Idea! Remove the shitty spawn protection on capturable spawn in oasis!
It sucks, and if you dont want to remove, add them also on other capturable spawns.
In my oppinion this server became a little bit unprofessional with this amateuristic spawn protections.
Sorry if its harsh but that is just the way i see it.
And im not the only one complaining about the spawn protection in oasis.
Better was it adding in radar since axis always use arty on the truck when allied have the objective.
But its possible to make script that it changes the spawntimers, but i am not sure how its possible to apply them without a server restart.
spawntimers like 10 for allied and 15 for axis, and on railgun vice versa should work for both sides on less players and a quite full server.
It also gives people to change to actually do some objective and enhances teamplay.
It sucks, and if you dont want to remove, add them also on other capturable spawns.
In my oppinion this server became a little bit unprofessional with this amateuristic spawn protections.
Sorry if its harsh but that is just the way i see it.
And im not the only one complaining about the spawn protection in oasis.
Better was it adding in radar since axis always use arty on the truck when allied have the objective.
(01-05-2014, 10:37 PM)led Wrote: Disagree 50%sorry for doublepost.
The longer spawn times seem logical, but ND is not full all the time.. well, it's never quite literally full
But when the server isn't 'full', longer spawn times would mess up the game. It would be more boring.
Agree 50%
About the mines... I think 15 might be actually good
Sometimes, when lots of engineer in our team, the mines run out very fast
Although, an example with oasis: first part of the map, axis - 20 mines - enough to block EVERY route of allies
So, while I think spawn times are alright, I have to agree with decreasing the number of mines
Although I like using the odd landmine here or thereI can't stress enough that it's getting too easy for axis to win with all those 20 strategically placed mines
But its possible to make script that it changes the spawntimers, but i am not sure how its possible to apply them without a server restart.
spawntimers like 10 for allied and 15 for axis, and on railgun vice versa should work for both sides on less players and a quite full server.
It also gives people to change to actually do some objective and enhances teamplay.




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I can't stress enough that it's getting too easy for axis to win with all those 20 strategically placed mines