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Jaymod Ideas and suggestions
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.

(01-05-2014, 10:37 PM)led Wrote: Disagree 50%
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 there Biggrin I can't stress enough that it's getting too easy for axis to win with all those 20 strategically placed mines
sorry for doublepost.
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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But Anthoine, we must choose launguages we will translate!

I made a lil' list:
-German - second, next to English, most used launguage
-Polish - we have got very big amount of polish players and members
-French
-Russian
-Czech
-Slovak
-Dutch
-Finnish
-Ouch, I forgot! And of course Italiano!

If you have got other launguages proposition, write it down!

@Chuck. Well, I agree with your idea, man. But don't you think, that players won't be able to exit spawn? Only need to one allies soldier throw molov's and bunker cleaned. Then city is captured.
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(24-05-2014, 06:51 PM)Dukajek Wrote: But Anthoine, we must choose launguages we will translate!

I made a lil' list:
-German - second, next to English, most used launguage
-Polish - we have got very big amount of polish players and members
-French
-Russian
-Czech
-Slovak
-Dutch
-Finnish
-Ouch, I forgot! And of course Italiano!

I'm agree. I can translate only to Polish. I don't know German, French etc. But in TWC are players from these countries and I think thay can do it for ND Biggrin
[Image: and.png]
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Idk, maybe translate to estonian too?
Actually, from my experience, we estonians understand english well enough to know what's allowed and what isn't Biggrin
OldtimerOldtimer
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its easy, we have already a rule command in german ingame so you can take most of them, and there is still mimus and ligustah Biggrin

And its not hard to watch how the arty drops, every artillery shell has a delay from a new shell close to 1-2 sec in that time you can get out of spawn easily.
But i think its fair enough since with the protection allies have no change at all while they had before also a small change of winning when the server is crowded.
And its against its own rules, since heavy sk is allowed on a capturable spawn. With the shield we couldnt even do it(only panzer inside).
But Antho was already kind to remove it when i asked him.
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Dudes, let me ask a question about detailed walljump rules on ND.
There was some confusion today if the jump from Dump to rooftop is allowed or not. I saw a detailed discussion and documentation about it at about the time when Antho became Supreme (last year...?), Storch managed the issue and there were detailed pictures.
I cannot find it but I remember clearly that this jump from Dump onto rooftop of building was ALLOWED., just the jumps directly into or out of the dump over fences NOT. I suppose this is the finest solution and made game exciting for both sides but still fair, though this picture is not among the detailed wj pix in ND rules, in Fueldump section.
Would you please add such a picture with allowed and unallowed zones to the rules?
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(27-05-2014, 12:43 PM)Butcher Wrote: Dudes, let me ask a question about detailed walljump rules on ND.
There was some confusion today if the jump from Dump to rooftop is allowed or not. I saw a detailed discussion and documentation about it at about the time when Antho became Supreme (last year...?), Storch managed the issue and there were detailed pictures.
I cannot find it but I remember clearly that this jump from Dump onto rooftop of building was ALLOWED., just the jumps directly into or out of the dump are over fences NOT. I suppose this is the finest solution and maked game exciting for both sides but still fair, though this picture is not among the detailed wj pix in ND rules, in Fueldump section.
Would you please add such a picture with allowed and unallowed zones to the rules?

I believe the picture was there. Might be that the filehost removed it though...
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(27-05-2014, 12:43 PM)Butcher Wrote: I cannot find it but I remember clearly that this jump from Dump onto rooftop of building was ALLOWED., just the jumps directly into or out of the dump are over fences NOT.

This was ,and if the rules did not change when I was absent, is still true.

I can recall those images and they showed that the dump -> roof jump was allowed.

Not sure where they are at the moment. A couple weeks ago I could still see them.
[Image: ?n5CklNZ.webp,UXfnZPh.webp]
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Well I also have a question that in fuel dump map if the bridge is not built can we jump and go to the other side? Or its WJ.
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It is allowed to jump over the frozen river, doesn't matter if the bridge is built or not
OldtimerOldtimer
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