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(28-04-2016, 11:56 PM)Storch Wrote: Oasis:
1st Allied: not really | 2nd Allied: yea might happen here or there, but with more or less fair teams not often either | 2nd Axis: same as second allied
Molotov against first allied spawn is really way to much. like in the cp hallway or the tunnel with pump or even normal tunnel way. all spammed by axis molotovs often.
Don't know if it's possible to make loadtime or re-use of molotov to take longer?
"Maybe it's all you need, but it's not all I give you"
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29-04-2016, 10:16 AM
(This post was last modified: 29-04-2016, 10:41 AM by Storch.)
(29-04-2016, 07:36 AM)Megan Wrote: my only suggestion is to limit mines. 10 or 15 is enough
- S-mine too op
- sometimes it feels like im playing Wolfenstein Minefield territory.
- engies may get lazy if they mine obj area or tank and think they do the job for them.
pros:
+ it could add more teamplay defending obj or destroying tank
+ less hate on mainchat about mines
cons:
- it could start team chat war with engies who want to put mines
- obj defending might be a little harder but thats when teamplay goes in
If there was any reduction of mines it should only be to 15. Sometimes there are beginners who take the engi class and waste half of the mines at one place. Besides, often it's only the engis who actually play for objective, so it's not even bad to kinda let the mines take over the defending job, simply because the engis can't be everywhere at the same time. Doesn't mean you get lazy because re-planting the mines takes a lot of time too, if you have them spread all over the defending base. Also, I doubt people will start to teamplay more when there are less mines. That's more like dream wishing^^ But ye, I would be okay with reducing them to 15 to give the rambo medics a few more chances to run...
@Subzero: Yeah a bit slower recharge of molos would certainly not hurt imo.
Anyway, would be nice to hear some HA's of ND say something here for a change...
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Well I already posted what I think ^^ Imo the rules are fine as long as the teams are not too unfair, changing sk rules because of unfair teams is not logical to me, we should focus more on balancing teams as admins imo, lately I noticed clearly most admins don't give a shit anymore
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My opinion is the same as sky's... just learn to live with the rules and deal with panza and mines and all that stuff, you guys talk like its imposible to play with these weapons, the only issue i can thnk is when teams are unbalanced.
About venice, ill change it when i get the time to do so.
Me playing
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My suggestions here weren't about it being unbearible and I also didn't mean that it had to change right this instant.
But more and more I get the feeling that it is indeed impossible to play sometimes cuz it's like 30 people on server and then it's just massacre.
Btw: look at server, almost any time you connect to server team are unbalanced. and people from the winning team don't want to change because it's fun to be the dominant team and easy. this will never change
"Maybe it's all you need, but it's not all I give you"
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29-04-2016, 01:58 PM
(This post was last modified: 29-04-2016, 02:08 PM by Mega$low.)
(29-04-2016, 01:10 AM)Longer Wrote: (28-04-2016, 11:34 AM)TooSlow Wrote: Spawnkilling: I see many bastards abusing spawnkilling and e.g. many times bombing GoldRush Axis spawn with molotovs and standing there waiting for Axis to respawn. Also quite a shitty unfair move, so I recommend to introduce no-spawnkilling not only for heavybut all weapons, It would make more fun.
Longer spawn protection would resolved this problem i think
Sk of light weapons is ok, I see no reason to change anything:P Alternatively, you can add a molotov to the list of forbidden or add 1-2 seconds more protection Total prohibit sk my sentence would only clutter on the server.
My sentence is only this :Longer spawn protection would resolved this problem i think, upper text is from butcher  , and I agree with you Longer,i played on some servers with longer spawn protection and nobody did heavy spawn kill bcos the result was 0 kill.
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No one said it would be impossible to play with panzer, nades, rifle or molo. The main issue here was about Goldrush, when Axis spawn at their second spawnpoint. Because then it actually is almost impossible to play for Axis, unless they have a stronger team than Allies.
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Some guests are so retarded they don't even understand the heavy sk rules, if we add more specific stuff for gold rush 2ND barrier it will be even less understandable and will only result in whining and splatting parties , I'm not really convinced ... :/
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well i have followed this post a couple of days. And I agree with Sky, the less rules the better of we are!
And the only big problem we have is the teambalance. This imo is an underestimated admin job. I see often teams out of balance and TWC members who dont act. this is the only thing we need to change imo. O btw yea the map thingys.
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