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Posted

This admin abuse would be referring to me.

He constantly whines, we all know that. I told him they can choose whatever class they want. And most servers have a limit on a class.

He always whines, and I told him multiple times before.

...

 

Actually i misspelled my command . So you disconnected yourself.

Posted

I don't know if troll or new to this game, but luckily my trollish post where I commented all yuor points one by one was lost because of problems connecting to FA server :D

 

I rewrite it in a less funny, but more concise way:

NO

 

Actually yes. Why should medics be unlimited but then you limit other classes? Being a covert ops is basically negated in every map except for the occasional map where sniping is resonable. If you have nothing to bring to the table, then don't come to the table at all. 

Posted
Here is another big one as well:

- People who score well should be banned from beginners server. I'm talking about people who consistently get 2 kills per death or more for most maps. A number of players shouldn't be in beginner server, they should be in hardcore. Otherwise, rename the beginner server. 

 

NO

And I don't think you understand why we have limits on heavy weapons... it's not a matter of it being spray and pray, but it badly affects the server- and also... for indoor maps and the like, having everyone being a panzer or flamernub? Ugh.

 

As for the adre... we have servers with it disabled.

 

Medics have always had more health, it's part of the ET engine. Won't change.

 

No Fd Ops should not have more freedom. Artillery is simply annoying as hell, lags the server, and it has the potential to backr*pe the other team...

 

And idk what you mean by covert ops have to be in disguise for everyone except field ops... (or did you mean covie)? Disguised Enemy? Kill him. Oh, there's another =F|A=Xernicus after I got killed? Kill him. Either way, it's pretty simple to figure out the system, and pretty easy (if you have the battle sense) to figure out whose undercover. On that note, the whole point of covert ops is not to go spraying around your weapon, but being stealthy and sneaky.

  • Like 1
Posted

Good points on the arty and heavy weapons. I quit playing at my previous clan's server because the arty was so overwhelming. As usual I was always engie really trying to complete objectives, but there would be sometimes two field ops at a time spamming the tank or something. As soon as they would spawn they could call in Lametillery. We all played for fun, but FFS the map never moved. I finally got fed up and quit playing there and found Jay2 where it's not much chaos. Anyhow, our superrambostopmidbattletorunandselfhealgoobers were capped at 115 hp like everyone else. :)

  • Like 1
  • Clan Friend
Posted

If you have nothing to bring to the table, then don't come to the table at all.

I lold

 

I have nothing to bring to the table? And whad did you bring? A post full of things which are questionable to say the least? Some of them are probably not even technically possible on most et mods, like the covert ops one.

 

I didn't answer because you usually need wall of texts to explain the obvious, when people don't get it already.

But if you want the wall of text, here you are:

 

- Covert Ops in disguise need to be in disguise for everyone except field ops.

- aside from the fact that nobody except nub kids in et-kindergarten plays covert ops for the whole map (if you watch etpro matches, they use it only occasionally to snipe or open doors/destroy cp, etc.) - because it's not useful for your team, so when you see a covert-op in a public server most of the time they play just for fun, and there is no reason to give them any advantage, like that stupid idea of reducing damage you have in some mods...

 

- aside from the fact that only nubs don't notice that they have the wrong weapon, they go in the wrong direction, etc. etc. (read: you can't fool anyone if you get an uniform, unless they installed the game yesterday) - and you also have fireteam icons, so you can see who belongs to your fireteam and who doesn't.

 

ET is not hide and seek, it's a team game where you should play covert if your team needs it.

 

Now, tell me which serverside setting in the mod you usually play makes covert in disguise visible only to field ops. Is there such a setting? I don't know because I don't care, but *if* the answer is no, then it's not only stupid, but also impossible to do.

 

- If Medics aren't to be limited, then neither should Panzers/ Flamethrowers/ MG's.

yea, sure... there should be panzerwar + flamerwar 24/7 also lowgravity, lots of fun yeye.

