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Jaymod Ideas and suggestions - Printable Version

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RE: -TWC|No Download Ideas And Suggestions - Destroy666 - 03-10-2012

(03-10-2012, 04:15 PM)Blood Berserker Wrote: Talking about respawn time and teams and stuff is there also a mechanism that auto put team. when axis has: 11 players and allied: 8 players (happens a lot) then the teams can be made even easy and fast. axis/allied loses a lot of maps cuz of uneven teams

There isn't unfortunately. But I agree with you, almost every 3-5 games I play in ND I'm at least 1 time in team with 3-4 players less and need to wait sometimes over 5 minutes to get them even (because other players leave too before admins make them fair). Some members don't even understand that they are responsible for that and refuse to change team when asked or vote for "Shuffle teams by XP" which ofc always fails.

About spawntime - it shouldn't be too high in public Jaymod server. But current isn't also good - Allies shouldn't have same spawntime as Axis. I think 7/8 Allies and 9/10/11 Axis would be ok.

(03-10-2012, 04:02 PM)Spicy Wrote: I don't really see why axis and allies should have different respawn time. Sure axis are at a advantage in some maps but what matters more is the players' skills and teamplay.

Because Allies attack which is a lot harder than camping. Look at ETPro spawntimes - Allies always have 10 seconds less than Axis. And still in some maps it isn't possible to set time for them. Let's take competitive 6o6 radar/goldrush/battery as example - they all have 20s Allies and 30s Axis iIrc.


RE: -TWC|No Download Ideas And Suggestions - Schaapje - 03-10-2012

About the spawn times:

I agree that the spawn times are way to short when the server has more then 7 players in each team. One small example from goldrush: It is almost impossible for allies to get the gold crates out of the bank if they are not extremely overpowered in terms of skill. This has to do with the fact that axis often spawn very very close to the object they have to defend, while the allies have to cross a large distance before even getting there.
I would say allies 8/9 secconds spawn-time and axis 10-12 seconds spawn-time.


About the trial-member proposal:

Why add a trial-member rank? For me the lvl 5 already counts as a trial. In the week after someone joins TWC we determine if a player is fit to get a promotion, and thus is fit to get our trust. If the trust is broken, they will get a demotion or a kick-out, as has happened in the past.
Either you could rename the lvl 5 rank to TWC Trial Member or you can keep the system in place.


RE: -TWC|No Download Ideas And Suggestions - Chuck - 03-10-2012

I changed timers for allies to 8 and axis to 12 seems fair enough for me, And about the trail i always been a fan of tryout membership cause you can observe their behaviour if they deserve to be in TWC and some other stuff


RE: -TWC|No Download Ideas And Suggestions - Creak - 04-10-2012

oke! we will see if it will work Smile


RE: -TWC|No Download Ideas And Suggestions - Kokok - 04-10-2012

Agreed with all let's see.


RE: -TWC|No Download Ideas And Suggestions - Chaos - 04-10-2012

(03-10-2012, 04:28 PM)Destroy666 Wrote:
(03-10-2012, 04:15 PM)Blood Berserker Wrote: Talking about respawn time and teams and stuff is there also a mechanism that auto put team. when axis has: 11 players and allied: 8 players (happens a lot) then the teams can be made even easy and fast. axis/allied loses a lot of maps cuz of uneven teams

There isn't unfortunately. But I agree with you, almost every 3-5 games I play in ND I'm at least 1 time in team with 3-4 players less and need to wait sometimes over 5 minutes to get them even (because other players leave too before admins make them fair). Some members don't even understand that they are responsible for that and refuse to change team when asked or vote for "Shuffle teams by XP" which ofc always fails.

About spawntime - it shouldn't be too high in public Jaymod server. But current isn't also good - Allies shouldn't have same spawntime as Axis. I think 7/8 Allies and 9/10/11 Axis would be ok.

(03-10-2012, 04:02 PM)Spicy Wrote: I don't really see why axis and allies should have different respawn time. Sure axis are at a advantage in some maps but what matters more is the players' skills and teamplay.

Because Allies attack which is a lot harder than camping. Look at ETPro spawntimes - Allies always have 10 seconds less than Axis. And still in some maps it isn't possible to set time for them. Let's take competitive 6o6 radar/goldrush/battery as example - they all have 20s Allies and 30s Axis iIrc.


Abouy the uneven teams, so far as I know there isn't a command for jaymod to fix it. Etpub has it but Jaymod not.

Chaos.


RE: -TWC|No Download Ideas And Suggestions - Blood Berserker - 05-10-2012

thats badSad its really hard to get the teams even.... but i think when the teams are even a member or admin just should join the team what has the lowest number of players... doesnt matter if you are on a killingspree of 20 or what so ever.... (this is why you joinedBiggrin)


RE: -TWC|No Download Ideas And Suggestions - Spicy - 05-10-2012

Has the mortar been changed or am I just bugged? Atm only 7 ammo and after every shot I get automatically standing and can't see where the mortal hit while pressing G.

If this is intended I don't think anyone will use mortar anymore.


RE: -TWC|No Download Ideas And Suggestions - Schaapje - 05-10-2012

I heard more people about this 'bug' (I suppose it is a bug). Somebody might have to look into this.

I dont think everybody has this issue btw.


RE: -TWC|No Download Ideas And Suggestions - Blood Berserker - 05-10-2012

idd you have to get ammo first.... but you can have 23 mortars now instead of 17(?)
think everybody has the bug because every mortar guy i see stands up after 1 shot...