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ET BEGINNERS #2 The burning question


PHNTM

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@ShaDoW1 it's like that on every of our servers so you can ask everyone, not just Kermit :D

 

@PHNTM +1 on this one, just as stated above, panzas mines, everything does self-damage, flamey not. It'll be annoying for flamecampers in the beggining but they will get used to it and I don't think it will affect our regulars and their will to play on beg#2 in any way.

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Agree with Phantom,Flamers are way to powerfull in a small area like a hallway or a room. Selfdamage should be set when they run into the flames themselves.Now nothing happens. The only way to get selfdamage as a flamer is pointing the flame directly towards the ground,but offcourse "normally" nobody is aiming for the floor.

Without any selfdamage a flamer is very hard to beat esspecially when they guard an objective in a small area.

Maybe the same settings like a panza or satchel.if  you fire it to close to you ,,you die or get damaged alot. For flamer,if you touch or run into your flame,you die or get a lot of damage too.

So +1

 

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20 minutes ago, notellenPage said:

@ShaDoW1 it's like that on every of our servers so you can ask everyone, not just Kermit :D

 

@PHNTM +1 on this one, just as stated above, panzas mines, everything does self-damage, flamey not. It'll be annoying for flamecampers in the beggining but they will get used to it and I don't think it will affect our regulars and their will to play on beg#2 in any way.

Yea but maybe he is aware why we choose to disable it :D 

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4 hours ago, PHNTM said:

Can we please enable self damage for flamethrower users in beg2?

 

How to? If you can share how to, I am open to changing it. 

 

On the side note, does flamer complain that his weapon is not powerful in long range like MP40 and ask to add realistic bullet spread, gravity, etc?  That's what flamer is used for - go near campers, clean it out, rambo medics help the engineers to get the Obj done. This is why it's heavy weapon. 

 

Panzer it's an issue. 

Mortars are useless campers. 

Field ops camp and spam artillery even though it's 1 per min. 

MG42's are useless camp. 

 

The only good class is medic based on recent feedback while half medics wouldn't even heal me besides hardcore server. 

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7 minutes ago, daredevil said:

How to? If you can share how to, I am open to changing it. 

Just tweaking it back to the original thing - I remember the flamethrower doing self-damage whenever the player walked into the flames, that's all I'm saying. 

 

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48 minutes ago, PHNTM said:

Just tweaking it back to the original thing - I remember the flamethrower doing self-damage whenever the player walked into the flames, that's all I'm saying. 

 

I am open if you can share how to. 

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As much as I hate flamers myself I think enabling FF would just give no reason to use flame anymore. Why would they have nothing when other class/weapon still have their advantage? I see it as a balancing method to counter rambomedics who for example keeps camping the enemy spawn and farming them. If we ever enable FF for flamers then self packing for medics should be disable also. I don't see that In a near future.

 

1 hour ago, daredevil said:

Panzer it's an issue. 

Mortars are useless campers. 

Field ops camp and spam artillery even though it's 1 per min. 

MG42's are useless camp. 

This^^

Edited by rambozo37
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3 minutes ago, daredevil said:

I am open if you can share how to. 

Correct me if I'm wrong because I'm not aware of the technicalities. You're telling me that this is a default silent setting?

I do remember grenades not inflicting self-damage not that long ago on beginners 2, and that was changed. Can the same be done for flamethrowers? 

Again, technically I've no idea how to do this but I'm assuming it can be done because of the grenade situation I mentioned above.  

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20 minutes ago, rambozo37 said:

As much as I hate flamers myself I think enabling FF would just give no reason to use flame anymore. Why would they have nothing when other class/weapon still have their advantage? I see it as a balancing method to counter rambomedics who for example keeps camping the enemy spawn and farming them. If we ever enable FF for flamers then self packing for medics should be disable also. I don't see that In a near future.

 

This^^

 

I'm not saying enabling FF. I'm saying flamethrowers should inflict self-damage to the user as they originally did on etpub & etpro.

 

I have to disagree with the MG42 and mortar, if well used these are extremely advantageous. 

Field ops spam makes some maps like oasis almost unplayable for allies and should be capped too if I'm honest. 

 

Self packing for meds has always been standard practice in ET, weapons not inflicting self-damage has not.

I will agree (although reluctantly) that adre using could be capped for medics to match the other classes.

 

I just think flamethrowers are getting a special treatment here as they are clearly OP and should be nerfed in some way. 

 

Edited by PHNTM
typo
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3 minutes ago, PHNTM said:

I'm not saying enabling FF. I'm saying flamethrowers should inflict self-damage to the user as they originally did on etpub & etpro.

 

I understand and probably, I am repeating same question - how you want to achieve it? Do you have cvars in your mind through which we can achieve it?

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I just tested it. You can inflict damage to yourself using a flamethrower on silent1 where FF is not enabled. So its possible. Maybe have a look at how that is set up? 

 

EDIT: Only damages you if you point the flamer directly at your feet. Same for beg2.

Edited by CheepHeep
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28 minutes ago, daredevil said:

I understand and probably, I am repeating same question - how you want to achieve it? Do you have cvars in your mind through which we can achieve it?

I'm looking into it now, I'll let you know if I find something. Thanks

(sorry about making you repeat that same question :p) 

 

maybe this?

 

g_reflectFFWeapons

Description:

Selects which category of weapon will reflect when g_reflectFriendlyFire is non-zero.

Type: bitmask

Parameters:

1 Enable reflected damage for Firearms (all types of guns)

2 Enable reflected damage for Grenades and grenade launchers

4 Enable reflected damage for Knives (includes thrown knives)

8 Enable reflected damage for Panzers

16 Enable reflected damage for Flamethrowers

32 Enable reflected damage for Mortars

64 Enable reflected damage for Satchel Charges

128 Enable reflected damage for Artillery and Air Strikes

256 Enable reflected damage for Dynamite and Construction Damage

512 Enable reflected damage for Landmines

Default: 31

Note:

Setting this value to zero will override any multiplier set via g_reflectFriendlyFire, effectively disabling reflecting damage.

Edited by PHNTM
https://mygamingtalk.com/wiki/Silent_Mod_Server_Cvar#Friendly_Fire
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