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Posted

LOLz .. OMG

 

i didn't read the whole topic but from the title it say what's about so check out here http://fearless-assa...6436-nq-server/

 

just one thing about S mines i couldn't find how to fix it and also I didn't have enough time so if someone knows exactly which server cvars related to s-mine, post them heres ;)

 

noquarter wiki page is down and I don't have an account at their forum to ask

Posted

LOLz .. OMG

 

i didn't read the whole topic but from the title it say what's about so check out here http://fearless-assa...6436-nq-server/

 

just one thing about S mines i couldn't find how to fix it and also I didn't have enough time so if someone knows exactly which server cvars related to s-mine, post them heres ;)

 

noquarter wiki page is down and I don't have an account at their forum to ask

 

is this what you wanted?

 

Level 5 Skills
These CVARs control how the level 5 skills work for each class. Each CVAR is bitflagged.
g_sk5_battle
Default: “1”
1 Faster stamina recharge
g_sk5_cvops
Default: “7”
1 Consume less charge
2 More grenades
4 Enable poison-gas grenade
g_sk5_eng
Default: “127”
1 Consume less charge
2 More grenades
4 Landmines take longer to spot (the ones planted by skill5 eng)
8 Landmines take longer to defuse (the ones planted by skill5 eng)
16 Build things faster
32 Enable S-mines
64 Enable poison-gas mines
g_sk5_fdops
Default: “3”
1 Consume less charge
2 More grenades
g_sk5_lightweap
Default: “1”
1 Reduced recoil time
g_sk5_medic
Default: “243”
1 Consume less charge
2 More grenades
16 Carry-over health recharge for CVOPS
32 Carry-over health recharge for ENG
64 Carry-over health recharge for FDOPS
128 Carry-over health recharge for SOLDIER
g_sk5_soldier
Default: “7”
1 Consume less charge
2 More grenades
4 Enable poison-gas grenade

Posted

LOLz .. OMG

 

i didn't read the whole topic but from the title it say what's about so check out here http://fearless-assa...6436-nq-server/

 

 

I haven't seen Physys or Chillpill on NQ for a long time ...

 

and only those 2 asked for higher damage of rnade and you gave rnades higher damage...

And I, Pepperonipizza and Sjaaktrekhaak weren't involved in that thread.

so now we ask to lower it just a bit..

 

Not that it will do only 50 hp but let's say 120 - 130 hp.

Posted

Not that it will do only 50 hp but let's say 120 - 130 hp.

 

if medics maximum hp is 156.. it must do at least 160 :(

 

or it kills every one or no one.. not fair medics are the only ones that can escape :mad

Posted

if medics maximum hp is 156.. it must do at least 160 :(

 

or it kills every one or no one.. not fair medics are the only ones that can escape :mad

 

max hp is 140 for all other classes ...

Posted

max hp is 140 for all other classes ...

 

yeah.. but they have to go around with 10hp.. witch is practically same as nothing..

while medics can heal them selfs in no time.. pretty much defeating the purpose of the nade..

 

so to make thing even.. full gib for everyone :D

Posted

is this what you wanted?

 

g_sk5_eng
Default: “127”
1 Consume less charge
2 More grenades
4 Landmines take longer to spot (the ones planted by skill5 eng)
8 Landmines take longer to defuse (the ones planted by skill5 eng)
16 Build things faster
32 Enable S-mines
64 Enable poison-gas mines

 

those cvars are for Jaymod mod and doesn't exist under noquarter

Posted

yeah.. but they have to go around with 10hp.. witch is practically same as nothing..

while medics can heal them selfs in no time.. pretty much defeating the purpose of the nade..

 

so to make thing even.. full gib for everyone :D

 

I always heal teammates, and I try to tell people to heal first, fight second.

 

Medic heals to full hp in about 10-15 seconds, rifle nade is screwed on in 5 seconds. Inside a hallway, everyone is chanceless (except for other engineers with rnades or flamers who are very lucky)...

 

And if everyone can be killed with one shot, why should any medic care about hp of a teammember? They will know that it won't matter if there comes an rifle nade flying around the corner. So they will use the medpacks for themselves rather than for anybody else.

 

+ there is a limit on number of medics, not on number of grenade launchers.

Posted

And if everyone can be killed with one shot, why should any medic care about hp of a teammember? They will know that it won't matter if there comes an rifle nade flying around the corner. So they will use the medpacks for themselves rather than for anybody else.

isn't that what they do already, medpack are for themselves, on others they only use the needle.. and thats because they can't use de needle on themselves.. because if they could.. don't even want to imagine..

 

I always heal teammates, and I try to tell people to heal first, fight second.

 

sure you do, and also every medic does.. in fact.. in ET no one actually dies.. and from time to time it rains medpack for every one..

and if you follow the rainbow there will be a ammo rack.. all just for you... <_<

 

sorry about the sarcasm.. but medics can be some of the most selfish players.. (not every one, I agree, and you prob not one of them)

but if there is a rotten apple in ET.. medics are competing for the 1st place..

Posted

sure you do, and also every medic does.. in fact.. in ET no one actually dies.. and from time to time it rains medpack for every one..

and if you follow the rainbow there will be a ammo rack.. all just for you... <_<

 

sorry about the sarcasm.. but medics can be some of the most selfish players.. (not every one, I agree, and you prob not one of them)

but if there is a rotten apple in ET.. medics are competing for the 1st place..

 

Haha xD Finally someone who speaks sarcasm !

Posted

so wtf is the point in rnading if it doesn't kill someone when you put an rnade in their lap? putting it at 130 dmg would kill the purpose of rnading, if there's no limit on rnade then put limit a limit on appropriate for the number of players nq server can have but don't b*tch because rnade kills you when your a medic. Thats like crying cause you can't see mines when engy plants them or you can't see support coming if its thrown properly. Rnades are part of the game and if you nerf their dmg so they don't kill who they hit then you might as well remove the rnade. Garand isn't strong enough to use if you can't use rnades, lots of dmg but only 8 shots, throw on a nerf'd rnade and all the engies will die without any kills trying to do obj while meds spawn camp and heal themselves.

  • Administrators
Posted

Weekend = NQ camp this time and will come up with something!

  • 1 month later...
Posted

Hmm,

 

I think It is an good idea like 120 hp damage

Can someone send that threat who was asking for higher damage?

Wanted to see, i think if we start an poll for lower de damage a bit on rifle, we get 60%..

But then only people from NQ <_<

 

(But we not talking about panzer or something, just riflegrenade. <_< )

 

 

 

 

I haven't seen Physys or Chillpill on NQ for a long time ...

 

and only those 2 asked for higher damage of rnade and you gave rnades higher damage...

And I, Pepperonipizza and Sjaaktrekhaak weren't involved in that thread.

so now we ask to lower it just a bit..

 

Not that it will do only 50 hp but let's say 120 - 130 hp.

Posted

Well, when I'm as a medic I heal my self to +50% first and then heal others cause what's the point to have yourself killed so you just drop like 5 med pack compared to that you can throw unlimited anount of packs.

 

IMO you should attach the nades and rnades so if you throw a nade, you'll lose one rnade and vice versa. 'Cause that's what rnades really are, nades!

Posted

Garand isn't strong enough to use if you can't use rnades, lots of dmg but only 8 shots

 

No hard feelings, but if this is what you really think of the rifle, you clearly don't know how to play with it. Rifle matches smg in close battle. And nobody said anything about not being able to use rnades. 120hp is still a feck load of damage.

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