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ET Server Suggestion Well...here goes nothing.


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Posted
9 hours ago, Jesus said:

I personally hate playing Jaymod for these exact reasons. Pretty sure everybody who plays on S1, S2, and Legacy do as well. Come to the otherside brother!

I hate Silent mod and FA ETL servers are never full

Posted (edited)

Yes i totally agree about knifes and sten. knifes really dont need to be poisonous, knife already itself make so much damage when thrown. and sten overheats way too quickly lol,

 

About landmines this is literally first time i hear anyone complain about them. They are big and important part of the game and i dont see any issue with them.

 

Artillery isnt too big of a problem imo.. except on goldrush sometimes axis cant leave the spawn but thats mostly because players dont know how to sprint when exiting spawn.

 

But if we dont get rid of poison knifes i think medics should NOT be able to self-heal from poison either... it would be too big buff for medic. it is already strongest class by far

on the other hand i think it would be good if medics could heal low hp teammates with syringe because what ive seen some medics (mostly fraggers XD) dont heal teammates with med packs because its waste of time lol

 

 

 

 

 

 

Edited by Bunny
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Posted
18 hours ago, Lusciousdrunk said:

My response was to hipkats comment that’s why I quoted him in it

On 4/27/2025 at 5:27 PM, Lusciousdrunk said:

Y’all play the same class every single time you are on. Medic. You have no problem with unlimited med packs to heal yourself. You have no problem with there being no limit to how many medics there can be on each team....

I realize you weren't talking to me. But you are talking about me(I'm one of those 'medics' in the above quote, no?). And you're doing it in front of me. If you want to talk about classes - specifically the medic class - then start a thread and I'll be happy to exchange thoughts. 

 

Quotes like tipsy and yours above aren't intended to facilitate a healthy exchange of ideas, though. They're just dismissive. And while I am probably better off simply ignoring them, they have a tendency to derail a topic(intentional or not). I don't understand how that isn't apparent.

 

4 hours ago, Cloudy said:

27v27 is a problem on most maps but there isn't anything we can do, its nice to see the server full!

Capping the teams to something like 16v16 may end up giving you 2 full servers while fixing(or at the very least alleviating) most of the 'scaling' issues you see on Jay1. I used to play on a shrub server in RTCW that had the same intent as Jay1. A place where any skill level could come have fun, and ammo was aplenty. Teams were capped at 16 players per side there, and it was almost always full. It always felt like a healthy amount of players. More than that would've created some of the obvious scaling issues you see on Jay1 today, while also compounding the lag issues that arise as well.

It also had friendly-fire enabled with a teamkill limit per player, but that should be it's own topic if people are interesting in discussing. There's a lot of indiscriminate spamming on Jay1 that faces no repercussions(see Cloudy's note above about 'Ron').

6 hours ago, Jesus said:

I personally hate playing Jaymod for these exact reasons. Pretty sure everybody who plays on S1, S2, and Legacy do as well. Come to the otherside brother!

1 hour ago, -=HipKat=- said:

I hate Silent mod and FA ETL servers are never full

I honestly don't know the difference between all the ET mods, so someone would have to expand on these a bit to see if any sound attractive. Whichever ones don't need me to rely on teammates for ammo 😉

 

1 hour ago, Bunny said:

About landmines this is literally first time i hear anyone complain about them. They are big and important part of the game and i dont see any issue with them.

I'm not sure how important they are, granted they do have some fun applications. If the plan is to keep them around(which I assume is the case w/ all these weapons), some consideration should be taken for how to counteract them. While mines can be detected from far away, that's generally not how things play out when they're at their most oppressive. You don't normally have time to stand there with binocular out for 5 seconds to detect them, especially if you have repeat this process 3-4 times every push. And detecting them still doesn't even get rid of them! They also end up being a 'win-more' weapon if teams are already uneven.
How do folks think any the following suggestions might impact the server?