 

Spamming with those weapons could be fun for 1 day, but 24/7? are you serious? the game would become random s*it

 

- Field Ops should have more freedom to call an airstrike. Its a little TOO limited.

agree, we need more spamming. ...not

 

And also ban the fieldops who are 2 stupid to know where to call arty, I mean, you wanna do a superpro airstrike, and some moron who installed yesterday (or maybe 100 years ago, but still noob) throws the can in a visible place and axis runs away? ban. (joking)

 

Every player playing fieldop should pass an exam, where he should prove he has watched all Winghaven fragmovies otherwise the class will be greyed out. Now *that* would be cool, but impossible.

 

ofc I am joking, but you see the point. There is already enough arty. Sometimes players call it in the wrong places and you cannot call another airstrike but spam is spam. No need to add more.

 

I feel for the players who can't hit an elephant from 1 meter, but even if the game must be fun for them as well I don't think it's a good idea to change it into an artillery fest. What's next? Nuclear weapons?

 

- Medics need to have 140 health. There is no reason why they should get more.

Ask the coders of Enemy Territory why they did it. Well, they did some stupid things like XP as well, so if something is there it doesn't mean it's necessarily good.

But I guess they did because medics need to revive, and a dead medic cannot revive you. If medics are not limited and everyone can pick that class, there is no reason to limit hp (provided that it's even possible on every mod).

 

If you play for your *team* it's not about the single players (and their hp) but about your team's victory. Your team has medics and the other has them as well.

If, instead, you play just to frag (and whining about players being 2 powerful makes me think you actually do) then play medic and don't whine about it.

 

- There should be 2 shots of Adrenaline, not 12.

wrong. imho either you should always have it, or never. Otherwise there will be lots of fights where a player has adre and the other doesn't. The way you suggest, it would be even more unbalanced. And thinking about it, if you're not smart enough to decide when you have to use it, then it's your problem.

 

- People who score well should be banned from beginners server. I'm talking about people who consistently get 2 kills per death or more for most maps. A number of players shouldn't be in beginner server, they should be in hardcore. Otherwise, rename the beginner server.

If you do that you should also ban beginners from hardcore, because if you play there you will notice there are tons of players who are far from being pros.

 

And what if I'm too nub for hardcore and too good for beginners? I should be banned everywhere? Who should keep track of all banned players to unban them if they skilldrop or skillboost? Total nonsense... they would play in other servers and you would lose regulars.

 

A server name is just a name, I didn't pick them so don't ask me why there is the word 'beginner' in it (bio clanserver used to be called 'the antinoob zone' and in fact they kicked noobs for real - but not all the time, in fact I was able to play there ^^). But imho 'beginners' should be read as 'beginners are *also* welcome'.

 

This was the only thing you said that makes *some* sense, but tell me how they should put it into practice... banning is an extreme solution, and I don't see this happening.

What's more, if beginners are confined in a place with only beginners, they would never improve (provided that they actually *want* to improve)

Posted
Why is there no maximum  amount of medics in one team?

 

 

Limiting the number medics on a team will not accomplish what you are hoping for. It will not change how those players play the game. If you are running into a 1 v 7 situation, which I think that you are just exaggerating, then you should wait for your teammates to spawn and move with one of them. More often than not the problem is with the people playing the game. Medics cannot defuse dynamite. If your team cannot reach the objective then the problem is not the medics in the first place. Jaymod 2 has double jump and adrenaline that provides 50% reduced damage with unlimited sprint. I would suggest not sprinting into the enemy team blindly and instead trying to use some tactics - play smarter. If your teammates refuse to be helpful then play on another server and you will find that those same useless players are also there with a different name. The meaning of "THIS" game has been long since dead to the majority of the public community. Players have little or no desire to improve and want to blame everyone but themselves. Face rolling the keyboard and flailing your arm around has become a popular approach to a highly skill dependent game.

 

 

 

Here are the changes that are necessary:

 

- Teuthonia Final (whatever the map is called) needs a new respawn point for allies at the command post

- Covert Ops in disguise need to be in disguise for everyone except field ops.

- If Medics aren't to be limited, then neither should Panzers/ Flamethrowers/ MG's.

- Field Ops should have more freedom to call an airstrike. Its a little TOO limited.

- Medics need to have 140 health. There is no reason why they should get more.

- There should be 2 shots of Adrenaline, not 12.

