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Some changes have been made towards the ingame settings: (With some help from Dominator56 Meagain and Sky)
-Medic's max health has been reduced to 140 (40+50+50 = 3 headshots = kill)
-RifleNades have been reduced to max 1 per each team.
-DoubleJump has been removed
-Medic's stamina will rechange slower now
-Soundpack has been re-added untill we create a new one
-Medic's max skill level has been reduced to level 4 ( level 5 had medpacks who healed 30 each)
-Tripmines reduced to 5 (from 10)
-Landmines reduced to 10 (from 15)
-Panzervalue for unlocking 40% of 40players = 16 players.
-Fieldops Arty Strike & Support cooldowns have been changed. (Supportfire 60>45 / Arty 120>90)
Got any other suggestions? Feel free to speak up.
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Hey mates,
I am for most of the changes you made: reducing the nmber of tripmines and landmines will contribute to reducing the chance of blocking game/maps.
Removing double jump is also a fine idea, I think, as dj started to be quite annpying , mainly on maps where the objective is to steal and bring gold/another stuff and people flied across the map in some seconds, not leaving any chance to the other team to prevent them.
I have been missing the cool sound pack, so I am glad to have it again. Concerning the coming improved sp I would focus on customs sounds and would be cautious about installing dubstep and techo stuff, as they are quite loud and may kill nerves of players, when played several in a row.
I would not limit the number of rifles with nades, I think basically its fine, as it can help to break through in blocked corridors and rooms. I think several rifles are exciting.
Medic is a heavy question. Regarding medics I think the annoying factor was rambo medics, so many medics run across the map, have superior HP and focus on themselves first and less on healing teammates and feel they are there only for frag around. Therefore its fine to reduce the max. HP of medics - good job! - and slowing down the stamina bar recharge, but it will not solve the problem of rambo medics, at the same time it makes more difficult to quickly heal teammates.
When you agree ofc with the attitude that medics are there for a support function firstly and not to make almost invincible rambos, then I can point you attention on other medic settings: delayed selfheal and reducing the number of medics per team. If you set 5 seconds delay for selfheal and set a limit of one medic for 5 players (6th player could be medic 2), then thsi will really prevent fraggers for choosing medic class and will heavily reduce its superiority. In such a case a quick recharge of medic stamina barand elaving their lvl 5 could be retained, so that they can heal mates efficiently.
Have a great day!
Old Butch
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I only play medic and I absolutely suck. These changes basically get me 0-50 every game.
''I'm not using you as a tool or anything. I just want to make you fucking useful.'' - Meagain
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Well DutchMK, i guess thats your own fault haha xD maybe visit more often so you can get some aim hehe.
Regarding butch's comment, we already have a setting which sets the max amount of medics to 2 or 4, but it rarely gets used.
For the selfheal part, i'll have to look into and see if the active people even like such a thing ofc.
Thanks for your oppinions Dutch Butch and Makez.
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02-11-2016, 04:21 PM
(This post was last modified: 02-11-2016, 04:21 PM by Broodzakje.)
Great! nice to see those changes
///M Performance
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on nitmod you can kill some1 really fast if you hit good with smg. so i dont think there is a reduce nessecery for engi rifle nades and even so lets say its 10 vs 10 1 rifle each team is crazy even on etpro its more right? and i think its not op aswell.
also i think you forgot to write that you reduced the covertops to 1 or was that only for the capter the flag event?
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That was for ctf face only
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well i think its not a bad idea to make it 2 snipers max, but with a !sniperwar comand.
and what ya guys think about the riflenades?