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uips

Tech Support
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Everything posted by uips

  1. Axis have 3 locations under one spawn flag: Upstairs near radio downstairs near ladder bunker outside. I would add a flag to outside spawn so u can choose which location u want to spawn. It would be possible to to make separate flags for downstairs and upstairs spawn too if this is wanted. (Or remove upstairs or downstairs spawn and only keep one) Also possible to let axis spawn outside when CP is built and and give allies ammo cabinet spawn when CP is bult. Would be good to make allies flag spawn permanent after being captured for 1min. So no more SK there.
  2. Data: Spawn for attacking team is almost always 12s. Defending team usually in range of 16s-22s. Convert original ratio: Default is 20s attacking 30s defending. Apply that rule to 12s attack and u get 18s defending which seems to be good starting point. Tweak options: Attacking team spawn seems to be very stable around 12s. I would recommend only fiddle with defending team spawn if it is feeling unbalanced. Rule of thumb: Attacking team: 12s Defending team: 18s (balance options for defending team -2s, +2s, +4s) Conclusion: 4 possible settings come out of this rule that cover most of the current map settings. This guideline should work for most maps. 12s/16s 12s/18s 12s/20s 12s/22s Lower reinforcements times for defending team in smaller maps and higher in bigger maps seems to be a pattern as well. Possible due length that attacking team has to cover or it is easier to defend bigger open areas as team can scatter better. Dynamic map bias: When dynamic map bias is brought to game (https://github.com/etlegacy/etlegacy/issues/2317) it will be easier to decide which maps need adjustment and effect can be seen in real time. Server Data: Some notices: Frostbite: Mentioned in this post. Setting it to 16s on defense seems logical thing to do and it will share exactly same settings similar to other smaller maps. Oasis: 15s allies spawn is a mystery?. Make it 12s. Mostly hard map for allies and long distances to cover. Venice: 16s defending team seems out of pattern for bigger maps and it is usually hard map for allies. 18s is safe option or 20s if you brave enough. Goldrush: Can be made to 12s/20s just to get it on 12s attack too. Special delivery: 18s on defending team might be viable option as it is usually easier map for allies Full server usually makes it easier for defending team. Another thing to keep in mind is that setting that works in 20vs20 might not be ideal in 10vs10. Since main server is big server and in peak time most players experience it with lots of players so i also recommend taking the games happening with full/almost full server into account if deciding to make any change. There is ETL 2 server that will never reach this high amount therefore it is also logical that some maps could use different adjustments there
  3. Sudden death would be nice on server but does it work on legacy? https://github.com/etlegacy/etlegacy/issues/1498
  4. Seeing comments about this in game. Giving too much total time for allies making it easy? Also steals away the possibility to deliver 2 crates together at last minute,
  5. Objects going inside terrain does not happen in summer version. ( med packs / ammo / grenades/ weapons / landmines / in some extreme cases even player can hide this way) https://github.com/etlegacy/etlegacy/issues/2098 So this is another major reason why at least this map is worth a try i think. With little adjustments in script this map can be made to behave as default radar.
  6. I think this room was ment? or i am mistaken. As this way is used as another route to objective by allies (50% spawnpassing, not directly through spawn but very close)
  7. yeah why not try something different? Maybe it will be better version, maybe not. Nothing to lose. If it will be generally disliked can always switch back. There is a chance it will be better version but only real feedback from experience can determine that.
  8. I also noticed Venice has 16s spawn for Axis. 18s-22s range would be fine here. Most of the times hard map for allies
  9. most smaller maps seem to have axis spawn time set on 16s
  10. yup if u check other map it is only mortar not allowed near flag/cp. It is always swarming with axis in this area. 1st stage of map probably most boring part of map so its good when allies can use field ops to clear up that field
  11. i edited a bit too Contrast and sharpness. But u can also do that through nvidia control panel to apply "filter" on game. But still close to original when u do not blur textures
  12. i guess i ment more the draw distance. You can see everywhere and there is no sharp edge for end of distance (wolffog 0), a feature that should be cheat protected in first place for example You can see both objectives on summer edition from this place. In original you can not.
