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    Found 774 results

    1. Before we used to have map rotation topics per maps but over the year most of the new players and regular new players don't follow it. So i am creating new topic and pinning it so that I just need to follow topic and post updates in the one topic itself. Current Jay2 rotation: sw_oasis_b3, 0, 64, haunted_mansion, 30, 54, italyfp2, 0, 40, supplydepot2, 0, 64, sp_delivery_te, 0, 40, pirates, 12, 40, et_mor2_night_final, 18, 64, goldrush-gals, 0, 64, am_hydro_dam, 34, 64, sos_secret_weapon, 0, 32, bba0-beta2, 40, 64, venice_ne4, 0, 64, caen2, 0, 32, mlb_temple, 30, 50, teuthonia_final, 0, 40, karsiah_te2, 8, 32, subway, 32, 64, cortex_who, 12, 32, etdo6, 24, 64, tankbuster, 24, 40, reactor_final, 24, 36, password2, 26, 28, etdo1, 24, 64, frostbite, 0, 40, et_beach, 0, 40, bremen_final, 0, 40, braundorf_final, 0, 34, adlernest, 0, 40, baserace, 20, 36, UJE_00, 24, 64, mml_minastirith_fp3, 36, 60, tc_base, 0, 32, cathedral_final, 0, 34, capuzzo, 6, 64,
    2. I suggestion there is no topic for hardcore server. Start suggesting ones in this map going forward. Format: Remove: map A Add: map B So to add new map you have to suggest which existing maps need to be replaced. Without that I will ignore the request.
    3. Before we used to have map rotation topics per maps but over the year most of the new players and regular new players don't follow it. So i am creating new topic and pinning it so that I just need to follow topic and post updates in the one topic itself. Format - You can suggest multiple add / remove map - but always suggest 1 map removal. Server doesn't have infinite map option so we can't just keep adding. Add Map -> Map name + URL to download the map - if not in our download section, upload and share URL. Remove map -> Map name Current Jay1 rotation: sw_oasis_b3, 0, 64, supplydepot2, 0, 64, et_mor2_night_final, 16, 64, goldrush-gals, 0, 64, caen2, 0, 36, mlb_temple, 26, 44, bba0-beta2, 24, 64, venice_ne4, 16, 64, etdo6, 18, 64, sp_delivery_te, 0, 38, pirates, 0, 40, haunted_mansion, 12, 45, frostbite, 0, 44, capuzzo, 20, 52, et_beach, 0, 45, warbell, 20, 50, bremen_final, 0, 36, adlernest, 0, 34, mlb_daybreak, 20, 36, etdo1, 18, 64, baserace, 20, 26, braundorf_final, 0, 34, castleattack_b5, 30, 64, fueldump, 24, 64, mml_minastirith_fp3, 30, 64, teuthonia_final, 14, 44, beerrun_b7a, 12, 30, battery, 12, 32, saberpeak_final, 12, 40, flame-guards, 18, 64, railgun, 16, 26, sp_delivery_te, 0, 36, tc_base, 0, 32,
    4. Hello everyone! I talked with a few HC regular players and i got a positive feedback toward my intention to organize a scrim. The idea would be to play a scrim with regulars of HC, based perhaps in K/D and make 3 separated levels (from highest to lowest skilled players so the competence would be fair). The idea would be make a mini tournament, based on how many people is interest in participate; to be played in 1 day (weekend day prefferently), with teams of 6 players. The server in which we could play is ETpro server, although i wonder if we could use silent mode for this ocasion in that server, because that's the one we are used to play. Anyways, i would like to know ur opinion about this idea! Thanks
    5. Few things. Is it possible to make it so the last player to join a team is auto moved when teams are uneven? ive seen it on other servers and it helps those like Vito who constantly moves (like a yoyo some days). Also could you possibly make the map votes a bit better......Atm the map furthest up the list wins each time there is a tie vote as they all show as played never ,can this be fixed so in the event of a tie votes wise the map that was played longest ago wins sort of thing? Other than that the server is great and i appreciate all the hard work FA does with its servers. :D
    6. Hi, I play a lot on the HC server, and I always check the stats on https://fearless-assassins.com/et_stats/hc/. I would love to see a syringe (needle) stat added. In silent mod you can poison your enemies and kill them! Also, it would be great to see a stat for revives, or the adrenaline use.
