uips
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that topic linked under SK rules. If something is missing, is not correct or needs to be changed let me know. Current latest edit attached: TMmenu100.pk3
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Currently looking something like that. Also possible to add button to open forum link for full list of rules with more explanations if necessary. Same can be done under SK rules to open Legacy Server Rules,Admin/Member Guidelines and Commands! for additional pictures. Removing 2 tabs with information directed to members seems to clear up more ui memory and this might work now on 64bit Ubuntu without crashing client.
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Praetoria-Mission Two: Give tank infinite lives
uips replied to uips's topic in Maps and Map suggestions
What i mean with Venice AT gun it does not end map, you can destroy tank infinite times. But only soldier being able to use the AT gun is good point. Same feature could be used on Praetoria so it would require engineer and soldier teamwork to use it efficently. -
Praetoria-Mission Two: Give tank infinite lives
uips replied to uips's topic in Maps and Map suggestions
The map is so complicated from map and script perspective, a lot of work put into this. i found out that tank has rear and front armor when checking the script. I dont know how many times axis win by destroying tank, but id call it "noobproofing", if the gun controls would work like venice AT gun, imagine map ending in venice after tank gets destroyed by AT gun several times, Maybe a good feature if u want the map to end? -
Praetoria-Mission Two: Give tank infinite lives
uips replied to uips's topic in Maps and Map suggestions
maybe possible to change amount of percentage taken from tank armor each time its destroyed through gun controls so it can take more shots (change some percentages, lives whatever is in the script behind it). Ive had several games where allies engineers just keep repairing the tank for axis just to blow it up with controls, taking axis one step closer to victory. Those controls feel way punishing in a 20vs20 game, might be just my opinion. If tank has unlimited lives, at least "new players" allies engineers do not unknowingly work against their own team. -
The fact that tank has armor "limited lives", makes this hard map for allies even harder. + since it is public server there are always new players who are not familiar how the map works, so it gets repaired just because it can be repaired. Considering the amount of players and all the previous factors, i think removing this tank armor mechanic will make it generally more playable. Similar to Venice anti-tank gun would be better, you can destroy the tank and stop it but it does not end the map.
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also i think it will lower the ui memory usage and might work with the current legacy version as well
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SERVER RULES Respect all players on the server. Breaking the rules will result in mute, kick or ban.. Have fun and enjoy, its only a game. COMMUNICATION 1. English is the primary language in the general chat 2. Spamming text/voice chat is not tolerated 3. Excessive cursing or whining is not tolerated 4. Advertising on the server for services or recruiting is prohibited GAMEPLAY 5. Cheating or exploiting is not allowed 6. Spawn killing is not allowed unless battling for spawn point's 7. Selfkilling in battle is allowed 8. Pushing or blocking without valid reason is not allowed 9. Trickjumping for an objective is not allowed.. Little rework of rules i could find expressed with minimal text usage for easier and faster processing. Can be used under server rules tab, additional reference link to forums is possible for more detailed rules and explanations if needed. Probably even ditch Clan member rules and Admin/member guidelines tabs completely as majority of the server users are regular players and members probably already familiar with such stuff so no need to flood with too much information as it can be found in the forums anyways if anyone feels the need for it.
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Right now Allies objective room door is disabled for axis covert ops to enter with clothes until tank is started. What about having this feature enabled from start of map for covert ops stealth missions like on some other maps (Oasis, Fuel Dump, Pirates, Supply Depot, Braundorf). When covert ops steals the documents allies have still chance to go defend by giving up flag if they choose to. This would give something fun to try for axis covert ops and make flag part little easier or chance to solo win map with stealth play. Poll open: "Yes" if u prefer door enabled from start."No" if u like it how it is right now, enabled after tank is started.
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Proposal drastic change map voting system
uips replied to Jessica's topic in General and Server Suggestions
First of all a lot of people do not even use voting system. For most accurate result all should participate. I do not like spending lot of time in choosing the map process so it has to be very simple and easy (smaller map list, less votes). Time window between maps is small 1min and voting + everything else has to happen withing that 1 minute. voting -1 for maps feels like unnecessary complicated. If i go to shop and there is 1 apple, 1 banana, 1 potato. Lets say i want apple and if i can only eliminate potato i am left with 50% chance for apple or banana. There are easier ways to increase map diversity if server wants to go that direction. For example increase last played map cycle that is currently around 14 maps or so. Increase it to 21 and u have 33% more variety at the cost of what majority of people want at given point of time. 1/3 Less Supply Depot, 1/3 more Transmitter. Double the current value and u see your favorite map 2x less and experience 2x more map diversity. Probably some kind of algorithm is needed that will choose the maps into voting list to gain more control over map list. The algorithm should be easily customizable and voting system in general whatever the direction server wants to pick. Favor "new" maps, less popular maps or popular maps. Next legacy update will change map voting a bit: https://github.com/etlegacy/etlegacy/issues/2100 Also not in use feature: https://github.com/etlegacy/etlegacy/wiki/Dynamic-map-vote-list Not having enough motivation to put effort into learning new map. It takes time to learn and play map efficiently. For me Decay was a disaster map at first but after 38hours of that map i can tell it is most fun map to play. Quality of game is higher on well balanced map where everyone knows what to do compared to new map where most are headless chicken. If you come to play for few matches you prob want to play maps where you know what to d and vote for your favorite map. Those above points could be some of the reasons why some people are not interested in new maps. -
I agree that in big public server it would increase the fun factor. As it makes last seconds matter compared to now where defending team can win game 30secs before time runs out. I would even extend it to Objects delivery. For example grabbing object in last minute will activate sudden death, making object delivered or returned win or lose. Probably those last chance fights will be most intense and full of try hard. If Legacy team can make it work.
