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Jaymod Ideas and suggestions - Printable Version +- -TWC| Forum (https://board.twcclan.org) +-- Forum: Servers & teams (https://board.twcclan.org/forum-17.html) +--- Forum: Enemy Territory (https://board.twcclan.org/forum-18.html) +---- Forum: No Download (https://board.twcclan.org/forum-19.html) +---- Thread: Jaymod Ideas and suggestions (/thread-34.html) Pages:
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RE: -TWC|No Download Ideas And Suggestions - Storch - 10-01-2015 Alright I updated the sk areas. I'm just asking for opinions all the time because I don't want to decide about the sk areas alone. I'm making mistakes too sometimes, so if anyone thinks this or that sk area should be altered somehow, please post it here, they are not set in stone
RE: -TWC|No Download Ideas And Suggestions - $4m4el - 10-01-2015 imo in Venice in axis 2nd spawn sk area should be bigger a bit but only near main entrance RE: -TWC|No Download Ideas And Suggestions - jupe - 10-01-2015 that looks good storh =) RE: -TWC|No Download Ideas And Suggestions - optee - 17-01-2015 This heavy sk rule at venice at first axis spawn is just a mess .. People with panzer/flame/mg just camp here and won't let axis out so they easily get the tank past the first axis spawn : https://www.dropbox.com/s/qe9am8pmf83cciv/2015-01-16-233408-venice_ne4.jpg?dl=0 In my opinion it should only be allowed here and not on the other side and inside of the building : https://www.dropbox.com/s/g02olmgzbkh3qt2/2015-01-16-233404-venice_ne4.jpg?dl=0 RE: -TWC|No Download Ideas And Suggestions - $4m4el - 17-01-2015 Sk in first axis spawn is allowed coz spawn is capturable. RE: -TWC|No Download Ideas And Suggestions - Storch - 17-01-2015 I understand what you mean Opte but I think this only happens so extremely when the teams are pretty uneven and Allies kinda overpowered. Normally Allies are having a hard time to even get close to the first Axis spawn, because of that rather open and wide yard where Axis can easily kill them. In my opinion the current sk rules and areas are fine as long as the teams are more or less balanced. Besides it would be very confusing to have some kind of exception to the 'heavy sk is allowed on capturable spawns'-rule. People would begin to argue 'but in Venice it's not allowed either!' or something like that. RE: -TWC|No Download Ideas And Suggestions - Axel - 18-01-2015 limit the field ops maybe ? tbh 5 field ops are useless with 12 players in the team....2-3 is enough to me. RE: -TWC|No Download Ideas And Suggestions - Chasin - 18-01-2015 I agree with Axel. When you have 12 players in your team and 5 are field ops you'll probably lose because there are almost no engineers in the team. RE: -TWC|No Download Ideas And Suggestions - Sky - 18-01-2015 blehh no need to limit fdops, i hardly saw more than 2-3 in a team, seems ok to me RE: -TWC|No Download Ideas And Suggestions - Vegehan - 19-01-2015 Mayebe a minimum for engineers then? Sometimes 6 or 7 medics and no engineers. In other ideas... Is it possible to make heavy sk impossible. Like it is impossible tot jump the wall in fueldump. Or at least for mortar and arty? |