Join us on our TWC Discord channel

Thread Rating:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Jaymod Ideas and suggestions
sounds great!

btw the script that is currently running Oasis is stil active after the wall has blown. Sometime that causes fails like when you are allies and use the stairs to get on the little balcony (near the blown up wall) to attack axis that defending there in the back. When you turn around you'll get pushed of by the script.

I know its not a big deal, but still. Maybe you can have a look at it
[Image: 4619468.png]
[Image: 2r5gv21.gif]
Reply
What about reduce molotov from 3 to 2? Sounded like a nice idea to me. Sometimes people just spam molotovs in certain maps in closed spaces (like railgun cp area and battery axis spawn) and the game turns to a mess
[Image: dlnof9.jpg]
Reply
I would accept your proposal TEAMMATE, but I can't decide alone. Anyways the reduction is reasonable idea.

---------------
ND Supreme

[Image: ocean.jpg]
Reply
I thought this part of the last survey and majority voted on favor of this proposition.
[Image: 4619468.png]
[Image: 2r5gv21.gif]
Reply
Not sure if possible, but there should be a script so that allies can't jump over the wall in fuel dump
Almost every time I join the game and there is no admin online, guests are wj'ing over the wall.. And it is even worse when !makesc doesn't work.. (is it bugged sometimes?)
So yes, if possible, it would be useful.. if not possible, then we have to live with it Smile

E: I'm not complaining that guests don't obey the rules sometimes, just want to say that it would be easier for admins if the script is possible (I have a feeling it is hard to do)
OldtimerOldtimer
Reply
led, technically - it's possible, but I didn't find any finished script on the web. I saw antiwalljump script working next to axis base's roof, so therefore its possible to edit the trigger area where allied soldiers are pushed against the invisible barrier with info "walljump not allowed", like it used to work on oasis.

---------------
ND Supreme

[Image: ocean.jpg]
Reply
(12-03-2014, 03:12 PM)a TEAMMATE Wrote: What about reduce molotov from 3 to 2? Sounded like a nice idea to me. Sometimes people just spam molotovs in certain maps in closed spaces (like railgun cp area and battery axis spawn) and the game turns to a mess

as for me, even from three to one molotov, it would be a good idea
[Image: b_560x95.png]
Reply
Agree with reducing molotov..
But why not reduce molo to 1, but give it to another class (maybe soldier?)
Again, I don't know the settings for jaymod and if it is possible
I think it would be a good idea so we can eliminate molotov spam, but will keep it as a part of the objective game
OldtimerOldtimer
Reply
No need to reduce molotov amount, rather better to reduce it's damage. Molotov's are A. bugged - they damage through the wall and B. OVER POWERED, you practically die in half a second inside one.
Compare it to the flame thrower, logically they are both flame weapons and should do the same damage? nope. Flamethrower is very under powered both in function and in damage. Thompson/MP40 easily kills a flamethrower even in small confined spaces where the flamethrower supposed to excel.

now let's compare it to the soldier poisen gas, both work basically the same way, center AOE which causes the most damage and less as you move away. The gas damage ticks every one second which is very little, but considering there is practically infinite gas to a player it's ok, it balances out. but the molotov just ticks like crazy and does tons of damage, it's simply too powerful.

I vote for removing it entirely, at least until the bug is fixed and can no longer be abused, then we can discuss the damage reduction if needed.
A man writes because he is tormented, because he doubts. He needs to constantly prove to himself and the others that he's worth something. And if I know for sure that I'm a genius? Why write then? What the hell for?

-Writer
Reply
removing them won't work... people would get mad (I myself would) same for reducing damage... we're used to it, it's better not to mess with them
molotovs are useful if you are engi and need to protect dyna and such

i think reducing them to 2 it's the easiest way to stop ppl from spamming molotovs without making anyone mad about changes
[Image: dlnof9.jpg]
Reply


Possibly Related Threads…
Thread Author Replies Views Last Post
  ND Suggestions & Complaints Narko 13 5,584 07-02-2022, 01:37 AM
Last Post: ReXxus
Question Jaymod Rules (including Heavy SK Areas) $4m4el 0 2,893 26-02-2018, 11:13 PM
Last Post: $4m4el
Information Jaymod promotions, demotions and kick-out policy Antho 0 3,395 22-12-2013, 02:57 PM
Last Post: Antho

Forum Jump:


Users browsing this thread: 7 Guest(s)