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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 - Antho - 19-01-2015 Current (relevant) settings: set team_maxMedics "80%" set team_maxEngineers "-1" set team_maxFieldOps "35%" set team_maxCovertOps "50%" set team_maxGrenLaunchers "3" set team_maxArtillery "1" If you guys really want to force more people into engineer, I suppose we could lower the max amount of medics from 80% to 70% as a test, and fine-tune the percentage over time Do note however, that once the limit is reached, people won't get a popup. Rather, they'll spawn as soldiers if they select medic. This could confuse guests. Another way of increasing the amount of engineers would be increasing the amount of grenadelaunchers. And then we could limit the max amount of nades they can carry, to balance out the extra amount of spam. E.g. increase limit to 5 launchers, decrease max grenades from 9 to 5/6, decrease amount of nades on spawn from 9 to 4. These are just some options, I don't really care either way. Frankly, I feel like it is sort of balanced right now. RE: -TWC|No Download Ideas And Suggestions - djuki - 19-01-2015 imo!! just leave it as it is!! RE: -TWC|No Download Ideas And Suggestions - Sky - 20-01-2015 leave it as it is... or test medics to 70% even 50% i don't really care but 5 grenade launchers man this is madness ............. O_O i can already see 5 axis people camping with RN at oasis 2nd spawns.... hell man RE: -TWC|No Download Ideas And Suggestions - Storch - 20-01-2015 Yeah for me 5 grenade launchers would be too much as well. I think we can surely test those 70% for the medic class. That won't harm anyone, imagine a team with 10 ppl, 7 of them can be medic, should be enough right?! lol! Sky proposed to me a while ago that we should perhaps reduce the overall amount of grenades. And I think it's not a bad idea, especially considering the nade spam that usually develops at the second Axis spawnpoint in Goldrush. Maybe 2 grenades less for each class? RE: -TWC|No Download Ideas And Suggestions - jupe - 20-01-2015 Soldier and engineer got 8 and 10 nades? That should reduce whit couple grenades And rifle grenades are good no need to change it. RE: -TWC|No Download Ideas And Suggestions - Sky - 20-01-2015 for the nades, unless using an enhmod script: you have only 2 options, meaning: - standard ET nade amount - custom jaymod nade amount like you can see on that picture ![]() "more nades" is enabled on each class at this moment, we could removed it for every class or for some classes for info, the basic amount is: medics: 1 nade fdops: 1 nade (but they have unlimited ammo so whatever) engineer: 4 nades soldier: 4 nades covert ops: 2 nades in my opinion we should just remove it for every class, except maybe for medics because 1 grenade is really few, but it's the way the game was supposed to be played ... so i'm neutral about it, it's up to you guys RE: -TWC|No Download Ideas And Suggestions - djuki - 20-01-2015 i found self in a team today in witch 3 medics was the limit. there where 3 engi's and on fieldopss i think... so im not quite sure the settings are right RE: -TWC|No Download Ideas And Suggestions - $4m4el - 20-01-2015 Imo just leave it as it is! RE: -TWC|No Download Ideas And Suggestions - Antho - 20-01-2015 (20-01-2015, 02:15 AM)Sky Wrote: for the nades, unless using an enhmod script: Yeah, if anything, I would definitely use enhancedmod for it ![]() But I really don't feel like changing anything unless we're in a really shitty spot, which we aren't honestly. RE: -TWC|No Download Ideas And Suggestions - Chasin - 20-01-2015 Reducing the grenade amount would indeed be fine. |