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uips

Tech Support
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Posts posted by uips

  1. 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?

  2. The way Flo set it up seems to be near perfect :D 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 :D

    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 :D

     

  3. 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?

  4. On 6/5/2023 at 1:55 PM, Nanaa said:

    As an allied sniper, I love it :D But yeah crouching in the bushes on the cp/garage side hills offer very nice sniping spots. Still, there are a lot of blind spots we can't see.

    But it goes both ways. I enjoyed sniping on axis too and axis has an easy access to the roofs which offer a great angle to protect the west radar parts. The roofs are not even slippery on this version.

    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.

  5. 21 hours ago, Cyber said:

    The fps drop tho... 

    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.

     

  6. 3 hours ago, Sebast1an said:

    Originally I think they were added so that a map won't be dragged out because of unfair teams.

    That is true best example are probably Venice and Caen here.
     

    3 hours ago, Sebast1an said:

    However, I feel like giving time bonuses for every small bit of advancement is ruining the point. Certainly seems like a "screw you" to anyone defending when the offence keeps getting more and more time.

    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?

  7. 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 :D 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.

    • TeamMuppet coin 1
  8. 18 hours ago, DKill_ said:

    I like option 4 the best, however, is it possible to underline these messages with red or blue, depending on the team for improved visibility?

    Not sure if u can underline but something like this would be possible a prefix or symbols (example of Marrakech 2 announcements)
    alliessas.png

    19 hours ago, Dmxj said:

    If you want every line the same you have to change every map script

    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 :D

    • TeamMuppet coin 1
  9. 37 minutes ago, Cyber said:

    Voted cyan+red, but not quite what I'd like. Imo best would be light blue + red, whole line coloured. Light blue is easier on eyes than dark blue but still more allies-like than cyan. And make the whole line coloured so it pops out more in the mess of kill feed etc. 

    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 :D looks like it is not just me

     

     

  10. There are many different styles of announce messages in the server.

    • Original default is White / white
    • Some ETL reworks have Cyan / Red (ETL Supply)
    • Then there is Blue / Red (custom maps or possibly edited scripts)
    • Then there are some that only use red or blue for attacking team and red for defending even when allies attack. (can be confusing)

    Marrakech 2 used theme of Light Blue / Dark Red. So i got inspiration from there since this blue is more readable and default red can be somewhat confused with "teamkill" color. This color scheme can be currently seen on Braundorf (Option 5)

    It is not that hard to use 1 theme in all the maps that run in the server. So i will put here some options to vote for and maybe someone can invent more options or share any thoughts about this.

    • Option 1: White / White (example:  Battery)

    white.png

     

    • Option 2: Cyan / Red (example: ETL Warbell)

    cian.png

     

    • Option 3: Blue / Red (example: Gold Rush)

    blue.png

     

    • Option 4: Blue + White / Red + White (example: Caen)

    blue white.png

     

    • Option 5: Light Blue + White / Dark Red + White (example: Braundorf)

    light blue red.png

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