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Dest!Ny's Photo


Member Since 21 Jan 2011
OFFLINE Last Active Today, 03:22 PM

#778759 ETPro - Jaymod Teams - Invitational event

Posted by Dest!Ny on Yesterday, 03:05 AM

@ the people who posted that they are interested. Keep in mind thats its your own responsibility to gather a team. Dont assume anyone will do the work for you or nothing will happen. If you are truely interested then get to work! Ive seen way too many times that plenty people are interested for whatever is posted, but when there actually needs to be something done the room gets quiet. Dont let it happen! >:[

#777747 Looking for..

Posted by Dest!Ny on 13 September 2017 - 08:21 AM

// Spawnpoints
bind kp_ins "setspawnpt 0;echo ^pSpawnpoint^2:^7Default
bind kp_end "setspawnpt 1;echo ^pSpawnpoint^2:^7One
bind kp_downarrow "setspawnpt 2;echo ^pSpawnpoint^2:^7Two
bind kp_pgdn "setspawnpt 3;echo ^pSpawnpoint^2:^7Three
bind kp_leftarrow "setspawnpt 4;echo ^pSpawnpoint^2:^7Four
bind kp_5 "setspawnpt 5;echo ^pSpawnpoint^2:^7Five

// Class binds
bind F8 "vstr classfieldop"
bind F7 "vstr classengi"
bind F5 "vstr classsoldier"
bind F6 "vstr classmedic"
bind F9 "vstr classcovop"

// Class script
set classengi "vstr classengi1"
set classengi1 "vstr classrecycle; class e 1 1; set classengi vstr classengi2; echo "^7[Spawn: ^4Engineer^7/^4SMG^7]""
set classengi2 "class e 2 1; set classengi vstr classengi1; echo "^7[Spawn: ^4Engineer^7/^4Rifle^7]""
set classfieldop "vstr classrecycle; class f 1 1; echo "^7[Spawn: ^4Fieldop^7/^4SMG^7]""
set classsoldier "vstr classsoldier1"
set classsoldier1 "vstr classrecycle; class s 4 1; set classsoldier vstr classsoldier2; echo "^7[Spawn: ^4Soldier^7/^4Pf^7]""
set classsoldier2 "class s 5 1; set classsoldier vstr classsoldier3; echo "^7[Spawn: ^4Soldier^7/^4Mortar^7]""
set classsoldier3 "class s 2 1; set classsoldier vstr classsoldier4; echo "^7[Spawn: ^4Soldier^7/^4MG42^7]""
set classsoldier4 "class s 3 1; set classsoldier vstr classsoldier1; echo "^7[Spawn: ^4Soldier^7/^4Flamer^7]""
set classmedic "vstr classrecycle; class m 1 1; echo "^7[Spawn: ^4Medic^7/^4SMG^7]""
set classcovop "vstr classcovop1"
set classcovop1 "vstr classrecycle; class c 3 1; set classcovop vstr classcovop2; echo "^7[Spawn: ^4Covert^7/^4sniper^7]""
set classcovop2 "class c 2 1; set classcovop vstr classcovop3; echo "^7[Spawn: ^4Covert^7/^4FG42^7]""
set classcovop3 "class c 1 1; set classcovop vstr classcovop1; echo "^7[Spawn: ^4Covert^7/^4Sten^7]""
set classrecycle "set classengi vstr classengi1; set classcovop vstr classcovop1; set classsoldier vstr classsoldier1"

// Team
bind leftarrow "team r 1 1; echo "^7[^1Join^7:^1Axis^7]""
bind rightarrow "team b 1 1; echo "^7[^>Join^7:^>Allies^7]""
bind uparrow "team s; echo "^7[^<Join^7:^<Spec^7]""
bind downarrow "quit"

// Spawntimer
bind MOUSE4 "vstr timerSet-time; vstr enemy-spawned; play sound/menu/select.wav"
bind h "vstr timerSet-toggle"
set enemy-spawned "echo ^p-> ^gEnemy Spawned"

set timerSet-time "timerSet 20"
set timerSet-toggle "vstr timerSet30"
set timerSet-TimerInput "openTimerInput; set timerSet-time resetTimer; set timerSet-toggle vstr timerSetxx"
set timerSet20 "set timerSet-time timerSet 20; set timerSet-toggle vstr timerSet30; echo ^1>> ^9Timer Set: 20; play sound/menu/select.wav"
set timerSet30 "set timerSet-time timerSet 30; set timerSet-toggle vstr timerSet15; echo ^1>> ^9Timer Set: 30; play sound/menu/select.wav"
set timerSet15 "set timerSet-time timerSet 15; set timerSet-toggle vstr timerSet25; echo ^1>> ^9Timer Set: 15; play sound/menu/select.wav"
set timerSet25 "set timerSet-time timerSet 25; set timerSet-toggle vstr timerSetxx; echo ^1>> ^9Timer Set: 25; play sound/menu/select.wav"
set timerSetxx "set timerSet-time vstr timerSet-TimerInput; set timerSet-toggle vstr timerSet20; echo ^1>> ^9Timer Set: Input; play sound/menu/select.wav"