  1. Lower the detection rate for mines to something like 2 seconds.
  2. Explosions set off poison mines as well. Grouped together, poison mines can basically insta-kill. Additionally, it just doesn't make sense that they aren't set off by explosion while the other types are.
  3. Teammates set off mines. This might help deal with some of the spots on some maps where mines are at their worst. Yes this opens the door for trolls, but that's what admins are for. Jay1 unfortunately has plenty of ways to troll teammates.
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Posted
1 hour ago, Bunny said:

on the other hand i think it would be good if medics could heal low hp teammates with syringe because what ive seen some medics (mostly fraggers XD) dont heal teammates with med packs because its waste of time lol

I saw that on TM ETL and thought it was the greatest thing, doesn't waste med packs or stamina and keeps the dying guy in the fight without interruption, if the Medic can time his "poke" right

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Posted (edited)
3 hours ago, -=HipKat=- said:

I hate Silent mod and FA ETL servers are never full

To me, what I'm reading is complaints about the server being Jaymod, and Jaymod has pretty much been the same for 20 years, and its longevity has proven its popularity. But again, I don't like it. I dont like 27v27 chaos and slow-moving massive maps. I prefer smaller, shorter maps, with smaller teams and faster game play without all the bells and whistles.

Edited by Jesus
Posted
Quote

If you want to talk about classes - specifically the medic class - then start a thread and I'll be happy to exchange thoughts. 

This thread isn’t about the medic class specifically, but making almost any of the changes you mentioned would affect the medic, making it even more powerful by reducing its counters and weaknesses. This would definitely impact the overall balance of the game and server. Thus should be mentioned

This topic about gathering opinions so I'm sharing my full insight :

As for the Sten, I don’t know much about it. I've seen players mention it feels weak, so maybe adding 1–2 extra bullets before it overheats could help — if that's possible. Personally, I think the Sten is fine as it is. It's used by the covert ops class, whose main role is to sneak behind enemies and take them out from behind. It was never intended to outgun SMGs or win direct firefights. In terms of fragging, that’s more the job of the lieutenant, medic, and sometimes heavy weapons classes.

The Sten is still effective — if you pull off stealth kills, you even keep your stolen uniform.
However, as mentioned earlier, the fact that every class can easily spot a disguised enemy makes covert ops a lot less useful in many situations. I could see that being adjusted (again if it's even possible) .

As for poison knives and other similar items, I think they’re generally fine. There’s always room for small improvements, but I don’t believe in dramatic changes like removing poison knives entirely or severely limiting rifle grenades per team.
A better idea might be to slightly increase the recharge time for engineers, which would naturally result in fewer rifle  grenades thrown per minute and force engineers to be more strategic when planning and planting landmines.

6 hours ago, Cloudy said:

 

 

 Maybe change it so the medics and heal themselves.

 

Regarding this  —
how exactly would that solve the issue of poison knives being 'overpowered'? All it would do is make the already strongest class (the medic) even stronger.
The problem (if it exists) would still remain for every other class except the medic.

 

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Posted

Maybe Jay1 needs changes, maybe not. All I want to say is that there is a reason it's the most popular server in the game and it gets full on the daily basis. I love Jay1 the way it is ❤️

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Posted
4 hours ago, MoFo said:

I realize you weren't talking to me. But you are talking about me(I'm one of those 'medics' in the above quote, no?). And you're doing it in front of me. If you want to talk about classes - specifically the medic class - then start a thread and I'll be happy to exchange thoughts. 

 

Quotes like tipsy and yours above aren't intended to facilitate a healthy exchange of ideas, though. They're just dismissive. And while I am probably better off simply ignoring them, they have a tendency to derail a topic(intentional or not). I don't understand how that isn't apparent.

 

I really like you MoFo, and I was really happy to see you joined the forum and made a post trying to improve the servers.  However, your superior attitude and bristling at any mention of medics not being part of this topic is all the things you accuse Tipsy and Lush of doing.  This topic is about making Jay1 a more fair and enjoyable experience, and Rambo medics do just as much damage as any other class/weapon on Jay1.  On multiple occasions you dismiss any mention of medics using an SMG as skillful and not any problem, while all the other weapons are not, totally dismissing the ability to self-heal being as just as destructive as a poison knife.  If poison knives are so easy to use, why don't you try playing an entire map just using the 4 knives you are allotted at a time?  I think you would find they require more skill than you think.  Anyway, I find your whole attitude off-putting and it makes me sad because I really like and respect you as a person and player.

