Jump to content

uips

Tech Support
  • Posts

    246
  • Joined

  • Last visited

  • Days Won

    19

Everything posted by uips

  1. Here is more info about how those cvars work https://github.com/etlegacy/etlegacy/issues/2493#issuecomment-1973235349
  2. TM server settings for field ops recharge time is 60secs. Default is 40secs. (For reference here Medic recharge is 45secs , the default) From time to time u see someone complain about this setting. I never really play field ops much myself but when i did it was the first thing i noticed. Field ops is recharging very slowly. What it did to my game play? I just did not throw as much ammo to teammates and sometimes even chose to skip the request due keeping chargebar in state of ready for airstrike/artillery. If u want to be ready for crucial moments in game it is at cost of ammo for teammates. So i was wondering where does this setting origin from and what is the purpose of it? If it is ment to lessen arty/artillery spam then legacy has different cvars for it. Maybe someone has some opinions about this. Why is it 60secs and not default 40secs?
  3. Add beginners server to the list and remove scrim and 1vs1 server? @Ande
  4. The way Flo set it up seems to be near perfect I think there have been no complaints around it. go beyond 8 kills Not sure if there is point going any higher. Hitting this 8 is already extremely rare. increase kills window duration I think current 1s window is very optimal. If u go higher that means announce will be more offset with the real event so it will start looking confusing when announce happens several seconds later. Also there will be more announces due bigger time window which can get spammy and in the end the announces lose the effect as they are ment to announce. You are not suppose to get 50 announces each game. It should be more on rare side. (current setting prevents the announce spam that happens in most servers where multikill is working) Static 1s window makes sure that those last tier kills will be rare. change display remove the !!!. Add multiplier behind (maybe white color?) because only double kill gives away the exact count double kill! x2 multi kill! x3 mega kill! x4 ultra kill! x5 monster kill! x6 ludicrous kill! x7 holy shitttttt! x8 make top tier multikills server wide announcement if implement this i agree announce 6 and above similar to how it announces kill sprees if u want to notify the whole server of the kill (no sound - else it can get confusing again as sound is tied to self announces). Going lower will increase spam. Using it only top tier kills will keep the event more rare and special
  5. Since SK script and latest script update. Should update this menu too and give more detailed information how SK script works now?
  6. You might want to use ETLegacy client. Create shortcut of launcher.exe Add following commands into end of shortcut Target: +set com_zonemegs "128" + set com_hunkmegs "512"
  7. It is possible to make it end when one team takes lead over 5 points. Change can be made if interested. I have had idea about time bonus on each delivery. There is 40 for each team. Starting time 12min and each obj giving +10sec to time. This way it ends sooner when teams are unable to get objectives. Also makes it longer when obj keep coming in. This can be tested too if interested?
  8. 4k vs 1080p and waiting for that SSAA for better detailshttps://github.com/etlegacy/etlegacy/issues/2340
  9. Original Radar or Radar Summer?
  10. Summer edition offers more variety for gameplay imo. For example noo draw distance limit and bushes make snipers more efficient in this map compared to original. Bushes can be used for sneaking / hiding from enemy fire. Some bushes are too high tho as they almost hide a standing player. If you play with blurred textures and bright player model textures to maximize spotting enemy target you are going to feel frustrated in this map as map design works against what such configs aim to achieve. IWith 4k resolution everything is sharp and easily detectable. Although if u play with blurred textures, small resolution and no AA you might experience a lot of unrecognizable pixels i guess (Makes hard to detect what is happening?). Majority of players might prefer Original Radar.
  11. New voice announce thx to @DKill_ ET Legacy 2023-07-29 04-44-31.mp4
  12. Posted by _Ler. so that is a 800 ingame units in diamater
  13. Mortar AOE damage is really big if this edge damages player inside SK zone it triggers the warning. I think there have been maps where script zone is not in align with pictures or been missing so also possible to check and test if it actually triggers in places it should.
  14. i am not sure if there is any drop considering the amount of total textures. (This can be tested tho) i did not go higher in texture (1024x1024) as it did not feel worth it 4x bigger file size and only difference in quality was extremely up close which does not happen most of the time inside the game.
  15. 4x more pixels (from 256*256 to 512*512) Perhaps could try this on server at one point?
  16. Turn Adrenaline into HP self syringe and give it to solder instead of Medic.
  17. Some ETL main server spawn times for comparison. Although matches in full server are 20vs20.
  18. Vote or share your opinion about tank in Radar Summer Is the tank wanted? It is possible to disable it, General discussion about map can be found here: (Some like the map, some dont)
  19. That is true best example are probably Venice and Caen here. I am not sure how most people perceive time bonus as defending team. In current example it is 10min initial time and total of 6min added through bonuses. This can be perceived as 16min map and axis having chance to finish it sooner if manage to stop allies from hitting milestones. Closest to multiple small bonuses are probably Supply Depot and Bremen here. There are some maps like Supply Depot for example when there is no time bonus on securing gold. Map is pretty much over when there is 1-2min left and people actually stop trying because it can not be won. So getting those small time bonuses on such events would eliminate game dragging where u just run around and shoot and wait till map ends. So i think it has pros and cons? It can keep the intensity up but feel unfair to defending team?
  20. something to keep in mind Mortar aoe range is quite big so using mortar on gun has chance to trigger the extended SK area (picture 2)
  21. This behavior is mostly liked on pirates. Decays has kind of similar set up in the end. I would suggest 10min +3min (door) +2min (generator) +1min (first crate) 16min total time. Decay seems well balanced in current setting so would not want to drift too much away from current times. So this means it will get +1min and axis can also win it sooner up to -5min. This kind of setting should create enough close calls to keep adrenaline up and give just enough bonuses to give chance for allies unless they too drunk on Saturday evening. Can be tested and reverted back if not wanted but i strongly believe it will make things more internesting.
  22. Erdenberg will have this theme for testing. (Went with - mark due it being in center line of message) Maybe someone has great symbols to suggest to use as color team R / B indicators Some more options: Light Blue + Red Light Blue + Dark Red Light Yellow message color
  23. Not sure if u can underline but something like this would be possible a prefix or symbols (example of Marrakech 2 announcements) It will not take much time to add color prefix for each message. But imo having 1 consistent theme in all maps is not a bad thing. Just need to figure out which setting would be preferred
  24. Probably will do vote 2.0 with new suggestions and ditch the ones that will not be popular in this one. So pick closest one to your preference from current votes. ^4 on whole line unreadable for some reason looks like it is not just me
×
×
  • Create New...