19-01-2015, 09:34 PM
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.
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.




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