[suggestion] team attack

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-C4-KOSZMIT
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Re: [suggestion] team attack
outofhere! wrote:


BFG is too strong when you shoot on the Walls
BFG IS near the Body useless becuase no hit @all

kszksz wrote:

I would like to see lower BFG splash dmg, because
it's annoying when you are hitting directly in air and you don't kill
but when you are next to wall and someone missing splash is killing you
anyway, IMHO BFG splash dmg could be 0, regards.

For direct hits you got rocket and granade. Everyone knows for longer time
that direct BFG hit doesnt do much so it might be aiming at wall on
purpose. This kind of BFG is a taste of plus-like configs. Ofc small adjustments can be done.

JUMPS'FPS! wrote:

I think given damage to the enemy should be 100% taken by urself

F1 - taken damage should be same as given to teammate
There shoul be added also teamkill spawn protection. It happens when you hit thru spawn point in the same moment your teammate spawns and you die because of teamkill.

- Gentelmans, we are dealing with someone here who has absolutely no life..
- How do you kill that which has no life..?

outofhere!
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Re: [suggestion] team attack
-C4-KOSZMIT wrote:


For direct hits you got rocket and granade. Everyone knows for longer time
that direct BFG hit doesnt do much so it might be aiming at wall on
purpose. This kind of BFG is a taste of plus-like configs. Ofc small adjustments can be done.

Yes since longer time the bfg is a split in this community,, dont forget the plus like bfg was too strong and there was many changes in the PlusN Dev Time from Fala and Beast! But why i see often the flames on Beer Freezer and nobody speak about on forum and accept it ?...

I say here ( dont blame me , but its needed Smug)

The PlusN.cfg need a change in some kind of balance from the Weapons and switch BFG, Rockets for sure!

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animalchik
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Re: [suggestion] team attack
outofhere! wrote:

dont forget the plus like bfg was too strong and there was many changes in the PlusN Dev Time from Fala and Beast! But why i see often the flames on Beer Freezer and nobody speak about on forum and accept it ?...

IDK, if it was to strong in plusN maybe it was, but since the number were equal to those before we had mod updated, we did lowered BFG strength drastically, and even that didn't helped, i have tested the BFG locally up to a moment it was to weak to kill anybody and if my memory don't lie me the BFG strength is only a little more from the state that it was actually hard to kill someone from it.

Mricwar was convinced that in the new mod release the unlagged projectiles mess up the bfg, yes they changed how BFG behaved, and we loosed a lot of time on trying to make BFG familiar to what it was, after a lot of test i was thinking its almost identical to the behavior from previous mod release but ppl still complained it is overpowered while on locallhost it was almost identical to the previous state. Because of that the BFG strength get lowered even more. Now idk even the numbers but they are nothing like bro/plus

About the BFG and direct hits, meh no comments guys, i have played that BFG style since 2003 and it never killed on direct hits on bro/plus cfg

I am addicted to life.

[MR.]RIDDLER
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Re: [suggestion] team attack

Agreed. Friendly fire damage should NOT be given to the teammate receiving it but entirely to the guy dishing it out. I'm not so sure about making rail an exception though - the rule should apply across the board to every weapon.

However in ranked wars I think the current system is fine. It's you're teammates responsibility to watch where they fire their weapons. In public it's rather different as people seem to prioritise on their own score (and don't give a fuck about others) rather than the teams.

I also agree that teamkill spawn protection is fucked - it doesn't make sense. An enemy gets an 'x' allowed time of spawn protection, whilst if you accidentally kill a re-spawned teammate you get an instant kill yourself? Wtf?

outofhere!
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Re: [suggestion] team attack
animalchik wrote:

outofhere! wrote:
dont forget the plus like bfg was too strong and there was many changes in the PlusN Dev Time from Fala and Beast! But why i see often the flames on Beer Freezer and nobody speak about on forum and accept it ?...

IDK, if it was to strong in plusN maybe it was, but since the number were equal to those before we had mod updated, we did lowered BFG strength drastically, and even that didn't helped, i have tested the BFG locally up to a moment it was to weak to kill anybody and if my memory don't lie me the BFG strength is only a little more from the state that it was actually hard to kill someone from it.

Mricwar was convinced that in the new mod release the unlagged projectiles mess up the bfg, yes they changed how BFG behaved, and we loosed a lot of time on trying to make BFG familiar to what it was, after a lot of test i was thinking its almost identical to the behavior from previous mod release but ppl still complained it is overpowered while on locallhost it was almost identical to the previous state. Because of that the BFG strength get lowered even more. Now idk even the numbers but they are nothing like bro/plus

About the BFG and direct hits, meh no comments guys, i have played that BFG style since 2003 and it never killed on direct hits on bro/plus cfg

yeah i know that we had in that time mod updates, yes and i also know the flame wars on forum about the bfg...

I want say that we need a new dev in this cfg to push this in plusN v.2.5! we test this version since long time now and we can try to get it fixed! i hope you = [fala] go for the dev for this Thinking you made a great job in that time and i know you was very pissed off and dropped the dev for many reasons!

