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Rootbeer

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Posts posted by Rootbeer


  1. Just because 1-3 people play it half decently to make it noticed doesn't mean you should nerf it for everyone else that is still horrible at it. The race itself needs the ultimate to be played properly and with out it, even a "small" nerf (1 second) would hit it extremely hard.

     

    Rip the glory days of pug and my Sensei-Goldentail.


  2. I'm glad that we implemented this, I really am. At 25% though, I'm barely getting 60 exp for being on the winning team of a 20 pop server; it's quite an insubstantial amount of exp that the feature might as well not be implemented lol. Face predicts 80-300 exp per round with 50%, which I can agree with if the number stays higher in the 200-300 range.

     

    Alternative suggestion: scale the exp per round given according to the amount of total players on. With 10 exp per player on the server and a population of 10 (5 on each team), the winning team would get 100 bonus exp. With double that, 20 players and 10 on each team, it'll be 200 bonus exp per win. On a full server, 280 exp per win. Heey~ constant full pop.

     

    Whatever the ENGies decide on, I'd be happy with either of the changes.


  3. Can you PRETTY PLEASE bring him back as soon as possible?

     

    Like infested said, it currently crashes the server is the reason it isn't avaliable, but I'm sure sure our ENGies are working on getting it back asap~


  4. This thread hurt my head because Serif kept bumping it but after further thought, his change would actually increase the skill ceiling and floor on the ult -- something I always regard as a good change.

     

    The change would punish ult spammers. Mashing your button would entangle people you wouldn't even know are around you. Sure you could spam your ult until it goes off but you have no idea where they are; they could be on either sides of the doorway ahead of you, a sensei flying high above you, or an enemy A hiding in a corner next to enemy B who's shooting at you (but since A's closer and you were spamming ult, you hit him and not B who's slightly out of range). With this change, you would then need to use your ult more intelligently -- as a panic button against an enemy, ambushing an enemy that you hear around a corner, etc. More importantly, it'll solve Serif's grate/window/plank problems and ease his qualms about the previous ult changes.


  5. Hide and Seek is pretty fun on gmod, I think the damage per missed bullet plugin could easily be implemented. Server population wouldn't be an issue if we basically ported the entire game over from gmod: hide and seek is pretty popular still, sometimes.


  6. Personally I don't find it a problem at all to moderate a full server singlehandedly, and I'm pretty lenient. Even when multiple admins are on, it's usually more of a case of who wants to not be lazy first and check out the reported player.

     

    A second server is a slightly bad idea imo. All it'll do is split up our playerbase and I'm envisioning two 20/40 servers when it'd be loads more fun just as 40/40.

     

    The only reason I'd see a reason to add another jb server is if it's different from our current one; i.e. rules, maps, mods.


  7. I fully support this as long as human alliance is the first candidate for a skin.

     

    This also fits the mmorpg endgame reward system of cosmetic over stats that I prefer. I can deal with not having +5 extra damage as long as I look fabulous.


  8. I dunno if you have to shoot immediately after respawning, but whenever I do, I respawn with a nade in hand. It's an extreme nuisance if ya wanna ambush someone in your spawn.

     

    On an unrelated note, I'm p sure dreadknight's close combat passive doesn't work. The respawn skill is also not 100% (if this is intended could the raceinfo be changed because the current one implies a 100% chance).

     

    Edit: Nope, just chillin after buying a respawn and it defaults to my flashbang, smoke if I don't have a flash.


  9. You can check who has a vac ban and when they got it if you go to your "Recently played with" tab (Steamcommunity->Friends->Recently played with) and use this script. Not me but a friend checks almost everytime we get together and within the past month or so he's caught at least 3 guys who were "Vac banned 1 day ago".

     

    At an LE, I honestly don't know if anyone smurfs at this level besides creating another global/smfc account. When they do, it's not usually a problem; I personally love going against challenging players. Just use good game sense and your level of shooting accuracy shouldn't matter too much. I honestly enjoy the few times I've queued up with my SMFC friends and gone up against equally skilled players -- getting high up on the scoreboard against people better than my current level is a fun way to know where I stand.


  10. Some bonus XP for managing to complete the objective the game was created for would be nice

     

    There are tiny exp bonuses for planting/being near the defused bomb but they're rather small.

     

     

    Upon further thoughts on the topic, I think an exponentially rewarding win streak system is the best implementation of the idea. The first win can yield a minor amount, but the rewards for the consecutive wins should be a fair amount more. This should give more incentive to keep the winstreak alive and going.


  11. What are the pros and cons of crackhouse?

     

    Some people like the "defend the house" aspect of it. Akin to cs_assault, t's are secluded to one section of the map and cts surround it. It's decently t sided in comp, but war3 is a gamechanger. Most of the hate is from people not using their heads by not utilizing tactical grenades and dying from it -- I've yet to see any ct smoke any doorways off to gain entry to the house. Others just don't know angles of windows and die easily from the snipers from outside the house.

     

    If you actually use your head, I think it's a great map to play on. Normally the correct play in a defend the house situation is just that -- defend it; see cs_office in comp for example, it's heavily t sided. War3 gives ts the opportunity to make other plays -- you can mole out and be sneaky, you can teleport out in a variety of ways, some races are invisible and sneaky enough to simply jump right out of the window/roof and get spooky picks. Cts get the same thing, half the windows are normally inaccessible but war3 makes all of them entry points.

     

    I'd say most of the hate comes from dying to the snipers and not knowing what to do about it. In any crackhouse map, there's always at least three different battles going on: the groundfloor, snipers on either teams versus eachother, and the players who teleport to the roofs -- sometimes the last two are the same thing. The rest of the battle is just a flurry of knives and entry frags.The match of the map will flow accordingly to whichever team has better roof control and sniper control: you can't really enter the house if a sniper on the roof behind you picks you off.

     

    It and cs_assault are great maps and I've seen arguments for both of them being t or ct sided a million times. Most of it is ignorance of utilizing everything they have at their disposals, as well as teamplay (if a team doesn't have anyone playing roofs, noone takes up the mantle and secures it).


  12. Inspired by the comradery of JB where teams actually coordinate and work together to achieve victory in an otherwise casual modded game, I feel like War3 should have that as well. As it is War3 is basically a casual dm server and there's nothing wrong with that, but I feel like the guys who actually work together to win should be rewarded. I remember the times when people would actually ask for specific races to be played: some races that would otherwise be weak on their own became highly valuable and the enemy team would react accordingly. Nowadays those times are practically non-existant, they were great fun for everyone involved.

     

    With the large amount of races that have been/are being created I feel like an EXP reward for winning the round is a healthy route; the fact that people populate our servers during event for double exp proves it to be a valuable and wanting reward.

    The exact number of exp would be variable of course, we don't want too much free exp to be given a way, but it should be substantial enough to warrant encouraging teammates to work together.

     

    Back to the healthy route of the server, this opens up another way for people to level up. By actually getting exp from winning, you now have to choose between buying tomes of exp or helping your team to win with shopmenu items. Why read tomes when your personal skill can level you up just as fast/faster?

     

    I imagine there may be people who try to teamstack with this reward incorporated, but I'm sure our trusty and 100% efficient auto-teambalancer will handle that problem completely. If not we could come with more ideas of course.

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