 

Here is another big one as well:

- People who score well should be banned from beginners server. I'm talking about people who consistently get 2 kills per death or more for most maps. A number of players shouldn't be in beginner server, they should be in hardcore. Otherwise, rename the beginner server. 

 

  • In Teuthonia the Allied team has two alternate routes through their first spawn that bypass the CP entirely. Axis need to be able to push out and do so at the risk of getting flanked. 
  • There is nothing gained from Field Ops being able to see Coverts in disguise. They have different guns and it only takes a small amount of common sense to realize that it is not a teammate.
  • Medics give the entire team more HP and provide utility through med packs and revives. Soldier weapons are intentionally over powered and need to remain limited to prevent abuse. You cannot win an objective when trying to get past a wall of MG's, 6 panzerfaust shooting you at the same time, or with an army of flamethrowers sitting on the objective. It is just impractical and would result in complete chaos. 
  • Artillery should be used in a calculated manner - not spammed. One well placed air strike can do the work of 4 that were just randomly thrown down. You have to keep in mind that this game was designed with team damage in mind. The game is called Enemy Territory. Not Enemy Bouncing Castle.
  • Once again they are not the only class that gets increased HP. The entire team benefits from more HP based on the number of medics that team has. Furthermore in the majority of instances if you died to a medic then you would have died regardless of the extra HP. 
  • Adrenaline has contributed to ruining the players of the game. It causes poor habits and serves as a crutch to use your brain even less while playing. Stop playing with adrenaline and you will become a better player for it.
  • Have you considered that perhaps those players are beginners too? It is hard to define a beginner based on 2 kills per death when truly high skilled players could likely get 10 - 30+ kills per death on the Beginner server. If a player constantly kills you then spec that person and see what that player is doing differently. While you are playing ask yourself how you could have approached the situation differently. If you are not trying to improve then why are you playing the game? I know players who have been playing for 4+ years that are still at a beginner level. And just because a player is better than you are does not mean that he or she is not a beginner.

 

Regards,

xenozbad

  • Like 1
Posted

i maybe off topic, but as mentioned on the first page, silent 1 is very much objective based game play...not much time for hero medic style status there as the hit's (shots recieved) will damage you faster than the other mods...well very similar but not the same as in etrpo.

  • Like 1
  • 2 weeks later...
Posted
 

- aside from the fact that nobody except nub kids in et-kindergarten plays covert ops for the whole map (if you watch etpro matches, they use it only occasionally to snipe or open doors/destroy cp, etc.) - because it's not useful for your team, so when you see a covert-op in a public server most of the time they play just for fun, and there is no reason to give them any advantage, like that stupid idea of reducing damage you have in some mods...

 

In any non mod version, only a field ops can reveal a covert ops in disguise. That should be reinstated. If others are saying that is pretty obvious when people are covert ops (without the current mods that let anyone see "enemy in disguise" then what difference does it make? If covert ops are just for "nub kids" or for "fun", surely there should be encouragement to make them more useful? So your point is decidedly defeatist. The mods for soldiers exist quite rightly to limit them (see my comments later) so there should be something to make covert ops a little more useful for more maps. Maybe even give them extended throwing range for knives, that'd be fun. 

 

 

Now, tell me which serverside setting in the mod you usually play makes covert in disguise visible only to field ops. Is there such a setting? I don't know because I don't care, but *if* the answer is no, then it's not only stupid, but also impossible to do.

 
The default setting in ET is to only let field ops do that. Its called "enemy recognition". 
 
 

yea, sure... there should be panzerwar + flamerwar 24/7 also lowgravity, lots of fun yeye.

Spamming with those weapons could be fun for 1 day, but 24/7? are you serious? the game would become random s*it
 
agree, we need more spamming. ...not
 

 
You missed my point and a few others have too. I didn't say Panzers should be unlimited. I said that yes, a modification was made to limit them. Fine. I then questioned the logic in how panzers are limited but why then aren't medics limited. Why is it fun for a team to be just full of medics? You're talking about spamming but often teams are littered with medics unless a map has decent sniping. If its not possible, then so be it, but the logic IS skewed. Yes, 24/7 panzers would be worse then many medics, but that doesn't make having TONS of medics right either which is why the thread started originally. I'm not sure why people are now claiming I've said panzers should be unlimited. Re-read my post carefully. My frustration comes from the fact that I've been in a few teams where people don't want to be engineers. At all. So it leaves the team with so few engineers that I know that we've probably lost from the onset in a game with LOTS of players. 
 