    7. As you may notice, bots on NQ server dont go into a DBNO state when wounded, and tap out outright instead, making them impossible to revive in anyway, so making them "woundeable" in order to be able to revive them is a must, how many times could I have completed the obj, but because bot tapped out he couldn't plant dyno, defuse, etc. Also there must be an issue with medics on allies, there are no allied medic bots at all, I suggest putting bots in this order by class: Engineer Medic Covert Ops Field Ops Soldier For example: Allies team has 6 bots playing, so there must be 2 Engineers and 1 of the other classes. And also, I would like to see bot count reduced to 6v6 or 5v5 on NQ1 and NQ2, so much bots it is impossible to focus sometimes and do an obj without wiping all of em single-handedly. NQ1 server fills up with people in high hours naturally anyways.
    8. Current NQ #1 map rotation. Yeah Flamer Gaurd is on caen2, 0, 40, mlb_temple, 24, 40, bba0-beta2, 30, 64, etdo6, 24, 64, warbell, 20, 40, fueldump_uvf, 18, 30, tankbuster, 20, 40, sos_secret_weapon, 12, 32, password2, 18, 40, falcon2, 12, 30, italyfp2, 12, 24, frostbite, 0, 45, et_beach, 0, 45, bremen_final, 0, 45, braundorf_final, 0, 34, beerrun_b7a, 0, 32, adlernest, 0, 40, mlb_daybreak, 16, 22, etdo1, 24, 64, baserace, 16, 30, teuthonia_final, 0, 64, cathedral_final, 14, 50, pirates, 18, 45, etdo6, 16, 64, capuzzo, 14, 45, tc_base, 6, 45, flame-guards, 4, 26,
    9. Since BG2 is getting really active lately, I think we should lower the Bot count to 18 or 20! What you guys think?
    10. I was going to poll this but there leaves no room for debate Trying to figure out if it's worth it or not because I saw some complaining about not being able to reach the flag etc DD suggested a fix for fps this was all I could pull out of it the fog was all that would decrease the fps flops Was pulling just 60 fps coming out of axis spawn now it's more moderate The flops is coming from all the entities being lined up in a single row just have a look at the one with the buildings and terrain and the look at the entities in theory they're all trying to draw in game at one time all the time skips and hints couldn't even fix that
    11. Hi guys, i woul like to suggest to remove doublejump on the map Supply like it is already done on Adlernest. Mostly because it makes the map considerably harder for axis by allowing allies to ignore objetives like planting dynamites on the sidewalls to get multiple entrances to the supply yard. By simply doublejumping over or onto the supply walls the allies take higher ground easily and can force the axis back into their spawn in a way the mapdesign has not intended them to do.
    12. Just a few small suggestions for Jay2, would like to hear what the admins and regulars think too 1. Remove the 'disguised enemy' popup. A small improvement for covert ops players, medic is probably still the strongest class so it won't mess with balance to remove this. I think the cvar for this is flag 8: 2. Increase shove distance by a small amount, maybe 1.5x what it is now. Bots get in the way a lot especially in tight corridors like in Axis' first spawn in Gold Rush. Sometimes they decide they want to start walking backwards, I think to reach a waypoint they missed. If you push them while they're doing this, they don't really go anywhere and it's frustrating being stuck behind them. The cvar for this is g_shove. Not sure what it's currently set to, probably 100, but I can't see a small increase like 1.5x causing any major problems. 3. Admin chat colour. Letdown asked I add this suggestion and I agree: Change the colour of the admin chat from white to orange like on silEnT and Jay1. Makes the text stand out more, especially on white backgrounds like in Fuel Dump or other snowy maps. Plus who doesn't love more orange. Also just want to remind DD of the filter on the words 'bot' and 'boot' and the Alliesqsay bug at the end of maps. Cheers, El
    13. Hello there fellow ET players. I'm not sure how many have noticed this but when there's more than 3-6 players on each side, it get's really hard to complete objectives as attacking side. Let's take oasis as example: currently each side has more than 12 players, with 10 seconds spawntime (as defending side). If you add those numbers up, it's nearly impossible to even get near anti-tank guns. This is because spawn time is so short that when you kill someone, that killed person spawns way before you can even get to objective and they can just hunt you down. From the start, it took nearly 15 minutes to reach even first flag as allies. Yes, I know, player skills do differ but that's not the point here. What I'm suggesting here, is that spawn times should be longer, it could be even 2 times longer compared to current ones. Optimal in my opinion would be scaling spawn times if that's a possibility. The more people server has, the longer spawn times are. Of course there would be that max time it can be. Ps. Yes, I do know that someones may think that I'm just complaining that teams are unbalanced (skill-wise) and I don't own such a good skill but individual's skills do fade into the mass when there's more than 10 people each side. Pss. only reason for this suggestion is more balanced games. Psss. about other servers, I don't know about other servers spawntimes as I mainly play on NQ1.