Binds :3

#777593 Help me Kill you

Posted by Dest!Ny on 11 September 2017 - 02:57 PM

I am tempted to buy the G403. What do you think about it?


well, its always dependent on personal preference. g403 has 1000Hz polling rate max which is perfect although any mouse with 500 is just as fine since you dont notice the difference, a polling rate lower than that is not recommendable, but its extremely uncommon to find a mouse in this day and age with a polling rate of 250 or 125Hz.


The DPI is changable through the driver software which is nice, but any (relatively new) logitech mouse has the same software like a lot of other brands.


it has a 10gram changeable weight if you dont like the weight of the mouse. Although the possibility to change your weight is always nice, a mere 10g difference wouldnt be hard to adjust yourself to anyways without removing the weight (or adding it)


Its a solid build with 5 mousebuttons + dpi switch like a lot of popular mice (for example deathadder). Now to say if you can live with only 5 buittons or you want 7 or 9 or even more is entirely up to you.


The sensor is optical which is the best option you can choose from. Also very common.


Its fairly light (judging from my mouse experience) but if you add the weight it gets to quite a normal weight, but if you are used to light mice then you might not need it


The length is not too long, not too short. Seems fine for a palm or fingertip grip. If you are one of the select few who uses a claw grip then Im not sure, maybe its fairly big, but I cant say for sure.


Personally I think the design looks good because its curved to the left, making it comfortable in your hand (in my opinion). Since personally I cant STAND symmetrical mice, I just cant stand them




so yea, must of the settings you 'need' are there, but thats pretty common nowadays with most companies, it mostly comes down to size, weight and design. Which is all personal preference

#777248 Server with no panzer

Posted by Dest!Ny on 08 September 2017 - 11:22 AM

would be pretty fun to test on one server. think it will attract a certain group of people, and would more distinct one server from another assuming its jaymod

#776346 Hardcore - Rush Rule?

Posted by Dest!Ny on 31 August 2017 - 11:19 PM

So why is it that maps get rushed? Generally speaking allie dont have access to the final objective until something is done (dyno or tank). So how do they get through? The only thing I can come up with from the top of my head is undercover covies. So how would you see limiting the ammount of covies per team further? If you see it as effective as a standard rush rule than it wont require any adminwork and wont break the flow of the map

#775994 ET scrims/pugs

Posted by Dest!Ny on 29 August 2017 - 02:39 AM

Message me on discord when you wanna play, I dont mind some internals every once in a while :)

#774122 What song are you listening right now? - Part 6

Posted by Dest!Ny on 14 August 2017 - 11:10 AM

kewl tunes. makes me feel like a princess
  • BSM likes this

#769597 Reducing sniper rifle recoil - Enemy Territory

Posted by Dest!Ny on 10 July 2017 - 02:00 PM

Anyway, script or not, let's say someone wants to snipe, and without using any script of any kind they open the console and type /com_maxfps 71 /m_pitch some high number /sensitivity some higher sens than usual, how can that be disallowed? In some sniper servers they used to lock some cvars, but not sensitivity of course. You cannot force people to play with low sensitivity, and there's players who play with such a high sens that they can control recoil even without changing m_pitch, if their mousepad is big enough.


yea, exactly. I see no reason to disallow the fps bug or 'high sens', just ban the +movedown scripts or whatever the correct cvar was. Its too much of a hurdle to call ppl out on such little things. Pretty soon we'll be busting ppl with low graphical cfgs to improve their vision :D

#769510 Reducing sniper rifle recoil - Enemy Territory

Posted by Dest!Ny on 10 July 2017 - 12:07 AM

Yes this script does not alter or remove recoil. It simply allows you to recover from it a bit easier. No different to using a gaming mouse and adjusting the vertical sens like many of us do

Tweaking your max fps halves your recoil. So no, you do alter your recoil

#767436 What sensitivity do you use

Posted by Dest!Ny on 21 June 2017 - 04:08 PM

What are your thoughts on Polling rate. Now that I'm back on a logi, the firmware lets me choose up to 1000, great for a Keyboard (which ironically the Logi software does NOT give you the option to change) but for a mouse?


in my personal opinion polling rate doesnt matter to an extent where I would actually reconsider buying an otherwise perfect mouse. Realistically the polling rate would only differ for a maximum of 5ms per refresh (AT MOST) and compared to our puny braincells and their reactiontime it hardly matters. 


