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RE: Changes suggestion - Davu - 28-04-2016

Maps:

Venice: excellent selection, just please replace the current version with the other Venice (classic?) that has Allied and Axis CP, Antitank gun, Library wall cannot be destroyed outside. Now allies almost always steal stuff befire they even push the tank forward, though it would be a nice goal to escort it and only have the chance of breaK-in after that.


GoldRush: the invisible wall block at Axis final spawn blocks Axis from throwing grenades and airstrike canisters out, it might be removed. The area in front of both Axis spawns could be blocked from planting mines (donno how) as Allies make Axis suck many times by planting there. Quite a shitty action, annoying.


Spawnkilling: I see many bastards abusing spawnkilling and e.g. many times bombing GoldRush Axis spawn with molotovs and standing there waiting for Axis to respawn. Also quite a shitty unfair move, so I recommend to introduce no-spawnkilling not only for heavybut all weapons, It would make more fun.


Panzer: I also see many bastards trolling with panzer and using it against men. Panzer speed is far too high, so it is difficlult to defend ourselves against it, so I woul recommend to lower panzer speed in mod code (?). In that case it is far less attractive for trolls and use it against vehicles.


Maps:


- The other version of Venice sounds like a good idea Smile.

- I dont see axis unable to throw grenades, arty etc out of the spawn as a problem and mines are pretty fast cleared when axis starts to spawn at the spawn. If there are many people playing usually someone is trying to stop allies from planting mines there anyways. And after axis is fighting out of the final spawn, often allies engineers just die on the way to plant mines in front of the spawn and it doesnt make that big of a problem IMO.


- Playing in axis @ goldrush is annoying sometimes but I think that is just part of the game and ND, If light sk was forbidden in Goldrush IMO it would be pretty hard to supervise.


- Panzer damage/speed/reload time or w.e should be restricted or lowered somehow, but if it affects the whole soldier class I guess we just have to live with the panzer.


RE: Changes suggestion - Storch - 28-04-2016

Venice: Yeah totally agree, the other version would be much better.

Bremen: I also had my doubts about Bremen being big enough for more than 30 players and I haven't had the chance to play it with this many players yet, but neither have I heard anyone (except you) complaining about it so far. I also think the side entrance, of which not everyone seems to be aware of, can be of much help for Allies in order to reach the CP. Besides, people here just voted for this map, so it's rather unlikely to be changed so quickly^^

Goldrush: I'm also a bit annoyed by that invisible wall sometimes but I kinda got used to it by now and mostly only use the other spawn exit anyway. But I don't see much sense in this wall, if people can shoot rifle nades in there anyway, even with wall.. So you might as well just remove it Wink But of course the spawnkilling on Axis is always a huge problem in Goldrush and it would be really nice to come up with something to avoid this a little bit. Though, changing the whole sk rule won't be the solution, since it will only cause even more confusion. I can't think of any map specific changes that could be helpful there either though. People just need to get more interested in objective somehow, rather than just building tents on the bridge and at the first truck barrier and camp on the axis spawnpoint...

Oh and about panzer. Butcher you just won't give up will you? Biggrin I think you've proposed to change it many times already :P As much as it's hated by many, it is loved by others and since the panzer settings can't really be changed without negatively affecting other soldier weapons you just have to deal with it and get used to it. It's not like in Vietnam where it can/should only be used for vehicles. In ND it's also supposed to kill people, so get over it^^


RE: Changes suggestion - Nirv - 28-04-2016

(28-04-2016, 11:34 AM)TooSlow Wrote: so I recommend to introduce no-spawnkilling not only for heavybut all weapons, It would make more fun.

Sad

I don't want to stop light spawnkilling.


RE: Changes suggestion - PunnnnnnK - 28-04-2016

what about considering all weapons that can kill in 1 shot as heavy? This way nades, riflenades and molotovs are not allowed, but pistol, smg, knife and poison still are.


RE: Changes suggestion - Storch - 28-04-2016

(28-04-2016, 06:51 PM)PunnnnnnK Wrote: what about considering all weapons that can kill in 1 shot as heavy? This way nades, riflenades and molotovs are not allowed, but pistol, smg, knife and poison still are.

Thats a good idea actually! It would mostly only be relevant in Goldrush and maybe Fueldump anyway, so maybe it would not even cause so much irritation. Of course this would have to be passed on to all the visitors for a while to give them a chance to adapt. Not sure what others think about this idea though^^


RE: Changes suggestion - $ubzero - 28-04-2016

I think it's a good idea, but pretty sure it won't work seeing how hard people have it with this sk rule making it more hard is dangerous.


RE: Changes suggestion - Tomahawk - 28-04-2016

(28-04-2016, 08:10 PM)$ubzero Wrote: I think it's a good idea, but pretty sure it won't work seeing how hard people have it with this sk rule making it more hard is dangerous.

not making it hard, making it impossible... trust me you dont want to chase after 20+ people sking all over, telling each and every one of them to stop and using like 223233232 times in one minute


RE: Changes suggestion - Storch - 28-04-2016

lol... no need to exaggerate so much, just because one of our 'set-in-stone-rules' is being threatened Wink

Let's see where nades, molos or rifles are actually likely to be used at non-capturable spawnpoints:

Goldrush:
1st Allied: not really | 2nd Allied: not really | 2nd Axis: yes Smile

Oasis:
1st Allied: not really | 2nd Allied: yea might happen here or there, but with more or less fair teams not often either | 2nd Axis: same as second allied

Fueldump:
1st Allied: not really | 2nd Allied: not really | 2nd Axis: yeah, might happen and it would actually be good to prevent allies from throwing nades in the spawnbuilding from outside

Radar:
1st Allied: not really | 2nd Allied, only with pretty uneven teams | 2nd Axis: not really

Battery:
1st Allied: yeah, but again it would be good to stop rifles from camping on allies there | 2nd Axis: not really, since allies rarely get so close

Railgun:
Allied: only with uneven teams | Axis: same

Venice:
1st Allied: not really | 2nd Allied: not really | 2nd Axis: not really

Bremen:
1st Allied: not really | 2nd Allied: not really | 2nd Axis: not really


Soo... to me it seems only Goldrush, Fueldump and Battery would actually be affected by this change of the sk rule. Shouldn't be that hard to keep in control in my opinion.

Another option would be to disallow nade/molo/rifle-sk only in Goldrush. Actually might be a much better idea Biggrin


RE: Changes suggestion - Longer - 29-04-2016

(28-04-2016, 11:34 AM)TooSlow Wrote: Spawnkilling: I see many bastards abusing spawnkilling and e.g. many times bombing GoldRush Axis spawn with molotovs and standing there waiting for Axis to respawn. Also quite a shitty unfair move, so I recommend to introduce no-spawnkilling not only for heavybut all weapons, It would make more fun.


Longer spawn protection would resolved this problem i think


Sk of light weapons is ok, I see no reason to change anything:P Alternatively, you can add a molotov to the list of forbidden or add 1-2 seconds more protection Smile Total prohibit sk my sentence would only clutter on the server.


RE: Changes suggestion - Haures - 29-04-2016

my only suggestion is to limit mines. 10 or 15 is enough

- S-mine too op
- sometimes it feels like im playing Wolfenstein Minefield territory.
- engies may get lazy if they mine obj area or tank and think they do the job for them.

pros:
+ it could add more teamplay defending obj or destroying tank
+ less hate on mainchat about mines

cons:
- it could start team chat war with engies who want to put mines
- obj defending might be a little harder but thats when teamplay goes in