    14. I know a solution to fix this being the files are not in the pk3 will take a bit of effort to do tho Some one needs to record their voice saying the script sounds. If some one does it and don't know how to convert the files to wave mono just post it here can do it for you. flag taken flag captured flag returned teams tied Allies Leads Axis Leads It doesn't have to be blue flag returned or red as the script shows it can be a global sound unless you want to do red flag blue flag sounds These are all you have to record I have no mic and I see no CTF sounds related to these. You have to make a pk3 call it sound and make 2 folders in it call it teamplay and the other feedback they go in the folders according to this script in the bba0_beta2.pk3 I put the correct info in the code below from the file it is easy to repair. Errors like this will cause lag on server. // news reel news_bba0-beta2 { sound sound/vo/bba0-beta1/news_bba0-beta2.wav //<--- this file is misplaced it needs to be bba0-beta2/news_bba0-beta2.wave voice streaming } flag_taken { sound sound/teamplay/flagtk.wav //<---- teamplay folder voice streaming } flag_captured { sound sound/teamplay/flagcap.wav //<---- teamplay folder voice streaming } flag_returned { sound sound/teamplay/flagret.wav //<---- teamplay folder voice streaming } flag_team_steals { sound sound/teamplay/voc_team_flag.wav //<---- teamplay folder voice streaming } flag_enemy_steals { sound sound/teamplay/voc_enemy_flag.wav //<---- teamplay folder voice streaming } flag_allied_returned { sound sound/teamplay/voc_blue_returned.wav //<---- teamplay folder voice streaming } flag_axis_returned { sound sound/teamplay/voc_red_returned.wav //<---- teamplay folder voice streaming } teams_are_tied { sound sound/feedback/teamstied.wav //<---- feedback folder voice streaming } allies_score { sound sound/teamplay/voc_blue_scores.wav //<---- teamplay folder voice streaming } axis_score { sound sound/teamplay/voc_red_scores.wav //<---- teamplay folder voice streaming } allies_lead { sound sound/feedback/blueleads.wav //<---- feedback folder voice streaming } axis_lead { sound sound/feedback/redleads.wav //<---- feedback folder voice streaming } This is only to offer a suggestion to repair this cause CTF Castle don't see any on wolfiles or trackbase that have Q3 CTF sounds It's either this or rewrite the script located at " bba0-beta2.pk3\sound\scripts\bba0-beta2.sounds " to match default ET flag sounds. those are located at " pak0.pk3" This would be replacement if no one makes a voice wav file. Don't mind the blank.wav every one has one in pak0.pk3 They have no sound placement for global default sounds for flags just team flag sounds. // news reel news_bba0-beta2 { sound sound/vo/bba0-beta2/news_bba0-beta2.wav voice streaming } flag_taken { sound sound/player/default/blank.wav voice streaming } flag_captured { sound sound/player/default/blank.wav voice streaming } flag_returned { sound sound/player/default/blank.wav voice streaming } flag_team_steals { sound sound/vo/general/allies/hq_objtaken.wav voice streaming } flag_enemy_steals { sound sound/vo/general/axis/hq_objtaken.wav voice streaming } flag_allied_returned { sound sound/vo/general/allies/hq_objlost.wav voice streaming } flag_axis_returned { sound sound/vo/general/axis/hq_objlost.wav voice streaming } teams_are_tied { sound sound/player/default/blank.wav voice streaming } allies_score { sound sound/vo/general/allies/hq_objsec.wav voice streaming } axis_score { sound sound/vo/general/axis/hq_objsec.wav voice streaming } allies_lead { sound sound/player/default/blank.wav voice streaming } axis_lead { sound sound/player/default/blank.wav voice streaming }