 

If you do that you should also ban beginners from hardcore, because if you play there you will notice there are tons of players who are far from being pros.

And what if I'm too nub for hardcore and too good for beginners? I should be banned everywhere? Who should keep track of all banned players to unban them if they skilldrop or skillboost? Total nonsense... they would play in other servers and you would lose regulars.

A server name is just a name, I didn't pick them so don't ask me why there is the word 'beginner' in it (bio clanserver used to be called 'the antinoob zone' and in fact they kicked noobs for real - but not all the time, in fact I was able to play there ^^). But imho 'beginners' should be read as 'beginners are *also* welcome'.

This was the only thing you said that makes *some* sense, but tell me how they should put it into practice... banning is an extreme solution, and I don't see this happening.
What's more, if beginners are confined in a place with only beginners, they would never improve (provided that they actually *want* to improve)

 

 

I didn't really expect to ban players. That comment was born from frustration. But the servers should be renamed. On the beginners server, you have lots of funny comments that you can say aloud. In my opinion, the beginner server should be renamed to Fun and the other Fun server be renamed to fun 2 or whatever. But labeling it beginners is misleading. The hardcore label is equally misleading, but I'm not sure what else you'd call it.

Posted

 

 

In any non mod version, only a field ops can reveal a covert ops in disguise. That should be reinstated. If others are saying that is pretty obvious when people are covert ops (without the current mods that let anyone see "enemy in disguise" then what difference does it make? If covert ops are just for "nub kids" or for "fun", surely there should be encouragement to make them more useful? So your point is decidedly defeatist. The mods for soldiers exist quite rightly to limit them (see my comments later) so there should be something to make covert ops a little more useful for more maps. Maybe even give them extended throwing range for knives, that'd be fun. 

 

There is only one non-modded version and a year after its release the games source code was made available for modding (2004). With that being said you should try playing other mods as they do not all display an "Enemy In Disguise" message in the first place. The Covert ops class is useful and always has been. Saying that the class is only for noobs is inaccurate and has been taken out of context. Many players, regardless of his or her skill level, misuse the class. In objective based game play the Covert Ops class should be used to satchel command posts, grab uniforms after capturing spawns to allow your teammates to push out, and to provide sniper cover. In a public setting players simply run around for frags and that is fine. But you are in no way disadvantaged. The sten has the lowest bullet spread in the game. It's out right deadly - that's why it over heats. The FG-42 is designed for close range shooting or sniping. It has a large bullet spread and fast firing rate up close and a fast firing rate while scoped for distanced shots. While not scoped the damage dealt is reduced by the distance you are shooting. You need to use the right tool for the job. Only two mods have throwing knives and quite frankly they are a distraction from the objective as many players run around and do nothing but throw the damned things. It is a bit ironic that you are asking for a class to be more useful by offering a solution that is ultimately useless to that classes kit.

 

There is nothing wrong with the logic behind the class system. You are blaming something that is not at fault for a problem that does not exist. You are playing within the context of public settings with public server players. They have free reign to play however they choose and you cannot force players to actually play the game properly. Limiting the number of Medics on a team will not change anything. Those same players who would not revive you will have an equal amount of apathy towards the objectives as an Engineer or any other class.

 

The Hardcore server is the only server with team damage enabled that is offered by FA. Players that prefer that option regardless of skill choose to play there. I agree that the Beginner server should be renamed. It has all of the settings of a fun server and it takes away from the original aspects of the game while simultaneously forming poor habits for game play on servers with normal settings. However that is not relevant to the original topic and continued discussion warrants a new thread.

 

Regards,

xeno

  • Like 1
Posted

Medics should not be limited because they are the basis of every team, medics are the basic class of ET. They don't have any special weapons, just smg, pistol and grenades. Soldiers, engineers, field ops and covert ops all have some kind of special weapons/abilities thus making sense to limit them somehow.