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Soldier with a primary weapon SMG should be a viable option on its own if you like fragging the most. Soldier + SMG combo should replace Rambo Medics if that kit would somehow perform better than medic with SMG. Therefore soldiers 2ndary weapon always pistols and primary pick SMG or any heavy weap.
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This spawn is too good for axis. Had a game with 90% win rate for allies. Tank was basically moving nonstop, fuel gate blown in about 5min. Rest of the game stuck on final objective. If possible removing this spawn would be first thing to do to improve balance. Also someone mentioned that allies CP spawn does not have enough spawn points in 20vs20 game, some spawn in back spawn. If someone can confirm it. Should be possible to add more spawn points?
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ISSUE: Seawall Battery, axis recapture flag.
uips replied to uips's topic in Maps and Map suggestions
As battery being highly in favor for allies "fixing" the command post will make it even more in favor for allies. I think some spawn time changes are also needed Viable options 2+ or +4 to allies spawn or -2 or -4 to axis spawn or any mixed combination. For example lowering axis spawn time make captureing cp harder as time window for succesful capture lowers. And also axis might get to objectives faster Increasing allies spawn might give more time to axis and lower general allies swarming pace. Maybe test with some spawn time adjsutments as well whatever might make it more balanced and playable. Maybe reset map bias to determine faster if any adjustments have effect. If bias work as it should perfect way for adminS to determine state of map after period of time without need of real time experience -
ISSUE: Seawall Battery, axis recapture flag.
uips replied to uips's topic in Maps and Map suggestions
About Supply, what about make the truck stop on hill until gate is blown -
The fact that axis can take flag back leads to situations where it does more harm then good. I bet this does not need more explaining. 1. solution: Maybe script to make Allies capture permanent after holding flag for certain amount of time (30sec, 60sec). After that axis can not "accidentally" take it back. If something like that is possible. 2. solution: Add objective for allies, for example blow this thing to make flag capture permanent. But this requires changing the map i guess.
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I ment the very first spawn to give axis more access on the lower part of map. Right now allies can flank at every direction if allies cant spawn in first spawn axis might have better chance on putting up defenses and holding that truck back. So 2 possible spawns for allies once gate is destroyed FLAG and capturable CP Spawn. Flag spawn also option, but im not sure if CP is good trigger because it can be destroyed. Perhaps Starting the truck is better trigger? It pushes allies back even further for example destroying CP would push allies back into very first spawn (if flag is disabled) and that is a long way to truck when it is near first barricade. But everything is testable right? impossible to predict how it will all play out in game. I think removing first allies spawn after gate would be slight nerf (less impact on game), Doing that to Flag spawn at certain event (CP or truck) could be bigger nerf (more impact)
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just a note it is now 10+5+3=18 compared to old 15min. Those extra 3 minutes slightly increase the map in favor for allies in end stage as more time to try for truck, if that is not a problem. Maybe 10min +2min (gate)+2min (key)+2min (truck)=16 just enough to give chance and make stages more intense of running out of time (Repairing truck will give just enough time to possibly make it to end, 75sec from start to finish nonstop). for allies blowing gate and starting truck definitely being hardest parts of map. (+ capturing CP but that is an important side quest :D) Would even disable allies starting spawn once gate is blown to give more chance for axis in stopping the truck in the end stage. To me this spawn is too good for allies to ruin every plan of axis I think it would be more even and fun without this advantage
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As fuel dump being lil bit controversy map. If i would have to choose between UJE vs desert version then desert seems better version to me. One fence being open near fuel depot is good as it is a problem when it is fully built and allies plant dynamite on depot and axis have to go in circle due their own "defensive object" so +1 to this edition. However few points around spawns: 1. 2nd allies spawn might cause some confusion around SK rules due to line of sight (shooting directly from spawn). 2. Axis CP spawn. Although can be disabled by destroying CP. This gives axis better control over area and harder for allies to flank from side way. As this part of map can become hard for allies special when teams are bit unbalanced. (Maybe fun objective for allies cvops to disable spawn). 3. Axis near fuel spawn. Again gives axis better control over area. Basically impossible for allies to gain control over the middle area. Without this spawn Allies can gain control of left side of Depot better. To win a game allies definitely need better team than axis. As the end part of map is in favor for axis even in default version. Without this spawn Allies can gain control over Depot area better because axis have to start pushing from one side. + axis get already "secret tunnel" into this area 3th way out of default spawn. Due the amount of players and spawn times i think it is better to disable these three spawns. Yet this is just first impression and maybe giving allies more "room" is not necessary.
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Why not use desert edition instead of current? https://et.splatterladder.com/?mod=mapinfo&idx=14167 2 Spawn points for allies in start, 1 extra way in start ( kinda GA edition), considering the amount of players. Map seems polished and some new map objects might give some new tactical shooting positions and generally just give a little different vibe of fuel dump. Games played desert edition: over 300k UJE version: under 50k
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i was also thinking about that, 12+3 just felt minimal. 10+5 leaves extra 5 minutes in case of last minute gate blow. obj + truck doable in 5 minutes compared to 3. 10+5 very viable option as well.
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Similar to Pirates there is sometimes chance for allies to get stuck in first spawn (unbalanced teams, etc). Right now it is 15min. I guess it would not hurt to make it 12min + 3min on gate exploding, to steal 3min agony from allies in case of those stuck matches.