    15. Hey guys, kai here. I was just thinking about having an extra mod in F|A recruiting server known as enhanced mod. This mod is very useful as a side pack. It gives the admins very useful commands like !Freeze command which immobilize the player to move, thus it would be useful for people's who block mortar. There is one disadvantage though, if you freeze a player, it freezes the slot number, so if he disconnects, the slot still remain freezed for the entire map. The only solution is volunteers should reconnect so that they attain the same slot number, so that the admin could unfreeze. And that's not it, this mod can help you to make commands, which is not possible in jaymod. Like !Kai, you can set this command if you want to mute / kick / revive me. The main plus point is you can use this command for showing the map cycle of the server, which is a very useful command, which allows the guest to keep playing on the server. As there are 2 cycles, one when less players active and one when more players are playing , we can use 2 commands or maybe make the command as cycle 1 and cycle 2 There are also funny commands like !Owned , this is used when you kill a guy and very is an laughing voice and !Midget, which makes the selected player experience dwarf like experience, but if you face him, he is normal. There are also other commands which can be useful. Also if some 1 does triple kill it shows multi kill and if some1 does multi kill it shows mega kill to all players in the server, which is silent server experience a bit. I also saw that this mod was posted in this forum in 2013 with just 1 reply. I hope this suggestion is well received. Thanking you, Kai
    16. Hey, I've been playing on FA's NQ1 server for few weeks now and at some point I started to grow my curiousity to vsay commands as I wanted to know how to use them (custom ones). I asked in Discord and I got answer from Vindstot. The answer was that I should go big into FA's .pk3 files, "z_fanq_sv1.pk3" in NQ and "z_FA_RC3.pk3" in Jaymod. I noticed quite quikcly that there's sound files that can't be used with vsay as the person who added these sounds, forgot to add (I guess). I've already chatted a little bit with this person, Shana. Didn't have time to ask too many questions but I got a little bit out. I made a excel file (just NQ for now as I don't have time for Jaymod today). I found out that there's 261 .wav files total (excluding killing spree, hit sounds, etc.), from these 261 files players can use 177 of them as 84 .wav files doesn't have vsay command from them. From these 261 .wav files, 108 aren't in voice menu. Adding these numbers up, I noticed that there's 24 .wav files that can be used with /vsay but not through voice menu (Excel file in attachment). I'm planning to do excel file from Jaymod when I have time to do so (maybe tomorrow). I'm asking if you guys think that these servers should have same custom sounds available to players. Jaymod appears to include more custom sounds than NQ does. Just saying, once I'm member if I make that far, I could help with this task by giving to unused .wav files their vsay commands and adding them to voice menu. I don't see it as a big job. There's some pretty good sounds I would like to use but currently can't as those sounds doesn't have commands for them. NQ - Vsay commands.xlsx
    17. Hey, on Jay1 and Jay2 you can't say the word bot without *** appearing, it seems like a pointless thing to filter and it only causes confusion to new players when they try to say something about the bots. Even worse, on Jay2 the word '180' is filtered out and appears as *** too. I've tested saying both these things on Jay3 and for some reason this filter doesn't exist there. Could these words please be removed from the profanity filter as it serves no purpose to stop them from being said. Cheers, El
    18. Hello, I've noticed recently that shuffles after each map doesn't work correctly, of course, that's my opinion. Today around 3pm we played maps, 3 maps were won by one team, I think it was Axis. On Goldrush Allies didin't even pass the 1st tank barrier, for half an hour - on the next map, no shuffle, teams stayed the same. That wasn't the first time, usually it happens when there's only 8 people playing or less. I know it's set to shuffle after each map when there's a big gap between teams... But what does it mean 'big gap'? So, I propose to set shuffle after each map, even if the teams are equal or something, it's just random and fair, so I think it'll make the playing better.