I think many people can give some suggestions! Hopefully without flame! Praying

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RIX!·SOUL·
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Re: [suggestion] team attack
[MR.]RIDDLER wrote:

Agreed. Friendly fire damage should NOT be given to the teammate receiving it but entirely to the guy dishing it out. I'm not so sure about making rail an exception though - the rule should apply across the board to every weapon.

However in ranked wars I think the current system is fine. It's you're teammates responsibility to watch where they fire their weapons. In public it's rather different as people seem to prioritise on their own score (and don't give a fuck about others) rather than the teams.

I also agree that teamkill spawn protection is fucked - it doesn't make sense. An enemy gets an 'x' allowed time of spawn protection, whilst if you accidentally kill a re-spawned teammate you get an instant kill yourself? Wtf?

yes.
rail as an exception is just my point of view, i'd like it, but i could live without it. i understand, that it also makes sense to make no exceptions.
the ranked war system is perfectly fine for me as well, its just about the beer cfg.
and yes the teamkill spawn protection is fucked.

3M'darkangel
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Re: [suggestion] team attack

so ppl write here your suggestions about the plusN.cfg, for example i'd like to see sticky granades like in old times Smug


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Talent wins games, but teamwork and intelligence wins championships.”



“There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter.”
—Ernest Hemingway

[MR.]ZONT
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Re: [suggestion] team attack

Okey I feel some response is needed here.
First of all: where the hell did you take idea that beer has Wery special config of? only 1 var is changed in all 4 plusN files. its "Void Thaw Time" in plusN.cfg. it was increased from 4.4 to 10 or rounds on overkill were absolutely infinity. Thats all.

There were some attempts of changing back in time (for around 2 years ago) but community went strongly against. So it was reverted to default. (and some defaulted was changed). So you can say beer had some kind of 'beta' plusN but now its not.
Also if you look at forum u can find fala's phrase that plusN wasn't supposed for >5x5 and he kinda doesn't care w/ mess starting at beer when it's full.

2. About bfg. There were wars about bfg and how it should work all the time im here. When 1.04 released and all conf had to be remade we played w/ settings quite enough to understand peace hasn't come in this world. So I'd say leave it as it is or prepare for terrible terrible damage ^^.

3. Back ontop.
it has 4.5 subtopics:
3.1 Spawn with damage: Yeah this is really annoying point. In both ways: and when you spawn and someone live u 5 hp and ran away, and when you shoot in enemy, team8 spawns and u kill urself by him Confused Afaik we meet e+ engine features lack. We have "Team Self Damage" var and "Spawn protection" but spawn protects only 1 side. so if u kill ur teamer at spawntime U r not protected. I said about this as a bug loong time ago but didnt get any reply if its feature and how avoid it. So here we can nothing to do.
3.2 different weapon team damage - say me how. according to help at site there are only few variables which affects damage- global one "Team Self Damage" mentioned above, and "Self Damage". Putting "Team Self Damage" changes global var instead of weapon only (dunno if its bug or no) but in sum it looks like weapon specific team damage wasn't implemented. Sorry.
3.3. According to config Team Self Damage is set to 1.0 - but actually u take only half damage. should be 2.0 to have 100% (dont ask why). and "Self Damage" weapon's var doesn't influent at it. Sooooo i dunno.

3.4 Accodring to help team self damage applies only if g_friendlyfire is on, so im not sure its possible damage ur self w/out damaging teamm8 Sad

3.4b For those who read my post till the end some bonus video: bonus watch till end. thx kaktus for assist.

5. paradise. this topic is in bsa subforum so rules r same. u r welcome to go where the fuck ur 1 inch ass wants and leave this place. i'll w/ glad help u w/ it by baning u at 2 weeks from beer.

p.s. i hope im wrong w/ 3.1-3.3 so if any1 knows how to implement it - pm me pls. coz i was testing it at windows server where old projecties bug still existed (i reuploaded from news 2.2b but still same)

pps while i was typing this post some new posts appeared, haven't read yet

[Short version for lazy]
Im pissed off by rumors about cfg changing
Im mostly agree w/ rix and riddl, but dont know how implement it and not sure its possble
I want to ban paradise XD

Best wishes, Zont

RIX!·SOUL·
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Re: [suggestion] team attack
[MR.]ZONT wrote:


3. Back ontop.

yea i was kinda worried that there won't be any variables to control the teamdamage that specifically... the point thats most important in my eyes is that the damage would only be given to the attacker. if anyone has an idea, it would be awesome
otherwise i would simply suggest to turn friendly fire off, i promise spam won't increase, there's just ppl who spam and ppl who don't (in the same ratio than it used to be years ago). edit: at least try it out

about the plusN.cfg: ofc it feels different than it used to, but imo theres a lot of points that have improved overtime as well, non-consecutive thawing being the biggest one (imo it was an awesome idea, but right now i'm not even sure if it's the cfg or the mod and if i think about it it should be the mod, so forget it).
just saying so you don't get hates only!

Rico [E][S][T]
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Re: [suggestion] team attack

would be nice to change time from 1 min to 15-20 secs after server forces idling player to spectator. Ppl from opposite team will notice disbalance more quckly and fill the gap as soon as possible.