But hey, if you are an iffy man than try to get a polling rate of 500 or 1000, even 250 should be more than fine

#767428 What sensitivity do you use

Posted by Dest!Ny on 21 June 2017 - 01:24 PM

Perhaps you could help me calculate my sensitivity?
I got new mouse and laptop, and the sens i use now is way too high :D

Only thing you need to figure out is the default dpi of your previous and current mouse. The sensetivity that fits the calculation can be quite easily estimated (especially using the link)

#766964 Hardcore map suggestions

Posted by Dest!Ny on 18 June 2017 - 08:07 AM

Personally I think there should be a 18 or 20 player limit silent server and that that should be HC and the current HC should be silent 2 or something, there's too many people on HC generally for it to be actually hardcore and not just dodging your teams horribly placed arty, nades and panzers and trying not to be backraged by someone on your team :P


still silently praying for the day where HC gets actually hardcore and doesnt let every John Smith play on it to poison the gameplay

#766684 Jay1 map rotation suggestions

Posted by Dest!Ny on 16 June 2017 - 05:11 PM

the map just needs removing not tweaking along with the old version of goldrush, as for cutting the players down for certain maps etc would be a complete no no, i've been on this server every day for ...well i can't remember, don't make wholesale change's to a server that runs well, just a couple or a few maps need to be changed an im sure the numbers will come back.


dont worry, you just didnt understand me perfectly. We have a system where we have our 37 map rotation and each map is only played when certain restrictions are met. For example you hardly see caen being played, but the server does have it. Thats because caen will only be played when there are less than 36 people online at that moment in time (right after goldrush GALS). When restrictions arent met the map will be skipped and you might see it again when the other 36 maps have been played (or skipped) and the sevrer will check if it meets the requirements again.


Thus we actually never have to cut in our server's max slots at all and we can also make a nice mixed rotation between very large maps and smaller maps.

#766636 Jay1 map rotation suggestions

Posted by Dest!Ny on 16 June 2017 - 06:18 AM

please either remove or lower the player max of oasis (was thinking like 34 or something max)


the first stage is very well done, but the second stage is such a mess.

literally every option you have (as allies) is a chokepoint


option 1, cave: at first it becomes a brawl around the water area basically, allies can hardly pass when axis are holding with some mgs and medics. takes maybe 4 axis to hold down the cave pretty tightly. If allies loose the initial brawl after some minutes the axis will safely cross the water and have easily enough time to set up further and further untill they are basically holding the well entrance. If allies win the initial brawl they will first have to cross the water, which if taken care of is usually nicely stacked with landmines that are impossible to jump away from (good old ET physics) and even if that is taken care of there is hardly any possibility to remove the whole axis defense at the tunnel exit before the same people respawn again and hold it. Even if allies break through once or twice its not on the allies to hold the cave, they have to push further so cave control is for axis to grab while the last remaining allies slowly die on the outside of the walls.


option 2, the building: well, problem is that if axis would be pushing aggressively, if that happened allies had a chance to maybe break through. Unfortunately the jay1 meta doesnt work that way. The problem with the original oasis is that both the upper as the lower exit on the axis side are perfectly lined up and as axis you can hold it from anywhere between your spawn exit to the very back of the north side of the wall, good luck not getting mowed down as allies exiting either way. The whole lower area is usually so stacked with allies its not even surprising that axis know better then to push into there so it basically becomes a checkmate in the obvious advantage of the axis. 


There is ofcourse the option of changing to the sw version of oasis. to sum it up there are 2 major fixes in the sw version: first of all the side exit on the upper area which gives allies a pretty free control of the west wall, forcing the axis on the cave side to play more outside of the cave giving allies more cave control indirectly. However this fix would still not fix anything by itself if you have so many axis to divide. The second fix is the wall that forces axis to take more time to reach the area outside of the cave from their spawn. The weak point of this however is the doublejump which besides giving axis free and easy access to the area without forcing yourself through an annoying chokepoint (the window), but thats not even all, by this easy access to the balcony area axis can also spread out much wider throughout the balcony giving allies a harder time gaining some control. Only thing I didnt mention yet is the north side of the west wall that can be accessed by allies via the west wall without having to face the collection of axis holding the building. Generally speaking this is quite a nice add-on since its a blind corner for people in the spawn area unless they overcommit so there only has to be focus on the guys further along the wall and thus the guys coming from the lower area can swarm to the outside steadily.


So my suggestion would be to either completely remove oasis, or replace it with sw oasis and decrease the max players to somewhere around 35

#766052 Gallery of our members and regulars.

Posted by Dest!Ny on 11 June 2017 - 07:16 AM

I often make fun of desti, but he and I both know who will be the big spoon tonight


Thats what I thought