    19. Hello ! I was wondering if we can bring back map voting in the server like at the end of a match where people can vote for the next map ! Would be great ! Blo0dy.
    20. Guten Abend, There are, for some time lot of requests for "fresh" Maps. For this reason, i created a list........ as, some long-standing players do not visit your forum! In Out 1. Baserace night Railgun 2. Warbell Capuzzo 3. Navarone Password 4. Monte Cassino Paris Pastille 5. Marakesh V2 6. Minas Beach invasion the most frequently mentioned, in order. Thanks for your attention
    21. Everyone who is interest can participate: give the names of the worse maps in the silent 1 rotation screen and i will try to change it for the previous suggested ones. Do not bother to think the most common maps will be out of the votation and we already know it: sd2, frost, oasis, etc, etc. Players love those maps and no matter what, they vote for it over and over and over...so do i.
    22. The hc.clan-fa.com bot count is set to 12 where bots join/part to make sure each team has at least 6 players. I suggest this be lowered to 6 (3v3). I view HC as a more competitive pub, something akin to the stopwatch servers. The bots don't add much to the game other than the occasional revive or plant/defuse, but I do think it's better than nothing. I also see bots as a cheap trick to get players into the server from the master list, as they're likely looking for a server with players. Unfortunately they join to find out it has bots, so I'm not sure whether this strategy works. The HC server has a popular brand name. For a lot of players that's the only place they play. I don't think the bots are necessary to get players into the server anymore. None of the maps on HC are very appropriate for 1v1, unless there's some sort of gentleman's agreement. 2v2 could maybe work (not likely), but most of the maps feature in 3v3 tournaments so that seems like the most appropriate number. Personally, I would play 1v1 and 2v2 with random people if the maps were automatically adjusted but this doesn't really make sense for a pub where people come and go all the time. I think 3v3 is the right number. There's still likely going to be a gentleman's agreement to not use panzer, mines, or rnade at 3v3, and more than likely almost nobody will be that honorable. But adding more bots doesn't fix this problem. I think casual randoms/regulars would be happy to do 3v3 and the traffic will naturally grow from that. I think players tend to leave when there are so many bots. F|A offers other servers loaded with bots for people who want to practice that way.
    23. Beginners #1 map rotation - Server IP: b1.clan-fa.com:27960 This one map rotation changes dynamically based on player count server. sw_oasis_b3, 0, 64, supplydepot2, 0, 64, sp_delivery_te, 0, 46, pirates, 0, 40, et_mor2_night_final, 8, 64, goldrush-gals, 0, 64, venice_ne4, 12, 64, caen2, 0, 32, mlb_temple, 30, 46, teuthonia_final, 0, 40, eagles_2ways_b3, 32, 46, bba0-beta2, 30, 64, subway, 24, 64, etdo6, 16, 64, fueldump_uvf, 18, 40, tankbuster, 24, 40, italyfp2, 12, 46, frostbite, 0, 50, et_beach, 0, 64, bremen_final, 0, 40, braundorf_final, 0, 36, adlernest, 0, 50, etdo1, 16, 64, frost_final, 4, 24, mml_minastirith_fp3, 40, 64, baserace, 20, 44, UJE_00, 20, 64, dubrovnik_final, 12, 32, Karsiah_te2, 0, 34, transmitter, 12, 36, am_hydro_dam, 32, 64, battery, 0, 24, tc_base, 0, 34, axislab_final, 6, 32,
    24. Hi, its your in house doctor here could i make a suggestion to possibly limit their damage given and their accuracy to be changed as it on some server's makes it near impossible to have a good game on jay1 the most of the time when we are down player's cheers Regards your Imfamous Gynecologist
    25. hello, i play ET in the servers of recrutting nad nq1 i like to left my vote for map NAVARONE. thank you guys

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