If you want to limit the amount of medics per team, decrease the size of server.

 

Bonus random fact: 6on6 competitive ET team has usually 4 medics and 2 engineers as core where 1 medic switches to covert/soldier/field op as needed. So most of the time 50-66% of team's players are medics even at competitions where people usually play with the most optimal team compositions.

  • Like 1
  • Clan Friend
Posted

In any non mod version, only a field ops can reveal a covert ops in disguise. That should be reinstated. If others are saying that is pretty obvious when people are covert ops (without the current mods that let anyone see "enemy in disguise" then what difference does it make?

You say yourself it would make no difference, so I wonder why we are wasting walls of texts about it, but the point is: I asked you '*how* would you do it, is it even possible in the game?'

 

I'm too lazy to check all mods configurations, but since in most servers there is xpsave, please tell the server configuration variable needed to prevent players from seeing that 'disguised enemy' message, even when they have all xp levels.

 

If you desperately want a setting you say is useless yourself (you say it doesn't make a difference) then go ahead and search for the server variable in the docs, don't expect me to do it for you.

 

The default setting in ET is to only let field ops do that. Its called "enemy recognition".

English is not my language, sorry for that, but probably with 'setting' we mean 2 different things...

 

with the word 'setting' I mean: thingy you put in the server configuration file to change the game behaviour, e.g. "g_fixedPhysics 1" is an etpro server setting

 

That thing you mentioned is a game feature, not a setting imho. If I use the wrong word then suggest me the correct one.

 

 

there should be something to make covert ops a little more useful for more maps. Maybe even give them extended throwing range for knives, that'd be fun.

these kind of things 'could' be fun *for some*, but remember we are tlaking about a *very* old game which reached already some balance despite all the efforts of mods like jaymod with all their funny ideas (poisoned knives? u serious?)

 

Imagine this situation: you go to a chess players forums and you say 'hey, the game would be more fun if pawns could move like this, and if the king could do such and such things' after they played a balanced game for 1000 years. A game which, incidentally, only high class players know fully in all of its nuances, so only *they* would be entitled to make suggestions about the game balance.

 

1. how do you think they would react?

2. what do you think they would think about you?

3. what kind of chess player is more likely to have ideas like that?

 

same in ET. Think about it.

 

You missed my point and a few others have too. I didn't say Panzers should be unlimited. I said that yes, a modification was made to limit them. Fine. I then questioned the logic in how panzers are limited but why then aren't medics limited.

I didn't miss your point at all. Probably you missed the point of my reply. You never said panzers should be unlimited, and since I'm neither blind nor stupid I never said you did.

 

I just answered sarcastically, because comparing 'unlimited medics' with 'unlimited panzers' and putting these ideas at the same level, is a thing nobody who played the game long enough would make.

 

I'm not sure why people are now claiming I've said panzers should be unlimited.

who claims that? not me for sure. Make a quote of a post in this thread where someone does.

 

My frustration comes from the fact that I've been in a few teams where people don't want to be engineers. At all.

play etpro. problem solved. in fun mods players play for fun. it's like a totally different game, in your imagination maybe not.

 

I didn't really expect to ban players. That comment was born from frustration.

I know, but if you comment in exaggerated ways out of frustration, then people will answer with irony or they won't answer at all
Posted

I will answer what I think should recive one:

 

Here are the changes that are necessary:

 

- If Medics aren't to be limited, then neither should Panzers/ Flamethrowers/ MG's.

- Field Ops should have more freedom to call an airstrike. Its a little TOO limited.

- Medics need to have 140 health. There is no reason why they should get more.

- There should be 2 shots of Adrenaline, not 12.

 

Here is another big one as well:

- People who score well should be banned from beginners server. I'm talking about people who consistently get 2 kills per death or more for most maps. A number of players shouldn't be in beginner server, they should be in hardcore. Otherwise, rename the beginner server. 

 

* medic can be limited, but team of 15 medic wont make the server lagging as same as 15 panzers & Flames.

MG dont lagging, but it's unreasonable to make team of 15 MG.. Axis team will never loose, because you can build a whole MG wall that will be hard to be taken down.

