7. It feels unfair yes but I'd say Allies still have ~75% win rate on that map.
  8. Yeah, this could help. Engies even have 9 riflenades nowadays. Just watch detdet playing defence sometimes https://www.twitch.tv/detdet_ But if spawn is near, self kill restock downtime is still quite short. Big factor is that we play maps that have only a few routes and they all have tight chokepoints. Not at all ideal for 24 vs 24 players matches. It's good that we got new versions with more routes like for Oasis and Goldrush... but more is needed. Caen, Adlernest, Supply Depot, Special Delivery, Braundorf are all quite spammy.
  9. +1, last 30 secs is just pointless fragging otherwise
  10. @Dmxj Okay third time is a charm 😁 From Kommandant: This is the latest version, which seems to be fine on bot ETL and 2.60b: Terrain works now (thanks to Aciz) Additional models/entities/brushes (from b3) are removed Replaced some faulty clips Rewrote some file names, so sounds are ok no Improved performance (vis should be fine) Please make sure you remove all of the previously downloaded t2 versions in order to avoid texture leaks https://cdn.discordapp.com/attachments/710411372571262997/932952924626227221/erdenberg_t2.pk3
  11. @Dmxj Second try ready for testing on server: https://cdn.discordapp.com/attachments/925540817815367780/932913602376126464/erdenberg_t2.pk3 Everything looks to be in order EDIT: Wait there is something Aciz wants to be fixed
  12. It's ready for testing! @Dmxj https://cdn.discordapp.com/attachments/925540817815367780/932883617212952586/erdenberg_t2.pk3 EDIT: I see some issues when loading with devmap. Grass texture is missing. There is one weird block on the road. Some warnings and errors in console (same as on t1 though). Otherwise looks like the adaptation from b3 to t1 to t2 was successful.
  13. Don't worry lost, it may very well be nerfed later. It can be a bit ridiculous sometimes in certain situations: https://streamable.com/b8nv9z 😂
  14. Update from Kommandant: Sooner or later, I'll finish the Erdenberg project. There will be some minor differences between the new and original test versions, but these shouldn't cause any problem. I've seen only vis related issues so far. If there isn't anything else, that should be changed or fixed, then I'll upload the new files here.
  15. Yeah, that's correct. There are a lot changes in each build, mostly fixing stuff but some gameplay changes too: https://github.com/etlegacy/etlegacy/wiki/Changelog
  16. Hitscan weapon damage fall off at max range (2500 units) for bodyshot is 50% and for headshot 20%. For example mp40 and thompson do 9 body damage and 10 headshot damage at max range. Haven't found damage falloff code for scoped weapons. That can be tested though with +scores. Scoped FG42 bodyshot is 30, hs 60, hs with helmet 48. Scoped garand bodyshot 50, hs 100, hs with helmet 80. On local match against bots I don't get any falloff for scoped weapons.
  17. I don't think scoped weapons have damage falloff. Will have to check source code though. For other weapons damage is halved at max distance (2500) units iirc. Your smg is superior on medium range and still very competitive at short and long range. Not enough? Plus having extra hp by being medic, hp regen, less aim kick (current hp affects aim kick) and medpacks. I don't think adrenaline is needed. And you can always ask a teammate to counter-snipe!
  18. Really? It took 408 or 420 damage (w/o helmet) to take you down? You sure you're not already using adrenaline? 🙃 Tbh, I enjoy these changes. Scoped FG42 has been pretty much useless up until this change. Garand and even smg have been more useful long range. I agree that FG42 is now very powerful on certain maps, such as Praetoria and Venice (on Axis). It's really good when enemy is not shooting at you and has minimal cover. Basically scoped mg like you said. I find that short/medium range sniping head to head is not viable sadly. It's really hard to hit anything if you're being shot at. But if you find a sneaky spot, it's viable strategy. I think these kind of changes is good for giving versatile gameplay experience. It gets boring to play same old meta weapons if you want to be competitive. Some buffed fg42 praetoria gameplay: https://www.youtube.com/watch?v=WghB6vuY4XU
  19. Hello! You too! You can dismiss this report from my behalf. Target switching can be really good muscle memory too. But a few ppl on server claimed he was cheating but cba to report so maybe you want to keep discussion open.
  20. Ahh, okay that explains. I also wondered why he tried told he was Mxt0r but couldn't tell Mxt0r monitor brand correctly. And later told to be from Finland. I guess he likes to nicklame. I have never seen him play before. Unless it's same as BIBI but haven't specced BIBI.
  21. Name: kiki Server: ETL1 Demos: https://easyupload.io/m/gu4xop (available for 30 days) kiki-goldrush-ga.dm_84 , starting at 16:07 kiki-bremen_final.dm_84 Reason: possible humanized aimbot + wallhack. Snapping to targets is suspicious. Info: @sty said he knows who he is.
  22. Okay, we might have a mapper to fix some of it: Kommandant is one of the ET Mapping discord's admins. He wants to finish the discord server before that though.
  23. Aciz has already been very helpful on Discord by listing what's needs to be done. But he's a ETL dev so he might be too busy for this.
  24. Yeah, let's hope so. It's by far the laggiest map. Casted a rod at ET Mappers discord too: https://discord.gg/rbVXZ7y5kr I have have high hopes we'll find a volunteer there. If not, I'll try to look if I can fix it myself (no exp though).
  25. Posted on ETL's Discord and it started discussion there: https://discord.com/channels/260750790203932672/710411372571262997/926435778224087060 It's a bit bigger job since there is no source for Test 1 so it has to be adapted from version B3. But it's doable.
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