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Posted (edited)
16 hours ago, Lusciousdrunk said:

So knives and rnades taken away but no problem with an infinite amount of medics on each side who can self heal with a fast recharge rate. Sounds like you want the advantage for you and people who play like you only. It’s Jay1, it’s not a scrim server.

 Medics who self-heal, live to heal others and keep the battles going. And MOST medics, do heal others when they see them.

No one said taken away. Enable Sk on knives, lower the number or R_nades.

That's not taken away.

 

16 hours ago, Lusciousdrunk said:

 

We have Silent1 and Legacy server that have settings that you’re looking for. Why not play there instead of wanting to change the settings of a server that a lot of people play at just to benefit a small few? 

 

Easy, Silent is not at all like Jay 1, just with a few settings people are looking for, it's completely different, and ETL is dead 90% of the day.

 

I don't if it's a small few or not. It probably seems that away because only a very few come to the forums, ever, TBH. I see a lot of people complain about things like the too many rifle Grenades and I'll be honest. My biggest issue is that, it's funny how much crap I take by some people, but never, ever will I use anything but default MG, regular grenades and, on 2 maps, play sniper for part of them. I won't use R_nades, mortar, arty, etc, ever. Even for Panzer Wars, I'll just quit most of the time and come back after.

 

Some of us play to win 1 vs 1 (or lose) the hard way rather than stand back and get easy kills with little chance of having to defend themselves. Maybe that's part of why I ache to see the changes I've mentioned.

The real point of small changes is to subtly take away from getting bored. Why do people always want rotation changes? Because they get bored, mostly. Partly because a map just doesn't work.

 

How much better would it be on a full server if you can get something going without spawn, die, spawn - repeat - because of campers with knives, r_nades, arty spamming outside of spawn, non-stop mortars on spawn points....? (Again, myself, I've made my peace with knives). 

Edited by -=HipKat=-
Posted
16 hours ago, Lusciousdrunk said:

So knives and rnades taken away but no problem with an infinite amount of medics on each side who can self heal with a fast recharge rate. Sounds like you want the advantage for you and people who play like you only. It’s Jay1, it’s not a scrim server. We have Silent1 and Legacy server that have settings that you’re looking for.

 Medics are overpowered on Jay1, I wouldn't mind a hard nerf to the hp/healing abilities. And I don't think lowering the number of rnades is needed.

The issue I have is with poison knives only. If you want me to advocate for a worse medic class, I'll help you too ^^.

Quote

Why not play there instead of wanting to change the settings of a server that a lot of people play at just to benefit a small few? 

I don't see how the change I'm discussing would impact your gameplay? You would still get the kill and I would not watch my screen gets dizzy for +10 seconds and see myself miss the respawn while I can do nothing.

 

19 hours ago, HarryAimpotter said:

I am not big fan on poison knives myself and I don't use them very often, BUT I think that adding them to the mod (without the possibility to SK) broadens the game meta and  enables players with different playstyles to have success. Most players approach the game in "kill or be killed" point of view, but maybe in some situations its NOT the best solution to kill your enemy, but make him miss the next spawn. That's completely new way to look at the game and it opens the game up to different and alternative tactics and at the same time it does not render "kill or be killed" meta useless either. They both can work, If players are skillful enough.

I think it's only fair that you cannot selfkill while poisoned and that is because with no other weapon you are in a such disadvantage. You are literally brining a knife to a gunfight, lol.

That play is very risky and with that risk, there should be also huge possible reward. You only have one shot, if you miss, you are dead, and even if you don't miss, you can still sometimes be killed. 

 

I think that the overall objective for balancing the game should be that all weapons can be useful and effective if used with correct tactics and game style.

 

You bring an interesting approach but I think it still isn't enough. Have you played or watched competitive ET? The game is built on respawns. You either choose to commit for a risky play to fullspawn the enemy or choose to selfkill for a fresh new attack. The whole dynamic of the game is based on that.

I think it is fair to expect every server and every mode to follow the basics of the game even though I know respawn timing means nothing on casual servers and even more on FA#1. Yet, the range of tweakings that a specific mod allows should always be contained within the basic dynamics of the game: fast paced fights and movements AND respawns. I don't think a setting alteration that goes against any gameplay fundamentals is a good thing. It is just frustrating for the receiving party and a frustrating setting isn't a good setting.

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Posted (edited)
18 minutes ago, RASHOMON said:

You bring an interesting approach but I think it still isn't enough. Have you played or watched competitive ET? The game is built on respawns. You either choose to commit for a risky play to fullspawn the enemy or choose to selfkill for a fresh new attack. The whole dynamic of the game is based on that.

I think it is fair to expect every server and every mode to follow the basics of the game even though I know respawn timing means nothing on casual servers and even more on FA#1. Yet, the range of tweakings that a specific mod allows should always be contained within the basic dynamics of the game: fast paced fights and movements AND respawns. I don't think a setting alteration that goes against any gameplay fundamentals is a good thing. It is just frustrating for the receiving party and a frustrating setting isn't a good setting.

Rosh, you're only focused on knives, some of us on the overall game and yeah, I feel you on ETPro mods. For 5 years that was all I played and when I came to JM and FA when ETPro pubs really died off, not the servers as much as the quality of the gameplay, it was - and still is hard to fully adjust. That's why you'll many of the times when I look for changes, they're more in line with how ETPro was set up.

 

Makes me sad to see the list of ETPro servers on TB and they're all empty

 

https://et.trackbase.net/serverlist/order/players/desc/

Edited by -=HipKat=-
Posted
1 hour ago, RASHOMON said:

Have you played or watched competitive ET? The game is built on respawns.

I have played/watched ET on competitive level for years. I know very well how the respawn dynamic is designed to competitive level. I also understand and share your frustration with poison knives. But still like you sayd yourself Jay1 is not competitive server. Spawntimes are very short and have almost 0 impact on game dynamics. I still feel that poison knives for public server are a good thing. It gives more depth to the game and casual players can have some fun with them.  Its all about keeping they player base  alive and active.  There are competitive (mostly empty) servers out there. People are free to join them. Turning Jay1 into more competitive will keep more casual players away and will probably kill the server sooner or later.

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