 

*Field ops offer, as many said before me.. that will make the server lag as hell dude, it's not even make any sense.

 

*Medics are always had 156 hp as sunlight said before, not only on F|A severs.

 

*Adre number is the same as the heal nidle (dont know how to spell syreiing - sorry), so every time you heal someone you loose one adre.

Therefor you cant have only 2, because you wouldn't be able to act as medic at all.

 

* Last suggestion about skilled player - why people should be kicked for thier skills ? :o

 

 

Puni.

Posted (edited)

You say yourself it would make no difference, so I wonder why we are wasting walls of texts about it, but the point is: I asked you '*how* would you do it, is it even possible in the game?'

I'm too lazy to check all mods configurations, but since in most servers there is xpsave, please tell the server configuration variable needed to prevent players from seeing that 'disguised enemy' message, even when they have all xp levels.

If you desperately want a setting you say is useless yourself (you say it doesn't make a difference) then go ahead and search for the server variable in the docs, don't expect me to do it for you.

 

I've said that it should be implemented several times because it would make a difference. Your first reply stated it "wouldn't make a difference". I then replied along the lines saying, "well if it doesn't make a difference [according to you], why can't we change it anyway, it wouldn't affect you [but it would help others like me in my opinion]". Your reply just now is implying I said it would be useless when I've not said that and any inferences of that have been taken out of context. 

 

Let me make it clear:

-Game is released.

-Only Field ops can see enemies in disguise. <<This isn't a modification. Its the default. Its how the game developers made the game originally.>>

-Mods come into the game which edit parts of the code.

-Now everyone can see enemies in disguise because of game mods like JayMod

 

English is not my language, sorry for that, but probably with 'setting' we mean 2 different things...

with the word 'setting' I mean: thingy you put in the server configuration file to change the game behaviour, e.g. "g_fixedPhysics 1" is an etpro server setting

That thing you mentioned is a game feature, not a setting imho. If I use the wrong word then suggest me the correct one.

 

A game setting can mean anything. What you're referring to could be called a setting too, but if I make reference to that, I'd probably call it the developer console. 

 

 

I didn't miss your point at all. Probably you missed the point of my reply. You never said panzers should be unlimited, and since I'm neither blind nor stupid I never said you did.

I just answered sarcastically, because comparing 'unlimited medics' with 'unlimited panzers' and putting these ideas at the same level, is a thing nobody who played the game long enough would make.
 
who claims that? not me for sure. Make a quote of a post in this thread where someone does.
 
play etpro. problem solved. in fun mods players play for fun. it's like a totally different game, in your imagination maybe not.
 
I know, but if you comment in exaggerated ways out of frustration, then people will answer with irony or they won't answer at all

 

I've not put them together. I clearly stated that one was a lot less worse than the other. But the point still stands that you cannot make one class well balanced and then just ignore other classes like medics (in my opinion). That, was the point I was making.

 

Also, I won't be drawn into quoting others because that would diverge from the point of discussion. I just felt the need to clarify my position because as stated earlier, I felt others might have a wrongful impression on my suggestion. There is no need to persist with this part. 

 

 

these kind of things 'could' be fun *for some*, but remember we are tlaking about a *very* old game which reached already some balance despite all the efforts of mods like jaymod with all their funny ideas (poisoned knives? u serious?)

Imagine this situation: you go to a chess players forums and you say 'hey, the game would be more fun if pawns could move like this, and if the king could do such and such things' after they played a balanced game for 1000 years. A game which, incidentally, only high class players know fully in all of its nuances, so only *they* would be entitled to make suggestions about the game balance.

1. how do you think they would react?
2. what do you think they would think about you?
3. what kind of chess player is more likely to have ideas like that?

same in ET. Think about it.

 

 

There are other variants of Chess. The current mods that FIA use are variants of the original game. People always react differently to different things. That doesn't mean that suggestions are not valid and change doesn't need to happen. Your point about chess masters is quite elitist. Considering the server is for everyone, then everyone should be able to voice an opinion. Also, long term players can forget what its like for new players and consequently struggle to understand opinions from their perspective, so its important to hear and discuss suggestions from new and old players alike. So with regards to this point you've made, I feel its moot. 

