Posts: 1,209
Threads: 64
Joined: Jan 2013
Reputation:
108
Ducks based on today's experiences I would have following suggestions:
1. Speed up skill level-up, its damn boring and hard to gain levels with bots and bloxking opponents.
2. Can medic have shotgun?
3. Currently one field ops can block access of key ares fully with continuous arty/bombing. PLease modify settings that there cannot be continuous arty/bombing.
Posts: 295
Threads: 6
Joined: Mar 2017
Reputation:
35
Agree for the fdops, you can as soon you are lvl 2 fdops, spam the ffe and block a way to your ennemy H/24. Set the ffe cd more longer, and that should be fine.
About shotgun on medic, for kill with that. You need to be very close for one shot. And you take pistols for long distance. It's why rambo medic shouldn't be that strong. It's not that easier to aim aswell, if you miss, you have good chance to die after this.
About levels, that give challenge. For me, it's good like this. That make you happy to gain a level because it's not that easier.
Posts: 1,319
Threads: 37
Joined: Apr 2016
Reputation:
82
There are some classes, you need more time to gain max level. It is some challenge, nobody said it would be easy, for sure it will be easier when more player visit server
I will think about medic + shotgun, when I get max level as medic and test it. For sure I don't want make this class too strong.
About F-ops, I add this to my growing 'to do list' and check settings if this class cause issues.
Thx for your suggestions!
Posts: 1,209
Threads: 64
Joined: Jan 2013
Reputation:
108
Hey Hamster boy,
Thanx a lot for your efforts!
About levels I think it supports also a lot more a new server when people dont have to be around for weeks to gain levels and so have access to all features and tools, weapons. More tools = more fun = more visitors coming! Sp please speed up those levels.
The killing spree sounds are annyoing and they cannot be turned off even a NQ config menu - so it would be better to fully remove them. Today a guest also complained about it.
Shotgun could be handled like on ND: where all classes except covops can have it, so I suppose the same would work also here. I don't think that shotgun would be the one that made medic stronger.
A medic selfheal delay by 5 seconds could be considered to prevent escaping of medics with stuff by continuous annoying selfhealing.
I was glad to discover that also field ops can reveal landmines.
So thanx again and good work further!
Old Butch
Posts: 1,319
Threads: 37
Joined: Apr 2016
Reputation:
82
I'm not sure if disable killing spree sounds is good idea. This is something that distinguishes the NQ server from others. Of course we can discuss about quality of this sounds and length. I heard from players some good and not good opinions about it so my idea is to change it in this way; after 5 kills you will hear short sound, after 10 lil longer, etc. I think that people complain about it because it is easy to get 5 kills in row and they always hear this same, not short sound
Quote:I was glad to discover that also field ops can reveal landmines.
There are some sicrets in the server
Posts: 1,209
Threads: 64
Joined: Jan 2013
Reputation:
108
That killing spree sound might be a good idea for those, just please fix the NQ config systems menu the, that people can disable spree sounds. Currently there is the option in the config menu, but it does not work, so I suppose it is not enabled in server CFG.
Posts: 1,468
Threads: 38
Joined: Dec 2015
Reputation:
87
03-11-2017, 12:57 PM
(This post was last modified: 03-11-2017, 12:59 PM by Haures.)
team_artyTime
Description
The amount of time, in seconds, that must pass between artillery strikes per team.
For the arty
team_airstrikeTime
We have both at 55 secs on bg atm
Posts: 66
Threads: 7
Joined: May 2017
Reputation:
2
(03-11-2017, 11:45 AM)Butcher Wrote: 1) please speed up those levels.
2) The killing spree sounds are annyoing and they cannot be turned off even a NQ config menu - so it would be better to fully remove them.
3) Shotgun could be handled like on ND: where all classes except covops can have it, so I suppose the same would work also here. I don't think that shotgun would be the one that made medic stronger.
4) A medic selfheal delay by 5 seconds could be considered to prevent escaping of medics with stuff by continuous annoying selfhealing.
Ad.1) I don't agree. It's cool that you need to put some effort to gain higher levels.
Ad.2) agreed
Ad.3) agreed
Ad.4) I don;t agree. It is ok as it is now.
Posts: 550
Threads: 35
Joined: May 2017
Your not going to please everyone, because people always want different things to the others. But with the medics, just keep it the same. With the bots, the poll has stated it stays the same so until the next poll is launched, have fun getting rekt by computers
Posts: 295
Threads: 6
Joined: Mar 2017
Reputation:
35
03-11-2017, 03:27 PM
(This post was last modified: 03-11-2017, 03:35 PM by -TWC|ErrorLoading.)
The killing spree sounds are great, i want more songs after 55 or 60 kills, after Tsunami song please ! 
Also more for ultra kill and higher !
For the coverops, it is possible to unlock him mp40/thompson ? Wich will allow him to be more sneaky.
Let the medic free, or if you set a delay for selfheal, he will just run and hide for heal himself. And, i won't play him anymore. Butcher don't play medic, it's why he want to make him less effective.
|