 

2 hours ago, ELSO said:

Maybe Jay1 needs changes, maybe not. All I want to say is that there is a reason it's the most popular server in the game and it gets full on the daily basis. I love Jay1 the way it is ❤️

 

Well said, and I agree wholeheartedly!

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Posted (edited)
5 hours ago, MoFo said:

I honestly don't know the difference between all the ET mods, so someone would have to expand on these a bit to see if any sound attractive. Whichever ones don't need me to rely on teammates for ammo 😉

 

 

I have seen some jay1 folks visit silent sometimes (I try to get to jay1 and silent myself to change up the play style). I personally thoroughly enjoy the chaos of jay1 at times and fully partake in the knives and rnades... I am a big fan of jumping around and causing mischief. However, when i want to focus more on aiming (and jay1 is a bit too busy) I find Silent to be a great alternative which very commonly has a good player base to be competitive.

 

EDIT: to add a few details about silent: slightly different hitbox, single jump, ppsh for fops and engi, covis more disguised, trip mines and m mines only, less damage from heavy weapons and knives...these are what jump to mind currently 

 

 

 

5 hours ago, -=HipKat=- said:

I saw that on TM ETL and thought it was the greatest thing, doesn't waste med packs or stamina and keeps the dying guy in the fight without interruption, if the Medic can time his "poke" right

 

Thats a silent feature as well --- if your health is 'red'/low, a single syringe poke can heal ya (unless you are still a low level medic then it only regenerates the teammates' health halfway). I do not remember seeing that feature built into jaymod when reading the docs. 

 

*****

Glad to see ya on the forums Mofo - your sniping me has frequently led me to nearly break my desk as I slam my fists down! Specifically on Minas when you are still hiding in the grass and hitting me off the walls near the ...3rd...gate i think! 

 

Out of the issues you brought up - the sten having a quicker cooldown period and the landmines being spotted a bit more quickly are the two topics I support. If you dont get consecutive headshots at the first burst - the sten will likely overheat and the opposing player will turn around and wreck ya. For landmines, it does take awhile for a single player to place mines but spotting them on a full server is quite difficult.

 

The rest of the topics you brought up I personally have no issue with - many of these 'issues' are map specific (goldrush = arty issue // oil kombinat = rnades issue on axis // venice = arty/mortar issue). 

 

Also the benefit of us having a 27 v 27 server is it provides a busy server in a 20 year old game where many regulars have been coming back to for years. the chaos/conversation/spam (both playing and in conversation) is what I remember from my first clan 17ish years ago and what led me to love this game. 

 

....lastly, damn! this was a lot of reading to get all caught up! 

Edited by mraw435
Adding silent details
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Posted
1 hour ago, hyness said:

Anyway, I find your whole attitude off-putting and it makes me sad because I really like and respect you as a person and player.

I'm sorry to disappoint. I'm sure all of us have a long list of people who have disappointed us in our own lives. Understanding that, there's no doubt in my mind that I've made plenty of those lists myself. That being said, I've always been fond of you too, @hyness

 

4 hours ago, Pear said:

how exactly would that solve the issue of poison knives being 'overpowered'? All it would do is make the already strongest class (the medic) even stronger.
The problem (if it exists) would still remain for every other class except the medic.

I guess we just fundamentally disagree that the medic class is the strongest class. It's easily the most popular, but I would also include that it's the most important.

 

It was never my case that knives were simply overpowered. My argument is that they inherently have a negative affect on the game play as they currently stand. No class can survive a poison knife unless they have a friendly medic to lend a hand, so you kinda need to protect the medics a bit if they're going to help their teammates. A single knife can stifle an entire push if they only have a single medic backing them. If the point of knives was to thwart medics(as was mentioned earlier in this thread), I find it counter-intuitive since the response to that is just more medics.

I do appreciate you being specific about how a certain changes might impact something else(like medics).🙂

 

Does anyone play on Jay2 ever? Does it have the same server settings as Jay1? Not sure if I've ever played there. If nobody really uses that server, it could make for a good testing grounds for suggestions that players would be interested in trying. If that starts creating some traffic on Jay2, then it's a win-win.

 

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