  13. https://et.trackbase.net/map/152/ There is different version of Radar with few changes. Anyone played it? Worth to swap with original radar for some timer to see how it goes? No annoying fog and better draw distance (can see the difference on pictures below) Axis have on new additional spawn. (Good or bad?) Allies have additional objective to complete. Destroy radars (see the picture) There are 2 doors to blow up at side entrance. (To delay CP capture?) Axis have defensive tank that drives into middle of battlefield
  14. Full HP on revive is bit OP. Those full HP revives if u make 3-5 in row + medic chain revives
  15. It should be possible to make double build. Similar thing is working on fuel dump bridge. Probably more scripting needed here if it can be done without editing map. Someone more advanced in scripting/mapping can give more insight on this Another option would be to make ramp destroyable by heavy weapons (grenade icon) and give it a lot HP so one satchel will not be able to take it down. But this will make all heavy weapons capable of destroying ramp (depends how much HP given) Previous implementation of axis neutral CP spawn was causing weird situations. Was done by mapper to make things easier for Axis. Fixing CP behavior will make it easier for allies and therefore also round time is down to 18min from 20min and axis spawn time lowered by 2s. first part of map does not need to be agony. For example in special delivery flag is usually captured in few mins. Call it unbalance but i guess noone wants to be stuck on 1st spawn in special delivery :D. So this is also a viable option when first part is easy/easier. Might make axis thinking faster about defending that gun. Dunno who agrees but both beach parts for allies not so fun. And yes map is weirdly balanced towards allies but a lot of times those wins are allies somehow sneaking past axis. Axis not reaching gun in time or not enough people bother to defend it. There is also this infamous axis recap flag that can cause allies to win too :D. Wonder if it is possible to reset map bias as for now this number is static due to data of so many previous matches. But experimenting with gameplay tweaks not a bad thing? As nothing is permanent and can always be reverted back. Might find something that works better and something might make things worse. It is actually kind of common in most modern games to have monthly/yearly patches around gameplay
  16. Suggested by dffdgdfrturtu on discord https://discord.com/channels/444086039846322192/523532868761419800/1099743019600707645 This would make Allied West Beach way easier as axis can not destroy ramp that fast. Would be worth a try. It is just one number change in script. Also it would be possible to make construction part hard by increasing charge bar usage and construction time. This could be used as counter measure if dynamite only ramp would make it too easy for allies.
  17. Lower map time on beach so it will be more align with other smaller maps like frostbite, supply, adlernest that have 15min time limit. ET beach can be won quickly or end in long objective hunt. I think 15min will be just fine here as this seems to work on other similar maps
  18. There is location for banner messages. Currently they are displayed in chat area. Is there a reason why it is like this? If they would be displayed in banner popup location it would be possible to hide it and players familiar with all the messages could do that through hud editor and prevent chat box spam of already known information.
  19. SK rules are in place firstly to avoid situations where one team dominates spawn area during whole map duration. That can steal the fun and make people disconnect. So this is one worst case scenario that rules prevent. To sum up SK rules: Heavy limitations. Light weapons for shooting back. Allowed on capturable spawns. SK areas for detailed info. So here is the question about knife as it is least efficient weapon to dominate spawn yet u can pull out some sneaky fun plays. During spawnpassing sometimes u see there "afk" enemy so u have option to continue and hope he really is afk or he will shoot u in few secs. To safely pass i would rather punish this afk by backstab as afk not tolerated in first place. There should not be an afk in spawn in perfect world :D. There is no way to kill person in spawn unless he is shooting you. I think i have even seen people kicked for knife kill in SK area. As it is by rules every kill in area is SK. I see more to gain than lose by allowing knife in SK area. Lets see if people agree or disagree
  20. just a preview of Legacy servers only and tried more colors to different better between servers
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