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Nanaa

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Posts posted by Nanaa

  1. 8 hours ago, Ctrz said:

    The issue is not nades. The issue is the number of people defending. You bring adlernest as example - when it is defended by 6 people then you have avg 2 people guarding each way in (bridge; lower; axis spawn). The corridors do not get narrower and grenades stronger but if you add 15 more people in server then its impossible to play.

    If you are fan of football - have you seen how hard the game gets when defending team has all the players in defence. Same applies here. Lets just get rid of tiny maps and you will see how different the game is. Surely noone is complaining about the amount of nades in baserace for example. And for sure there are many more open area maps that are more suitable to 20vs20 gameplay than caen or adlernest.

    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.

  2. 36 minutes ago, Ctrz said:

    Well in all honesty, whats the difference between getting killed by smg, panzer or grenade? When someone is standing still and throwing grenades then that players is also not very protected or useful in other senses. You can use mines or arty or airstrikes or mortar or whatever to hold chokepoints. Thats the point of this game. Without nades ET would be even more a meatgrinder where everyone just keeps running in over and over and over again. Maybe thats the reason why I today somewhat dislike this game - because it has lost any tactical meaning and its just run and shoot.

    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.

  3. 1 hour ago, uips said:

    That might be true, but i still think bugged mechanics is not the correct way. Sometimes the side way is really hard for allies if it is defended enough by axis, To capture the spawn you need covert ops, engineer and luck all together. I find that axis command post under construction exploit really annoying as it sometimes gives axis several free spawns with shields. Allies have to survive those waves or die trying. If axis player managed to get those pliers on right time it might go on endlessly. In a way keeping it under construction on purpose will exploit it even more because it will completely deny allies from building it.

    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.

  4. On 2/4/2022 at 7:13 PM, Sebast1an said:

    I don't think medics with 2 nades are the main issue. Engineers with a rifle have 16 nades to play with which seems excessive in my opinion. If possible, I'd give them 6 for rifle and 4 regular as a start.

    Yeah, this could help. Engies even have 9 riflenades nowadays. Just watch detdet playing defence sometimes :D 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.

  5. @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

    • Thanks 1
  6. 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.

  7. 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.

  8. 3 minutes ago, lost said:

    You know that dmg from distance is reduced right :D ? I can shoot 7 hs with smg from far distance and this not mean that enemy will be killed. For me changing mechanic of the game is wrong. Why something is upgraded and something is not available like adrenaline ? Tbh it is frustrated when some1 is coming to you with fg42 and on close range he is shooting like mg without scope and even 2 hs for him is not enough becase fire rate of fg42 is quicker than smg

    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!

    • TeamMuppet coin 1
  9. 3 hours ago, lost said:

    Right now it ruin my game, when for example peukalinonen(or something like that :D) giving me 7 hs in few seconds from far distance :P if this is ok for others lets unlock 4 lvl on medic and adrenaline, this will be fun  :P

    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

  10. 1 hour ago, uYop said:

    Hello!

    I am changing nickname everytime yes, I am BIBI also.

    And i'm not cheating! 

    I wish you a beautiful day!

    Hello! :D 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.

    • Like 1
  11. 11 minutes ago, Sebast1an said:

    Would love to have Erdenberg properly fixed. It is one of the best maps on the server after all. I hope someone can help out.

    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).

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