 

 

It is a bit ironic that you are asking for a class to be more useful by offering a solution that is ultimately useless to that classes kit.

 

My main suggestion was to revert back to the orignal non-mod setting. The latter suggestion about the knife was a fun suggestion. So the only irony is you talking about the enemy in disguise in your post (my original suggestion to improve covert ops) and then saying my suggestion was just the throwing knives.  :rolleyes:. I'd like to make it clear I agree with the majority of your points regarding covert ops. My post was to try to get more people to play it (or other classes) rather than just use it as a "map dependent" or "objective dependent" and try to get a more balanced array of classes then 15 medics/16 or whatever (you catch my drift). Just because it was designed that way doesn't mean it was the right way and doesn't mean we have to stop trying considering ways to improve things. 

 

 

...wont make the server lagging ...

 

I've trimmed your post to cut down the masses of text, but I'll try to respond to all  ^_^  If there is an issue of balance for not implementing a suggestion, that is fair enough. But if its just because "servers get laggy". Well I've not experienced that in other servers. I don't believe that a suggestion should be discarded on the basis it makes a server "laggy". If that is the case then perhaps the server needs upgrading or whatever the technical terms are. I appreciate finances can come into it though and that is another issue. If that is a reason, then its perfectly understandable as well and I'm certainly not pushing for anything more, I am grateful for the servers and their upkeep and well-maneredness (not a word lol..). 

 

I'd like to clarify on the field ops. I understand there needs to be a spam prevention on them for balance. My original post stated it was a little "too" limited. I just felt that maybe we could actively have two field ops in a team rather than just one who could call an arty. The timings seem appropriate for one. But I personally feel its a little too limited that in a large game only one person can play field ops effectively. 

 

Interesting comments about the heal, I've rarely played medic, but if its connected to the heal that will suffice. I'm aware medics have always had 156hp. That doesn't make it right and that is why I suggested they should be 140hp. People have said its not possible to change but I'm just wondering why that can't be modified since everything else seems to have some mod. I've responded to your last point in my reply before this to someone else. 

 

Edited by djpailo
Posted

 

I've trimmed your post to cut down the masses of text, but I'll try to respond to all  ^_^  If there is an issue of balance for not implementing a suggestion, that is fair enough. But if its just because "servers get laggy". Well I've not experienced that in other servers. I don't believe that a suggestion should be discarded on the basis it makes a server "laggy". If that is the case then perhaps the server needs upgrading or whatever the technical terms are. I appreciate finances can come into it though and that is another issue. If that is a reason, then its perfectly understandable as well and I'm certainly not pushing for anything more, I am grateful for the servers and their upkeep and well-maneredness (not a word lol..). 

 

I'd like to clarify on the field ops. I understand there needs to be a spam prevention on them for balance. My original post stated it was a little "too" limited. I just felt that maybe we could actively have two field ops in a team rather than just one who could call an arty. The timings seem appropriate for one. But I personally feel its a little too limited that in a large game only one person can play field ops effectively. 

 

Interesting comments about the heal, I've rarely played medic, but if its connected to the heal that will suffice. I'm aware medics have always had 156hp. That doesn't make it right and that is why I suggested they should be 140hp. People have said its not possible to change but I'm just wondering why that can't be modified since everything else seems to have some mod. I've responded to your last point in my reply before this to someone else. 

 

 

Fair enough about the field ops class.

I think two of them is fine and should be at servers as well, one is too low for some maps.

Me too greatful about servers, and not sure that if many arties make the server lag then it should have an update and improve, maybe it just not fit the server. ( just wondering, I'm infoless as same as you at this subject).

 

About the medics, I dont know if it can be changed, but those 16 hp wont make any different if you aim to head ;)

 

My last point about the skilled players, you said you want to server to be changed from begginners to other word such as fun or etc becasue the players there are too skilled for the name.

But it can be turned to - the adre is for begging and there is no other jaymod - fast bullets server that include adre, and will say that the pro players will play on jay 1 aka slow bullets & no adre.

 

Puni.

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